Posts Tagged ‘Pathfinder’
The trio of hags known collectively as “Mother, Maiden, and Crone” are a powerful covey of terrors in the service of a great and sinister evil. In my Revenge of the Giants game, they were actually at the front of an army of giants who invaded the campaign city, but the giants little knew that the hags actually had a greater agenda of their own. While the giants were looking to conquer, the hags were only interested in slaughter and sacrifice and were channeling souls to Acererak, the demilich of the Tomb of Horrors.
The three hags are Mother, an annis matron; The Cold Woman, an annis hag druid with affinity for frost (the “maiden”); and The Keening Crone, a green hag bard. These stats were created before the official Pathfinder conversion for annis hags, so it’s my own writeup. I haven’t compared my stats to the official version, but I would guess they’re fairly close and either one should work.
Mother (CR 9)
CE Large Monstrous Humanoid (female Annis Hag Matron)
Init +1; Senses Darkvision (60 feet); Perception +21
AC 25, touch 10, flat-footed 24 (+1 Dex, -1 size, +15 natural)
hp 126 (12d10+60)
Fort +11, Ref +9, Will +10
DR 5/bludgeoning; SR 20
Spd 40 ft., Flight (30 feet, Average)
Melee Bite +19 (1d6+8/20/x2) and
2x Claw 19 (1d6+8/20/x2)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities Alter Self (3/day), Bestow Curse (3/day), Charm Monster (3/day), Create Greater Undead (1/day), Create Undead (3/day), Cure Moderate Wounds, Mass (3/day), Cure Serious Wounds (3/day), Dominate Monster (1/week), Fear (3/day), Fog Cloud (3/day), Inflict Moderate Wounds, Mass (3/day), Vampiric Touch (3/day)
Abilities Str 27, Dex 12, Con 20, Int 14, Wis 14, Cha 14
Base Atk +12; CMB +21; CMD 32
Feats Alertness, Blind-Fight, Combat Casting, Great Fortitude, Intimidating Prowess, Multiattack
Skills Bluff +17, Diplomacy +11, Fly -1, Intimidate +18, Knowledge (Arcana) +10, Knowledge (Planes) +10, Knowledge (Religion) +10, Perception +21, Sense Motive +4, Spellcraft +17, Stealth +10
Languages Common, Draconic, Giant
SQ Rend (Ex)
Rend (Ex) Causes 2d6+9 damage if you hit with both claws.
Next week: The Cold Woman.
-The Gneech
The text is open content using the OGL. “Mother” was created by John “The Gneech” Robey. Stat blocks created by Hero Lab®.
Enormous, vicious beasts who terrorize underground passages, these umber, hulking creatures are the bane of dwarves and goblins alike. And have no resemblance whatsoever to certain copyrighted beasts that didn’t make it into the OGL. Really. We promise.
Tunnel Reaper (CR 7)
CE Large Aberration
Init +1; Senses Darkvision (60 feet), Tremorsense (60 feet); Perception +13
AC 19, touch 10, flat-footed 18 (+1 Dex, -1 size, +9 natural)
hp 95 (10d8+50)
Fort +7, Ref +6, Will +7
Spd 20 ft., Burrowing (20 feet)
Melee Bite +13 (2d6+6/20/x2) and
Claw x2 +12 (1d6+6/20/x2)
Space 10 ft.; Reach 10 ft.
Abilities Str 23, Dex 13, Con 18, Int 10, Wis 10, Cha 13
Base Atk +7; CMB +14; CMD 25
Feats Improved Natural Attack: Bite, Lightning Reflexes, Multiattack, Toughness +10, Weapon Focus: Bite
Skills Acrobatics +10, Climb +14, Intimidate +6, Perception +13, Stealth +9, Survival +10, Swim +10
Languages Common, Terran (can’t speak)
SQ Confusion Gaze (DC 16)
Confusion Gaze (DC 16) Gaze attack 30′. Effected targets become confused (as per the spell).
