|—||Me about everything (via frecklebott)|
- Artist: Warren Mahy
- Card Name: Turn to Frog
- Card Number: no 78
- Card Text: Target creature loses all abilities and becomes a 1/1 blue Frog until end of turn.
- Community Rating: 4 to 4.99
- Converted Mana Cost: 2
- Expansion: Magic 2012
- Flavor Text: “Ribbit.”
- Mana Cost: [Blue]
- Rarity: Uncommon
- Types: Instant
Pathfinder GameMastery Guide: Online, Free, 100% Legal
You know Paizo releases ALL of the rules in our Pathfinder RPG hardcovers for free online, right? Our game uses the Open Gaming License, so not only do we want to spread the love, we have to!
Here’s links to all the rules from the Pathfinder RPG: GameMastery Guide.
- Planar Adventures
- Fast Play Ship Combat
- Drugs and Addiction
- Sanity and Madness
- NPC Boons
- NPC Gallery
RPGs aren’t about spending tons of cash, they’re about getting together and sharing amazing stories. So don’t let a light wallet stop you from having fantastic adventures with your friends!
You can check out the rest of Paizo’s Pathfinder RPG hardcover rules right now over at the Pathfinder Roleplaying Game Reference Document (PRD).
#dice#dnd#nottomany I want some more dice, but I think I love game night
Caption/opis: #dandd #dungeonsanddragons #mymondays #mondaydandd #mondaynerdday #theseguys #nottheonlychick #wealldied #bitchesbejealous #budisincharge #threepointfive #mybabyisback #campaignfour #ithasbeenawhile #kitty #babychick #countrylife #sosweet #theytookovertheboard
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Too much interspecies gaming.
Sorry I have no source for the pic send me a message if you do!
Lord Ostenberg (Cleric)
Male Human Cleric of Cayden Cailean 5
CN Medium humanoid (human)
Init +0; Senses Perception +7
AC 23, touch 10, flat-footed 23 (+9 armor, +4 shield)
hp 45 (5d8+5)
Fort +5, Ref +1, Will +6; +2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol
Resist fortified drinker
Speed 30 ft.
Melee heavy mace +6 (1d8+5)
Ranged underwater heavy crossbow +1 (1d10/19-20)
Special Attacks channel positive energy 5/day (DC 14, 3d6)
Domain Spell-Like Abilities (CL 5th; concentration +7)
5/day—strength surge (+2)
Cleric Spells Prepared (CL 5th; concentration +7):
3rd—cure serious wounds, fly [D]
2nd—bull’s strength [D], bull’s strength, bull’s strength, cure moderate wounds
1st—cure light wounds, enlarge person [D] (DC 13), sanctify corpse, sanctuary (DC 13), sanctuary (DC 13)
0 (at will)—detect magic, purify food and drink (DC 12), read magic, stabilize
[D] Domain spell; Domains Strength, Travel
Str 21, Dex 10, Con 13, Int 15, Wis 14, Cha 14
Base Atk +3; CMB +6; CMD 18
Feats Armor Proficiency (Heavy), Brew Potion, Selective Channeling, Tower Shield Proficiency
Traits fortified drinker, mercenary, perfectionist’s brew
Skills Acrobatics -18, Appraise +0, Bluff +0, Climb -8, Craft (alchemy) +8 (+10 to brew potions), Diplomacy +10 (+12 when negotiating payment for a quest or a service that you provide), Disguise +0 (+5 to simulate illness), Escape Artist -18, Fly -18, Heal +8 (+11 to treat poison), Intimidate +3 (+5 when negotiating payment for a quest or a service that you provide), Knowledge (religion) +7, Perception +7, Profession (cook) +7, Profession (herbalist) +7, Ride -15, Sense Motive +0 (+2 when negotiating payment for a quest or a service that you provide), Stealth -20, Survival +0 (+2 to avoid becoming lost when using this), Swim -8
Languages Common, Draconic, Necril
SQ agile feet (5/day), aura, domains (strength, travel), meticulous
Combat Gear potion of cure light wounds (10), wand of cure light wounds, alchemist’s kindness (4), antitoxin (3), fire ward gel, healer’s kit, holy water (4), oil (20), pellet grenade, iron (5), smelling salts (5); Other Gear armored coat, full plate, tower shield, crossbow bolts (20), heavy mace, underwater heavy crossbow, bag of holding i, alchemist’s lab, ale (per gallon) (31), antidote kit, bandolier, bandolier, banner, very complex, banner, very complex, banner, very complex, barrel, barrel, barrel, barrel, barrel, barrel, bear trap, bear trap, bear trap, bear trap, bedroll, bell net, bell net, belt pouch, belt pouch, belt pouch, belt pouch, belt pouch, blanket, winter (4), block and tackle, bucket, bucket, bucket, bullseye lantern, waterproof, candle (10), cards, cauldron, chain (10 ft.) (2), chalk (5), chest, huge, chest, huge, coffee pot, cold weather outfit, compass, cot, crowbar, earplugs, feed (per day) (50), fetters, masterwork (barbed), filter hood, firewood (per day) (20), flint and steel, folding chair, folding chair, folding chair, folding chair, folding chair, folding chair, folding