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Paizo / Messageboards / Paizo Publishing / Pathfinder® / Pathfinder Adventure Paths / Legacy of Fire / The Final Wish (GM Reference)     Recent Posts
The Final Wish (GM Reference)
tdewitt274 (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Orcus avatar

Hopefully others can use this thread to clarify questions arising in this adventure. If you happen to see another thread, please link post a link in this one to try and keep things tied together.

Chapter 1: Howl of the Carrion King
Chapter 2: House of the Beast
Chapter 3: The Jackal's Price
Chapter 4: The End of Eternity
Chapter 5: The Impossible Eye
Chapter 6: The Final Wish

tdewitt274 (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Orcus avatar

"In the next week or so, we're expecting to ship the next volume of your subscription."

Another AP coming to an end. You know the drill, people!

Osirion Ninjaiguana,

08 American Col Final avatar

I'm only browsed this adventure so far, but I noticed a few things that seem a little off with Jhavhul. Usual disclaimers (i.e., I may be wrong) apply.

- Jhavhul has 22 hit dice, but I don't know if the epic character rules apply to an advanced monster with only a handful of class levels. If they do, Jhavhul's base attack should be 21, not 22. If they don't, it's all good.

- Jhavhul should have 8 feats from levels, 3 from fighter bonus feats and 1 bonus feat (Improved Initiative) for being a genie, for a total of 12 feats. However, he only has 11 listed feats; maybe Improved Initiative got counted as a 'real' feat by mistake? My suggestion is to give him Cleave to round out his feats.

I'm also having some issues with his stats; I can't work him out having spend 5 stat points no matter how I slice it, and I can work him out as having spent as few as 2. I'm not going to go into it because he's on a points buy, and I can't possibly calculate all the permutations that he could have wound up with.

In other news, I am terrifed by Jhavhul's Strength score. I'm also debating turning his scimitar into a falchion, just to really make my players sweat. Of course, that would render his force shield ring unusable. Decisions, decisions. :D

Great adventure, guys!

Osirion Ninjaiguana,

08 American Col Final avatar

After a slightly more in depth read through the adventure, I've only found two other minor errors, both on Jhavhul.

- Jhavhul's armour bonus should be +10, assuming his equipment list is accurate.
- Jhavhul's flat-footed AC should be 2 points higher.

Taking those two things together, Jhavhul's AC should read as follows:

AC 35, touch 14, flat-footed 33

I will now go dive back into the wishcraft article!

EDIT: Although, thinking about it, Jhavhul's movement doesn't seem to be impaired if he is indeed wearing a breastplate, so maybe +9 armour is right and it's really a chain shirt? Do efreeti even suffer movement penalties for armour, considering their already low base movement score? Bewilderingly low, really. I wonder why they were given only 20 ft. base move in the first place?

tbug (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game Subscriber),

A 5 Ogre-Rustlers Highres- avatar

Ninjaiguana wrote:
- Jhavhul has 22 hit dice, but I don't know if the epic character rules apply to an advanced monster with only a handful of class levels. If they do, Jhavhul's base attack should be 21, not 22. If they don't, it's all good.

- Jhavhul should have 8 feats from levels, 3 from fighter bonus feats and 1 bonus feat (Improved Initiative) for being a genie, for a total of 12 feats. However, he only has 11 listed feats; maybe Improved Initiative got counted as a 'real' feat by mistake? My suggestion is to give him Cleave to round out his feats.


If the missing feat is Epic Prowess then that solves both issues. :) (I know that it's not a +1 to BAB, but it'll have a similar effect.)

Robert Jordan (Pathfinder Roleplaying Game, Pathfinder Adventure Path, Pathfinder Chronicles, Pathfinder Companion Subscriber),

Scribbler Reborn Hires avatar

My players killed Kardswaan in Howl however the Cleric who put him down realized he had been mentally dominated after they defeated Xulthos. He immediately showed remorse for his actions went back and cast gentle repose on the corpse so he can get him resurrected. It says that if Kardswaan lives he goes back to Nefeshti does he just show up and say like "hey you got a problem over at pale mountain, peace." or does he stick around and rejoin the Templar organization? I was hoping we'd get to see a fully rebuffed Kardswaan who had rejoined his former order and was returned to glory to help the PCs. Any thoughts?

Paizo Employee James Jacobs (Editor-in-Chief, Pathfinder),

Go L 68 Fiendish Tyrannosauru avatar

Epic level advancement doesn't enter into the matter for a creature with a lot of racial HD. This might not be entirely correct, but it's always been my preferred way to handle it for monsters, since they should NOT be balanced in the same way as PCs are. And the epic level advancement rules are more for PCs than monsters anyway.

Osirion Ninjaiguana,

08 American Col Final avatar

James Jacobs wrote:
Epic level advancement doesn't enter into the matter for a creature with a lot of racial HD. This might not be entirely correct, but it's always been my preferred way to handle it for monsters, since they should NOT be balanced in the same way as PCs are. And the epic level advancement rules are more for PCs than monsters anyway.

I'd say that's the right choice to make, mostly on the basis of dragons. They already break epic character rules as written, and I don't see why they should be the only ones that get to do so. I'll remember not to flag it up in future. :)

Qualidar (Pathfinder Roleplaying Game, Pathfinder Adventure Path, Pathfinder Chronicles, Pathfinder Companion Subscriber),

Malgrim Color avatar

Other than the North Bridge and the Temple of Sarenrae, I'm not really seeing the locations on the map where the battle for Kelmerane are supposed to happen. The Postern Gate description talks about a defensive wall that isn't even there. What's up?