Tremorsense (60 feet) Sense non-flying things and creatures without seeing them.
Umber Hulk by !greystudio on deviantART
Because they have no speech other than clicking and stridulating noises, tunnel reapers are often taken for dumb beasts, but in actuality they are intelligent and crafty (if brutish and cruel) creatures, capable of laying elaborate ambushes or figuring out complex traps. Drow and other creatures of the underworld sometimes make mutually-beneficial agreements with tunnel reapers, exchanging the reaper’s muscle for regular sources of food or other benefits.
One should never make the mistake of believing the tunnel reaper is a friend, however. More than one goblin keeper has learned the hard way that the reaper it raised from an egg will one day decide that goblins are tasty.
-The Gneech
The text is open content using the OGL. The illustration was created by !greystudio and shared under their agreement with DeviantArt. The Tunnel Reaper was created by John “The Gneech” Robey, inspired by the original creation of Gary Gygax and/or Robert J. Kuntz. Stat blocks created by Hero Lab®.
So for the first Monster Monday post, I’m actually going to post a Pathfinder update to a critter I created in 3.5 for the Kobold Quarterly blog.
This writeup uses my original text, but the KQ text works just fine. Go with the one you prefer!

Grimdaw (CR 1/3)
N Tiny Magical Beast
Init +3; Senses Darkvision (60 feet), Low-Light Vision; Perception +12
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 size, +2 natural)
hp 5 (1d10)
Fort +2, Ref +5, Will +2
Immune paralysis, disease, energy drain, fear
Spd 10 ft., Fly 60 feet (Average)
Melee Talon x2 +6 (1d4-3/20/x2) plus disease
Space 2.5 ft.; Reach 0 ft.
Abilities Str 5, Dex 17, Con 10, Int 4, Wis 14, Cha 6
Base Atk +1; CMB +2; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +12, Stealth +11
SQ Disease (DC 11) (Ex)
Disease (DC 11) (Ex) Any creature struck by the claws of a grimdaw must make a Fortitude save vs. DC 11 (Constitution-based) or become nauseated by infectious bacteria attacking their nervous system, causing symptoms ranging from numbness to phantom sensations and extreme pain. After 1d4 rounds the victim becomes slowed (as per the spell). The secondary attack of the disease happens after 24 hours and causes paralysis for 1d4 days.Grimdaw Immunities (Ex) Grimdaws are immune to disease, drain effects, supernatural fear, and paralysis, making them uniquely suited to existing among the undead. (Their immunity to fear doesn’t make them recklessly brave— in fact, they tend to be quite cowardly creatures— it simply prevents them from fleeing in supernatural terror from a mummy’s despair ability, or instance.)
The Grimdaw, or “ghoul crow,” tends to nest and flock around graveyards, abandoned churches, swamps, or other unwholesome places and resembles a large and shabby crow or raven with a gruesome, skeletal-like head. Despite their appearance they are not undead, but actually scavengers and carrion-eaters that can coexist among the undead and feed on the remains of those the undead slay.
On their own, grimdaws retreat from larger creatures and will only attack if their mates or young are threatened; however, they are occasionally known to form into large swarms, commonly known as “riots,” which become very aggressive and will attack any creature of size Large or smaller size on sight. The exact reasons for the forming of a riot of ghoul crows is unknown.
Grimdaws are bright and, if tamed, can make good pets. They have been known to become the Arcane Familiar of necromancers (acting as a raven except without the ability to speak), or may be taken as an Animal Companion by clerics with the Death domain in place of the Bleeding Touch ability as if the cleric were a druid of the same level. While not terribly fearsome in combat, grimdaws make excellent spies or couriers.
Grimdaw Riot (CR 2)
N Tiny Magical Beast (Swarm)
Init +3; Senses Darkvision (60 feet), Low-Light Vision; Perception +16
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 size, +2 natural)
hp 16 (3d10)
Fort +3, Ref +6, Will +3
Immune Grimdaw Immunities, flanking, staggered, critical hits, precision damage, Swarm Traits
Weakness Vulnerability to Area Effects
Spd 10 ft., Fly 60 (Average)
Melee Swarm 1d6 plus disease
Space 10 ft.; Reach 0 ft.
