Heroes of Blackfish
Heroes of Blackfish is a gritty, low-powered campaign where characters must survive by their wits and determination. It is a classic dungeon crawl, blending the story of Dragon Mountain (hundreds of years after the death of the dragon Infyrana) with the superior maps and layout of Ruins of Undermountain II. These classic modules are overlayed with the new Pathfinder rules system, with the following modifications.
- All Paizo products are allowed for source material, but not 3rd party products that are merely “Pathfinder compatible.” For those without the Pathfinder books, refer to the SRD website.
- Ability Scores are generated using the Purchase method (Core Rulebook pages 15-16). This is an “Low Fantasy” campaign; you have 10 points to spend.
- All player characters are kobolds (Advanced Race Guide pages 132-137 or visit Kobold on the SRD website).
- All player characters have the Dragon-Scaled alternate racial trait (Advanced Race Guide page 132). You are marked as one of the Heroes of the Blackfish tribe, black scaled with handsome blue-green neck frills and shiny, fin-like crests. This trait provides acid resistance 5. It replaces your Armor racial trait.
- Characters begin at first level.
- Starting money is generated as normal per class, except that you are considered to have rolled the minimum (1 result) on each of the d6s. For example, rogue starting wealth is 4d6 x 10 gp. A rogue in this campaign therefore starts with forty gp [(1+1+1+1) x 10 gp]. Remember that Kobolds are Small sized creatures; their weapons use the (S)-designated damage charts.
- Characters created after the start of the campaign are made with 1/2 the highest experience total in the party (calculated after gains from the scene the character died in).
- Such characters start with 50% of the wealth shown by level on table 12-4 (Core Rulebook page 399). They are not restricted to spending less than 50% on a single item because their entire wealth is already 50% of what is contemplated for that level.
- Instead of rolling for hit points after first level, characters gain half the size of their hit dice (1d4 = 2 hp, 1d6 = 3 hp, 1d8 = 4 hp, 1d10 = 5 hp, and 1d12 = 6 hp). Constitution and other modifiers apply as normal.
- Experience and treasure are provided at the Fast rate of advancement (Core Rulebook page 30, 399), except that this is a low-yield campaign; characters have to make do with about 50% of the standard treasure.
- All characters have a minimum xp of 1/2 the highest experience total in the party, calculated at the beginning of each session. Such characters will still be able to contribute because they are, at most, just a couple of levels behind.
- A critical threat automatically scores a critical hit if the original attack roll was high enough to hit (or was a natural 20). A critical hit scores maximum base damage, as though the weapon damage die or dice were rolled to maximum effect. Example: a Longsword does 1d8 damage and has a “x2” damage multiplier. On a critical hit, the weapon’s base damage is 8.
- Weapons with exceptional damage multipliers do extra damage on a critical hit. For “x3,” roll the weapon’s base damage and add it to the maximized base damage of the critical hit. Example: a Guisarm does 2d4 damage and has a “x3” damage multiplier. On a critical hit, the weapon’s base damage is 8 + 2d4. A weapon with a multiplier of “x4” or better doubles the maximum base weapon damage. Example: a Pickaxe does 1d8 damage and has a “x4” damage multiplier. On a critical hit, the weapon’s base damage is 16.
- Some powers and special abilities in Pathfinder allow a critical threat to automatically critical. This advantage now simply adds “x1” to the existing weapon modifier. For example, a “x2” damage multiplier on that longsword becomes a “x3” modifier.
- A critical does not maximize additional damage dice, including sneak attack dice or the added die of fire damage from a flaming longsword.
This new feat brings the defender role into Pathfinder. Most character classes have the innate capability to perform various roles, but there is very little that a “tank” can do to stop the enemy from singling out the weakest members of the party. This feat adds mechanics for that role.
Prerequisites: You must have at least one level in a warrior class to take this feat, a class with a Base Attack Bonus that increases by +1 for every level.
Benefit: Every time you roll to hit an enemy with a melee attack, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a –2 penalty to attack rolls for any attack that does not include you as a target (or in the area of effect). If no attack roll is required for the marked creature’s attack, the target instead gets a +2 bonus on its saving throw. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.