Weapon Wednesday: Halfhand Blade

Halfhand Blade

One-handed martial weapon. 1d8 damage. 19-20 x2 critical. 2lbs. 50 gp.

A halfhand blade has a handle midway along its length so that it can be shortened to a dagger’s length at a moment’s notice. As a swift action, you can switch grips on a halfhand blade and use it as a light weapon. Used this way, the weapon deals 1d6 damage.


This weapon would be more useful in a 3.5 campaign than a Pathfinder one, where grappling rules are more restrictive. Getting swallowed means you need a light weapon though, so this weapon earns the right to swing at your side!

Max Porter Zasada




Tuesday Tweak: New “R” Skill use

Grab a Ride: Ride. When you successfully maintain a grapple on an opponent of a larger size category than you, you can ride them around like a horse. To do so, you may make a Ride check with a DC equal to 10+ the target’s CMD. If successful, you mount the target and force them to move up to half their speed in a legal direction you choose. You cannot force the target to attack its allies or do anything other than allow you to ride them.


Yell “woooooo!”

-Max Porter Zasada

Monster Monday: Deathroot Mother

Deathroot Mother               CR 11
A  skull-faced creature made of twisted roots scuttles toward you on arachnid legs, trailing thorns and leaves. 
XP 12,800
NE Large Undead
Init +10; Senses Darkvision 60 ft; Tremorsense 60 ft; Perception +19 Aura Root Dream Spores
AC 31, touch 15, flat-footed 25 (+6 Dex, +26 natural, -1 size)
hp 114 (12d8+60)
Fort +9, Ref +13, Will +12
Defensive Abilities undead traits; SR 22; vulnerability to fire
Speed 50 ft, climb 50 ft
Melee 2 claws +14 (1d10+5 plus deathroot poison)
Space 10 ft.; Reach 10 ft.
Str 20, Dex 22, Con -, Int 12, Wis 18, Cha 20
Base Atk +8; CMB +14, CMD 30 (36 vs trip)
Feats Improved Initiative, Weapon focus (Claw), Lightning Reflexes, Skill Focus (perception), Ability Focus: Deathroot Poison, Improved Natural Armor
Skills  Climb + 28,  Intimidate +20, Knowledge (arcana) +16, Perception +19, Stealth +20 (28 in a forest setting)
Languages Common
Special Abilities
Root Dream Spores (EX, aura): A death root mother is continually surrounded by a cloud of spores with hallucinogenic properties. Creatures which breathe within 30ft of the deathroot mother must make a DC 18 Will save each round or come to believe they have put down roots and become a tree. Creatures affected are dazed for 1 round. After making 2 consecutive saves, a creature becomes immune to the effects of the spores.
Deathroot Poison (EX): Claw–Injury: save Fort DC 20; frequency 1/ round for 6 rounds; effect 1d6 Con, cure 1 save. This horrifying poison causes growths to occur within the creature’s body. Creatures slain by this poison rise as zombies in 1d3 minutes.
Spindle Tree (SU): At will and as a swift action, a deathroot mother can use a Tree Stride effect, except without the restriction that the tree entered must be of big enough girth.
Environment temperate and warm forest
Organization solitary or brood (1 deathroot mother plus 2d8 zombies)
Treasure standard
Sometimes, when the necromantic winds of midnight align just right, a corpse abandoned in the forest becomes a deathroot mother. These terrifying creatures delight in stalking travelers through their dark domains, waiting for one or more of them to fall prey to their hallucinogenic spores. Then the deathroot mother begins a horrible feast, reaping the dead to create undead servants. Some say that deep within the most overgrown forests of the world, whole cities of these creatures walk the rotting trees, and we see only the loners and outcasts of their undead society.


This creature will be most exciting when you turn to one of the players and simply say, “You believe you have been turned into a tree. You’re dazed as a heady smell like rotten wood fills the air.” Then when the stealthy undead being steps forward to attack, the players will be primed for a truly horror-inspiring fight.


-Max Porter Zasada

Sunday Spell: Lightning Burst

Lightning Burst

School Evocation [electricity]; Level Sorcerer/Wizard 2
Casting Time 1 standard action
Components V, S, M (a copper wire)
Range medium (100 ft + 10 ft per level)
Area 5-ft radius burst
Duration instantaneous
Saving throw: Reflex half and see text Spell Resistance: yes

You cause an explosion of lightning to erupt from the target area, dealing 1d4 points of electricity damage per caster level (maximum 5d4) to creatures in the area and causing them to be pushed out of the area as if bull rushed from the point of origin. You use your level as your base attack bonus and your primary spellcasting ability modifier instead of strength for this check. Creatures that make their reflex save against this spell negate this bull rush effect as well as half the damage.


There are already some decent blasting spells at 2nd level, but amazingly no burst attack that requires a reflex save. You’ve got Acid Arrow (touch ac), Scorching Ray (touch ac), and some others. This spell gives you the ability to both damage and move opponents at range, a pair of effects that could be very useful in certain situations, at the cost of doing damage like a 1st-level spell (albeit at superior range).

Enjoy and share your thoughts! Don’t forget to subscribe at the top right of the page!

-Max Porter Zasada

Feat Friday: Summoner’s Bargain

Summoner’s Bargain
You give of your flesh in order to call forth a dark creature of great power.
Benefit: When you cast a summon monster spell, you may declare that you are making a bargain. If you do, you may choose to summon any evil outsider from a summon monster  list up to one spell level higher than you can normally cast. The creature is summoned inside your actual body and emerges in a welter of blood, dealing 1d8 damage per HD of the summoned creature to you. Other than than this restriction, the creature acts as if summoned normally.


A freakish and dramatic feat that can give you a surprise advantage in a fight. If allowed, a GM should take note when a player takes this feat, as it can allow them to make certain dramatic encounters easier. Fortunately, the high cost of the feat means they probably won’t be using it all day!

-Max Porter-Zasada

Weapon Wednesday: Twin Siangham

Twin Siangham

Exotic two-handed weapon. 1d6/1d6 piercing damage. x2 critical. Special: trip, double weapon. 6 gp.

A monk who takes the Exotic Weapon Proficiency feat for this weapon may treat it as a Monk weapon and can Flurry with it. In addition, if both ends of a twin siangham hit an opponent, a free trip attempt can be made against that opponent.


A weapon that can be devastating against an opponent susceptible to trip. Enjoy!

-Max Porter Zasada

Tuesday Tweak: New skill uses

Hidden Attack: Perform. You use the Perform skill to mask an attack so you can get the drop on opponents, leaving them flat-footed in the surprise round of your attack. You can use dance to hide somatic components or the drawing of a weapon, or singing to hide verbal components. Specific uses are up to the GM. Your Perform check is opposed by the Perception check of enemies, and you get a -10 penalty on the check. If you succeed, you get to take a surprise round before combat begins. This use of Perform can only be used against opponents who are not already rolling initiative against you, and the GM may rule that in certain cases this ability is unuseable (such as singing in a library).

Amazing Display: Profession. You can use your professional skill to gain respect in a community. This use of a skill takes a week’s worth of work. When in a city or other civilized area, you may make a Profession check with a DC equal to the combined HD of those you are trying to impress (who need not be present). If successful, those people treat you with a measure of respect and you may gain rank in the city, becoming eligible for important positions. You also gain a +4 bonus on later Diplomacy checks against the specific people you targeted.


This use of Perform makes it an excellent combat skill, first suggested by my friend Chris. This use of Profession is intended to help instill a sense of truly belonging and being a part of a city or town.

-Max Porter Zasada