Special Attacks Distraction (DC 11), Swarm Attack (1d6)
Abilities Str 5, Dex 17, Con 10, Int 4, Wis 14, Cha 6
Base Atk +3; CMB +4; CMD 11 (can’t be Bull Rushed, Grappled, or Tripped)
Feats Skill Focus: Perception, Weapon Finesse
Skills Fly +11, Perception +16, Stealth +11
SQ Disease (DC 11) (Ex)
Disease (DC 11) (Ex) Any creature struck by the claws of a grimdaw must make a Fortitude save vs. DC 11 (Constitution-based) or become nauseated by infectious bacteria attacking their nervous system, causing symptoms ranging from numbness to phantom sensations and extreme pain. After 1d4 rounds the victim becomes slowed (as per the spell). The secondary attack of the disease happens after 24 hours and causes paralysis for 1d4 days.Grimdaw Immunities (Ex) Grimdaws are immune to disease, drain effects, supernatural fear, and paralysis, making them uniquely suited to existing among the undead. (Their immunity to fear doesn’t make them recklessly brave— in fact, they tend to be quite cowardly creatures— it simply prevents them from fleeing in supernatural terror from a mummy’s despair ability, or instance.)
Distraction (DC 11) (Ex) A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save negates.
Swarm Attack (1d6) Creatures with the swarm subtype don’t make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. A swarm’s stat block has “swarm” in the Melee entries, with no attack bonus given.
Enjoy!
-The Gneech
Open content using the OGL. The Grimdaw was created by John “The Gneech” Robey. Stat blocks created by Hero Lab®.
Story First, Then Numbers
Well, my attempt to put aside GMing doesn’t seem to be going so well; for the past few weeks I’ve been grinding away on a campaign idea that won’t leave me alone. It’s nothing new under the sun– essentially a Lord of the Rings clone, with the main item of note being that it really is a Lord of the Rings clone, right down to singing (well, chanting) goblins and all sorts of detailed fiddly world notes and linguistic flourishes (like as an elvish dictionary that I use for creating consistent, meaningful place names and such). Assuming I can pull it off, it’d be very much a literary campaign, rather than a gamey one.
One of the issues with it, however, is finding the balance between making the world distinct from the Generic D&Dland of every other game, and making so much work that I might as well be running some other game. For instance, I don’t want there to be bags of holding, fireballs, and magic missiles flying around, so I banned arcane casting classes for PCs (except for bards). But I also made that important thematically: arcane magic is the arrogant imposition of the caster’s will over the natural order of the universe, and as any good Tolkien scholar knows, that’s bad juju. Divine magic, by contrast, is allowing yourself to be the conduit of a higher power and is essentially a humble thing. The exception to this is loremasters (i.e., bards), whose study of the world has taught them how to skillfully work within the natural order, rather than to just override it, so to speak.
Admittedly, it’s kind of a kludge. But again, it’s striking a balance between the needs of the story (i.e., flashy, blasty magic should be rare and mostly in the hands of badguys) and the need for an easily playable game (I don’t really want to spend a month editing the spell list for every class in the universe).
The biggest place where this is going to be an issue, in the long run, is going to be in scenario design– because D&D (and by D&D here I mean Pathfinder, but you get the drift) has an established progression of standard foes by level, e.g., kobolds, then goblins, then orcs, then gnolls, then hill giants, blah-blah-blah. But I don’t want to use that standard progression. In fact, in this setting, large swaths of the usual Monster Manual menagerie just don’t exist or are very different from the usual canon. (Chromatic vs. metallic dragons? What does that even mean? And what is this “astral plane” of which you speak?)
