Professor Lorrimor, the renowned investigator and arcanist, has died. You came to his home in the town of Ravengro to pay your respects, but quickly discovered there was more to the wily old man's death than met the eye...
But Adamantine doesn't rust, so you don't get the disease fun.
Oh oh, but what if it had some form of poison available. Then it could inflcit poison too. And being adamantine, you could even say it damages armor, like make a reflex save, fail for half damage and armor gains the broken condition. Broken armor that fails is destroyed (or whatever's next). Save for half damage and armor is okay.
I was actually thinking an Animated Shadow Dagger Swarm... so they get that nice STR drain. And when you hit 0, the visual would be all of the daggers plunging into the hapless character's major and sucking the life from him. Not to mention that Shadow Dagger Swarms would be hard to see in a dark crypt...
Yeah, an undead swarm is what chased my 8th level magus off. Yech.
All right, serious question: how much does everyone want to play it safe? You have one longsword remaining; I worry that if I bust out two more of these things they might overwhelm you. And at first level you're all rather fragile with your single hit dice and all.
I had already planned a third object (a halberd, as I mentioned earlier) in case you busted this encounter open really quickly. I can throw in another one (which will be a morningstar) if you're keen on a stiffer challenge.
Let me know. I will kick off Round 4 later tonight.
I'm with Rose - bring the pain. We may get knocked out but it's unlikely you'll kill any of our characters with a single blow. Since the possessed weapons might reasonably switch to a new target when someone drops, you can easily spare the unconscious ones.
I'm pretty sure that Karrik's player would vote the same way.
So, if we were playing the original DOOM game, I'd set the difficulty level to "Hurt Me Plenty". :)
Hey, that's longer than the other fights have gone. :)
But more to the point, in low-level Pathfinder (and from what I read/see in real life -- i've never been in a real fight myself) the momentum and pace of a fight is generally established very quickly… with only really masterful or surprising combatants able to turn things around.
Obviously this turns around at higher levels in Pathfinder, where more options and ever-growing hp pools give players and DMs the opportunity to react to particularly devastating attacks/spells.
Plus, what Karrik meant (but only had the length of a thought to think) was that the fight had the real potential to drag on -- which only increases his chances of getting hit. So more defense is warranted. It's the reason he didn't resort to the Shield against the skellys or the flying bone-thing. We overwhelmed it too quickly. :D
It's a trick I use on my Lore Oracle in my home game. It's a pretty melee heavy group, so I spend all my cash crafting myself good armor and defensive items, use a heavy shield. Cast shield of faith, 32 ac at level 7. Helps with the dwarven barbarian with a 19 ac...
Of course the last group of giants we fought did seem to have Combat Reflexes for some reason. I wonder why.
Without the voices, I might not be haunted, and I might not have a mystery. See what I mean?
It could be an interesting twist if the only moments of absolute inner quiet Walt knows are in hairy combats because those are the only times when his voices go completely silent. He could come to welcome combat as 'peaceful' moments.
So, I was about to ask Walter what he was going to pick for his third 1st level oracle spell to make sure we didn't both pick the same thing, and then I realized that he doesn't get one at level 2. It is so weird that at level 2 an inquisitor knows more spells than an oracle, lol.
...how about you recount some of your memories of the nastiest trap you've ever seen a DM/GM pull?
I really can't think of a truly exceptional one. Mostly, I've fallen in with DMs who didn't use fiat to create elaborate deathtraps (i.e. - the cubed force-wall oubliette suspended in a magma chamber guarding the MacGuffin in a trapped box that can mystically vanish the force cube). Rather, they created traps within the limit of what the BBEG could reasonably make and they were usually paired up with environmental and monster hazards.
I guess it would depend on the campaign. If you've got a dickish DM who has every BBEG's spellbook suddenly explode when the guy dies and makes all casters jealously guard their spells... I can see where you might need that option. I've known a couple of DMs like that.
I have to tip my hat to your friend, Rose. I've run into the caster player who literally stops doing anything once they are out of spells too many times. "Sure I've got a dagger but I'm not great with it... so I'll just stand in the corner."
I'll roll with the In-It-To-Win-It player who will have his Wizard slug it out with a rock when his spells are gone every time. :)
So here's a devil's bargain... the Human Favored Class alternative for the Rogue (i.e. Raj):
"The human gains +1/6 of a new rogue talent."
So... 6 Skill levels / HPs for a Rogue talent... eeesh.