Paizo Employee Rob McCreary (Assistant Editor),

Copper 2 avatar

Qualidar wrote:
Other than the North Bridge and the Temple of Sarenrae, I'm not really seeing the locations on the map where the battle for Kelmerane are supposed to happen. The Postern Gate description talks about a defensive wall that isn't even there. What's up?

Let me see if I can help you out:

It looks like the map locations were lost somewhere in editing. As for discrepancies with walls and such, at the time there was only a map of Kelmarane in ruins - apparently they got rid of some walls completely when they rebuilt the town! In some cases, looking at the ruined map of Kelmarane in Howl of the Carrion King might make locations clearer.

1. North Bridge - this is the building just northwest of the brige over the river. (On the HotCK map, it's between B5 and B7)

2. Lower Gate - this is the big building that blocks the eastern part of the town (the Lower Town) from the rest of the town (the Upper Town). (On the HotCK map, this is B2)

3. Postern Gate - this is 2 buildings due east of the Temple of Sarenrae, the third and fourth, to be exact. Again, if you look at the map of ruined Kelmarane in HotCK, you can see what looks like a ruined wall between the big and small buildings (the tower and stables). It looks like when the map was redrawn, that wall was lost. It should definitely be there, or it's not much of a gatehouse!

4. Temple of Sarenrae - hopefully, this one's obvious. :)

Qualidar (Pathfinder Roleplaying Game, Pathfinder Adventure Path, Pathfinder Chronicles, Pathfinder Companion Subscriber),

Malgrim Color avatar

Thanks Rob!

Andoran JoelF847 (RPG Superstar Top 32),

Pathfinder 1 02 A avatar

It looks like there's a small error in the Simurgh Wholesome Touch ability. It mentions that it can be used 8 times a day (a number of times per day equal to its Charisma modifier). However, it has a Charisma of 23, which would only give it 6 times per day. Which is correct? Or should it be Charisma modifier +2 times per day?

Paizo Employee James Jacobs (Editor-in-Chief, Pathfinder),

Go L 68 Fiendish Tyrannosauru avatar

JoelF847 wrote:
It looks like there's a small error in the Simurgh Wholesome Touch ability. It mentions that it can be used 8 times a day (a number of times per day equal to its Charisma modifier). However, it has a Charisma of 23, which would only give it 6 times per day. Which is correct? Or should it be Charisma modifier +2 times per day?

Six times a day would be correct.

Andoran Pygon (Pathfinder Chronicles Superscriber; Pathfinder Roleplaying Game Subscriber),

Gold-Dragon avatar

The Xotani Grave map on page 37 lacks a grid scale. I assume it's 10' per square, otherwise it might be too constrained for all the Large creatures to move around.

Also, I failed to notice any art for Nefeshti. *snif*

Charles Evans 25,

*Link* to post (reproduced below) by James Jacobs on a thread about Tarrasque Killing where he reveals material cut from the first edition of the Pathfinder RPG Bestiary regarding the Tarrasque.

James Jacobs wrote:
Well, well! Turns out the copy of the tarrasque on my hard drive DID have the extra content we cut for being too-world specific and too-long for a 1 page monster. Here it is, in all of its undeveloped, unedited glory!

Slaying the Tarrasque

The tarrasque is meant to serve as a capstone event for an entire campaign, not a creature that is idly encountered by high level adventurers exploring a remote corner of the world. As such, you should determine for yourself what method is required to secure the mighty creature’s destruction, and then construct one or several adventures in which your PCs unearth the method for the creature’s destruction and, perhaps, create or recover the weapons needed to effect such a heroic task. Listed here are three sample methods that the tarrasque might be slain—feel free to use them as is, adapt them, or simply to draw inspiration from them to develop a method of destruction unique to your own campaign world.

Bones of the First World: The tarrasque is a sending from the mythical First World, another dimension from which the fey hail and which, it is said, served as a rough draft for the creation of the Material Plane. In order to slay the tarrasque, it must first be lured back into the First World, whereupon it can be lethally wounded by weapons made from the bones of the beast that inspired the tarrasque’s unknown creator to make it in the first place.

Poisonhenge: Although the tarrasque is immune to most poison, legend tells of a henge of spiked stones in the depths of a vast swamp. These stones radiate sickness and ruin, and the beasts that dwell in the surrounding marshlands are insane and mutated into hideous powerful monsters by Poisonhenge’s proximity. To slay the tarrasque, it must be lured into Poisonhenge so that as it falls unconscious from the final blow, it impales itself upon no less than half of the henge’s deadly spires.

Unholy Return: The tarrasque was unleashed upon the world by one of the gods of devastation and destruction, and only that god can end what it created. To kill the tarrasque, it must be brought before this god of destruction, who must then be entreated to murder its most ferocious offspring—but at a price that may be worse than leaving the tarrasque to rampage in peace.

Paizo Employee Rob McCreary (Assistant Editor),

Copper 2 avatar

Pygon wrote:
The Xotani Grave map on page 37 lacks a grid scale. I assume it's 10' per square, otherwise it might be too constrained for all the Large creatures to move around.

Also, I failed to notice any art for Nefeshti. *snif*


Sorry to have not seen this earlier...

Yes, the map scale in Xotani's Grave is 10 ft. per square.

As for Nefeshti, there is already a headshot of her on p.7 of Pathfinder #21, The Jackal's Price. But at least you get a full pic of Rajali in The Final Wish! :)

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