This means I can’t just call up call up the bestiary and start picking random critters to toss in and build a scenario around that, nor would I want to. I’m building the skeleton of a story here (with the players providing the flesh and soul), so I need to come up with what will be there and then make numbers to suit.
For instance, in one of the very early scenarios for the campaign I have in mind for the players to be confronted by an ettin as a dangerous “boss encounter.” (Why an ettin? Because they’re cool, strange, frightening monsters that fit the folklore/fairy tale/epic fantasy feel that I’m going for while still being unusual and exotic.) Unfortunately, a by the numbers ettin is CR 6, way way over the heads of any starting party.
For a regular campaign, as a sacrifice to ease of prep, I’d just say “screw it” and go with an ogre instead. But like I said above, this campaign is different. This campaign is a story first, and for the encounter I want, it pretty much has to be an ettin. What to do? One possible answer is something I’ve talked about many times before: reskinning the monsters.
I mean, I could just take the stats for an ogre, swap out its Iron Will feat for Two-Weapon Fighting, give it an arbitrary +4 to Perception checks, describe it to the players as having two heads, and call it an ettin.
Alternatively, I could craft a workable “Lesser Ettin” monster that hits the CR spot I want by stripping hit dice and stats off of the standard ettin. That would probably take 30-60 minutes all told and give me a new critter I could use indefinitely.
Either approach will satisfy the needs of this particular campaign and I haven’t yet decided which one I will use. But the crux of the problem is that either one takes more time than simply taking an existing critter and running with it– and prep time is what killed gaming for me before.
I’m not sure what to do about that problem. It’s every clear that my brain wants to do this game and isn’t going to leave me alone until I at least give it a shot. But I barely have time to do the things I’ve already committed to, much less add a time-consuming delve into Deep Fantasy Geekery that will only be enjoyed by a handful of people.
On the other hand, I could always use the variant statblocks I come up with for blog content.
Maybe I’ll start doing Monster Monday posts where I put up the critters I’ve come up with… after the players fight them.
-The Gneech
Encounter Building in Pathfinder
A couple of my friends have mentioned being a little shaky on the process of building encounters in Pathfinder, which is probably a residual effect of the “WTF?” model of EL/CR in D&D 3.x. So I figured I’d write up some quickie notes for it here.
The good news is, you don’t need wonky calculators or bizarre algorithms to build encounters in Pathfinder. It’s an easy-peasy three-step process and can be done with a pocket calculator or even just a rough eyeballing. There’s a nice summary right here on the d20pfsrd site, but I’ll go ahead and write it up here anyhow.
Step One: Average Party Level
This is just what it sounds like, the average level of every member of the party, rounded to the nearest whole number. (So, for example: Ftr 3, Clr 2, Rog 3, Wiz 3 = 11/4 = 2.75 = 3.) There is one wrinkle to this:
- If the party is 3 or fewer characters: APL = APL-1.
- If the party is 6 or more characters: APL = APL+1.
For the purposes of building an encounter, the “party” consists of any characters who are going to help the PCs. So if the local constabulary is going to come running to the PCs’ aid (say, four level 3 warriors), they should be factored in. Thus, using the sample party above, the final APL would be (Ftr 3, Clr 2, Rog 3, Wiz 3, 4*{War 3} = 23/8 = 2.9 = 3, +1 for being 6+ characters =) 4.
“Well hold on,” you might say. “All those disposable NPCs only add an effective +1 to the APL? But I want a big fight that will tear them up!” Well that’s easy enough to deal with. If you’ve got a party full of redshirts that you don’t mind obliterating in order to make the encounter big and dramatic, you simply up the challenge rating (CR) in the next step.
Step Two: Challenge Rating (CR) and XP Budget
Encounters are rated as “Easy,” “Average,” “Challenging,” “Hard,” or “Epic.” In any given adventure, most (but not all) encounters should be either Average or Challenging, with a few Easy ones thrown in for variety, then trending towards Hard as you build up to a climactic finish. You should only use Epic encounters very sparingly, because they will almost certainly kill PCs.