table, grappling bolt, grappling bolt, grappling bolt, grappling bolt, grappling bolt, hammer, silver holy symbol (Cayden), holy text, hourglass (1 hour), journal, lock, superior (2), manacles, masterwork (barbed), mead (per gallon) (31), mess kit, mess kit, mess kit, mess kit, mess kit, mess kit, miner’s pick, mirror, mug/tankard (6), portable altar, portable ram, pot, potion sponge, potion sponge, potion sponge, potion sponge, rope (5), saddlebags (2), scroll case, scroll case, scroll case, scroll case, scroll case, sentry mannequin, sentry mannequin, shaving kit, shovel (2), shovel, folding, signal horn, skillet, snowshoes, soap (5), spell component pouch, stretcher, surgeon’s tools, symptom kit, tabard, teapot, thurible, torch (20), waffle iron, wagon, heavy, waterskin (3), weapon cord, whetstone (5), wire saw, guard dog, guard dog, heavy horse (combat trained), heavy horse (combat trained), heavy horse (combat trained), heavy horse (combat trained), 1,363 gp, 2.8 sp, 2 cp
Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
Antidote kit (10 uses) +3 circumstance bonus to Heal checks to treat poison.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Aura (Ex) The Cleric has an aura corresponding to his deity’s alignment.
Cleric Channel Positive Energy 3d6 (5/day) (DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Strength) Granted Powers: In strength and brawn there is truth–your faith gives you incredible might and power.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Cold weather outfit +5 Fort save vs. cold weather.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Fortified Drinker +2 save vs. mind-affecting for 1 hr after drinking alchohol.
Mercenary +2 on Diplomacy, Intimidate, and Sense Motive checks made while negotiating for your pay.
Meticulous -2 on all untrained skill checks
Portable ram +2 to STR checks to break open a door, and allows a second helper (+2).
Selective Channeling Exclude targets from the area of your Channel Energy.
Snowshoes -50% walking penalty for heavy snow.
Strength Surge (5/day) (Sp) Grant +2 to a melee atack or strength check.
Symptom kit (10 uses) +5 Disguise to simulate illness.
Weapon cord Attached weapon can be recovered as a swift action.
Lord Ostenberg is a Human who left his homeland and traveled to a large Island seperated by a mountain range. The two countries on the Island are in a war and Ostenberg belives he can make lots of gold from this land.
When you see him he will be travelling with a large covered wagon full of goods and carried by two combat trained horses. They are named Rosie and Clyde. A Banner of his clan flys at the back end of his wagon. Instead of using a tent he has a cot set up inside his wagon where he sleeps. He keeps two gaurd dogs Sandy and Gordon in the back of his wagon
When you get a good look at Ostenberg you will see his very shiny Full Plate armor on him. In his left hand he holds a heavy mace . In his right hand a tower shield drags on the ground. He is a walking fortress. A symbol of a mug pouring out a foamy liquid sits apon his breastplate and shield. Two bandoliers cross his breastplate with 8 slots on each one a bottle with diffrent colored liquids fills a slot. Five pouches go around his waist. Where his spell componet puch and lantern sit as well. Over his sholder sits a bag the would look like a very medievl messanger bag of today. When he pulls things out of it it seems endless. A holster of Large Bolts sits at his hip where is heavy crossbow sits as well.
Ostenbergs Wagon is a grand masterpiece He sleeps inside of it at night and a banner waves in the wind ontop of it showing the mighty foaming mug of Cayden on both sides of the wagon is a extra banner reading “Ostenbergs Cure All” When you travel to the back you notice it is set up to be a shop. At night as Ostenberg sleeps he sets up bell nets at the fron and back of the wagon so if anyone tries to enter little bells will ring to wake him up.
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I’m currently running a Pathfinder Campaign, which meets monthly, and they’ve just dinged to level 2. And I’ve just introduced this race to them in addition to Dwarves, Halflings, Half-orcs and Humans.
Ratfolk, to me, seem to be cloaked in a bad rep. Thieves, cut throats, doing anything to survive. But in my campaign, I’ve painted them as a resourceful race, working with local governments to clean, trade, scout, and spy for them. \
Of course, every race has their bad eggs.
For now, Ratfolk in my world seem to be quite noble.
So how do you paint your Ratfolk? Are they inherently chaotic? Are they hated?