Once you’ve determined the APL in Step One, determining the encounter CR is easy:
| Encounter Difficulty | CR |
|---|---|
| Easy | APL-1 |
| Average | APL |
| Challenging | APL+1 |
| Hard | APL+2 |
| Epic | APL+3 |
| CR is expressed as a whole number for 1 or higher. CR 0 = “1/2″; CR -1 = “1/3″; CR -2 = “1/4″. | |
Thus, for our example APL 3 party, an Average encounter would be CR 3, while a Challenging encounter would be CR 4. An Epic encounter would be CR 6 and might very well be a TPK.
Once you know the CR, you then use that to figure out your XP budget. You’ll use the XP budget to “buy” critters or hazards to put into your encounter.
| CR | XP Budget | CR | XP Budget | CR | XP Budget |
|---|---|---|---|---|---|
| 1/8 | 50 | 6 | 2,400 | 16 | 76,800 |
| 1/6 | 65 | 7 | 3,200 | 17 | 102,400 |
| 1/4 | 100 | 8 | 4,800 | 18 | 153,600 |
| 1/3 | 135 | 9 | 6,400 | 19 | 208,400 |
| 1/2 | 200 | 10 | 9,600 | 20 | 307,200 |
| 1 | 400 | 11 | 12,800 | 21 | 409,600 |
| 2 | 600 | 12 | 19,200 | 22 | 614,400 |
| 3 | 800 | 13 | 25,600 | 23 | 819,200 |
| 4 | 1,200 | 14 | 38,400 | 24 | 1,228,800 |
| 5 | 1,600 | 15 | 51,200 | 25 | 1,638,400 |
So for our sample party, a Challenging encounter (CR 4) would have a budget of 1,200 XP.
Step Three: Build the Encounter
From here, you simply “buy” critters, hazards, skill challenges, etc. with your allotted XP budget, starting with the most expensive item first. Everything than can be an encounter element should have an XP value (listed right in the stat block for things that have a stat block). For instance, say you wanted our sample party to have a Challenging encounter with an ogre and his goblin cronies. Your XP budget is 1,200, so you might then build the encounter like so:
| Encounter Element | XP Budget |
|---|---|
| Ogre (CR 3) | 800 |
| Goblin Adept 2 (CR 1/2) | 200 |
| Two Goblins (CR 1/3) | 270 (135 ea.) |
| ———————————— | |
| Total XP Value of Encounter | 1,270 XP |
Yes, it sneaks over budget, but not by much, and you can always mitigate that with environmental conditions (perhaps the goblin cronies run away at 1/2 or fewer hit points or as soon as one is killed, for instance).
Encounter Design Philosophy: More Bang for Your XP Buck
The way the d20 system in general works (and to some extent, the way all tabletop RPGs work), you’re almost always worse off outmanned than outgunned. So don’t use a single CR 4 opponent to build a CR 4 encounter, because the PCs will quickly swarm over it and stomp it to jelly unless you’ve really beefed it up. Instead, think in terms of encounters with multiple foes, such as the ogre and goblins example above. Granted, the goblins in the example are mostly speed bumps that will probably die in the first round or two– but that gives the ogre another round more than he would have had to be interesting on his own.
Remember also, that Average and Challenging encounters aren’t there to actually defeat your players. They’re there to whittle ‘em down. “Resource management” is a big part of the D&D/Pathfinder game system. It’s not the ogre that finally defeats a PC… it’s the cure spells the party ran out of in the last room.
More Encounter Design Philosophy: Making the Most of Minions
One downside of XP budgets is that you always run out of XP way before you have what you feel like are enough critters. Especially after you’ve noticed that critters that are a CR of 2 or more levels below the APL tend to have a really hard time hitting PCs with much of anything. What to do? We need some “minion” rules for this!
…Well, no, not really. It actually works fairly well with just a bit of tweaking.
First, if you have 9 kobolds swarming over a PC, for the love of Mike, don’t roll nine d20s hoping one of them will get the 20 they need to hit that PC. Have six kobolds use Aid Another instead of attacking directly: suddenly you have three kobolds each with +6 to hit, which is much more dangerous!
Second, use your minions where they’re most effective, i.e., going after the squishy party members. Nine kobolds swarming a fighter = nine soon-to-be-dead kobolds. Nine kobolds swarming a wizard = a wizard who’s in trouble. Three kobolds grappling a wizard with +6 = a wizard who is completely shut down.
That said… don’t bother adding elements that are CR-5 or lower to an encounter. Or if you do, treat them like flavor text and don’t actually bother with the math involved.
Rewards (Experience, Treasure, etc.)
This depends on your campaign model. The default is to divide the XP value of the encounter equally among those who participated in it. To keep characters in the general vicinity of the expected wealth per level, you should also either place treasure in the encounter (“Loot the bodies, yay!”) or arrange for the party to receive the appropriate amount of treasure as a quest reward (“The ogre and his goblin cronies didn’t have anything but fleas, but the duke had a price on their heads of 1,000 gp!”). The amount of treasure each encounter earns varies depending on the Slow/Normal/Fast XP option chosen for your campaign, and that info can be found here.
And There You Have It!
Really, that’s it in a nutshell. Very simple– much simpler to do than it actually was to write down. There’s more nuances and all sorts of add-on topics, particularly on the topic of ad-hoc APL or CR adjustments for terrain, gear, etc., but most of those boil down to judgement calls anyway. If you’re fighting ice giants in a lava pit, guess what: their CR is actually much lower than it would be if you were fighting them in a blizzard, and you should adjust accordingly. Similarly, if that ogre is armed with a +4 vorpal humanslayer… he’s probably higher than CR 3.
So get on out there and build some encounters!
-The Gneech
Dragging Into the Dungeon
So in case you haven’t heard the news, there’s officially another new edition of D&D in the works. I’ve been largely indifferent to the news for a variety of reasons that have more to do with my trust (or lack thereof) for WotC’s commitment to it than anything to do with the “dream team” of designers they pulled together to work on it or my feelings towards D&D/gaming generally.
That said, I did feel some glimmerings of interest today, as the Critical Hits Twitter feed live-tweeted a chat happening on the WotC website. You can find a pretty good summary of the key points on Trollish Delver, except for what I actually thought was the most potentially interesting aspect of it: namely the concept of modular design.
The model the development team is going with is a very simple, streamlined “core game,” with all sorts of add-on “modules” you can use or ignore at will. Like a crunchy, tactical game? Add the “miniatures mode” rules. Prefer a skill-heavy, intriguey game? Add the “story mode” rules. etc.
This is a big, ambitious idea and in a lot of ways the perfect cure for what made 4E such a debacle, if they can pull it off. My experience with 4E was that it “allowed” other modes of play beside miniature-pushing, but it certainly didn’t “support” or “encourage” them. This also dovetails nicely with the points mentioned in the Trollish Delver summary about getting away from “copy-and-paste” characters and making a broader, more diversified art style.
There was a definite vibe in 4E that “All OTT Action All the Time! With Flying Chainsaws and Explosions and Veins Popping In Your Forehead!!!” was the only way to play the game, and everything else was doin’ it wrong — much to the annoyance of the large swaths of gamers who (like me) didn’t particularly want to play it that way.
Anyhow, I’m not exactly ready to jump back on the D&D train yet. As I say, my issues largely stem from a fundamental distrust of WotC, who in response to directives from Hasbro freaked out and blasted the game I once loved into something barely recognizable. Honestly, I don’t like there being as much money involved in D&D as there is, because that always causes people to turn greedy and stupid.
However, I am warming up to at least the concepts driving the new edition. It’d take a lot to make me willing to switch from Pathfinder at this stage, especially given the fact that I’m not actively running anything at the moment, but I am now at least interested in hearing more about it.
-The Gneech
