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Pathfinder Adventure Path, Pawns Subscriber. Pathfinder Society Member. 390 posts. 1 review. No lists. No wishlists. 2 Pathfinder Society characters.


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Pathfinder Adventure Path, Pawns Subscriber
magnuskn wrote:
How exactly am I to go about this, outside of putting an impassable barrier between the opponent and the PC's everytime I want the guy to have a good "Mwahaha!" moment. And it really takes people out of the moment of kicking in the door in a dungeon when the bad guy goes on a "I am the Bandit King, hear my lamentation about my sucky life!" rant. Try to think for a second how a scene like that would look in a real life fantasy dungeon scenario. No, not actual "real life", but try to imagine yourself as an adventurer in a party, you kick in the door to a room and the chief cultist tries to stop you with "But wait! I need to expound on who I am and what I am doing here!".

Yeah I hear that - after having the 'charge' happen enough I finally just made a table rule that my players were happy with:

Rule: When fighting a BBEG roll initiative and unless you get a surprise round combat will hold and any and all role playing that the GM wants to happen will happen - this will not alter the initiative count - change positions of anything, or anything else like that.

This lets me do a 'expound' if I want to - and play it as the bad guy would in terms of verbosity - some bad guys just attack - a few (especially if they have a plot clue or red herring to toss) might just say something.

The players have seemed ok with that - about half the table wants to just 'ATTACK' and the other half wants to talk so it was causing table tension as well - this seems to have hit the right mix - as the 'ATTACK' crowd seemed to worry more about loosing tactical and position related advantage by waiting around for dialog - so by rolling and freezing movement it takes that fear of 'getting the drop' away.


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Pathfinder Adventure Path, Pawns Subscriber

Epic story:

Spoiler:

A stone giant is born with deformities that mark him as a sorcerer - his power doesn't show however and he turns to books and becomes a wizard - this is a taboo in stone giant culture - and he hides the fact pretending to be a sorcerer - his wife finds out and he kills her - causing him to be banished. He wanders the land and finds an ancient city hidden by a magical barrier for 10,000 years - inside he finds a wizard in stasis and wakes him.

Waking the wizard ignites old magic that had lain dormant and forgotten about - a series of rune wells that focused the magic and power of the cabal of wizards that controlled them - one of these is buried under the town of sandpoint - it's focus is tied to wrath - and it has a demonic caretaker that is immortal - however she has gone slightly insane of the 10,000 years of being stuck in the same place - she starts to make plans for the return of the wizard.

At this time a young girl - a child born with an angelic parent, and orphaned - is being almost tortured by the local town - she finds a boy who likes her and they go to an old smuggler tunnel to make out - and she gets pregnant. The boy doesn't want anything to do with her after this - and she is filled with shame and hatred - because the tunnel was too close to the now active runewell - she miscarries as the child was warped by the magical energy - she has a fight with her father and in wrath (fuelled by the well) she kills him - and then burns the chruch she was living in - the town assumes she died in the flames.

She goes to the tunnel again to hide - and is met by the caretaker of the fountain - who takes her in and starts a plan to take revenge on the town that was harsh to her - using the local goblin tribes as a pawn.

Back at the wizard's place - the stone giant is made a minion and told to go and find souls to feed the wizards device that will allow him to come back to his full power - the wizard expected his nation to be ready for this effort - and instead he is now frustrated to wait on others. He also sends out some of his other faithful minions to feed greedy souls to his effort.

The stone giant goes home with much more power - takes over his tribe and starts to unite the giant tribes under a single banner - feeding the greed from conquest into souls for his master.

Twin sisters go to human settlements and start plans to feed greedy souls to their master the old fashioned way - murder and trickery.

In Magnimar one of the sisters takes over a cult of nogorber - and has them start focusing on greedy victims.

In Turtleback Ferry - the other sister starts a gambling den.

The take over some ogre clans and start them working on destroying the damn to turtleback ferry - they also make plans to march on the local garrison Fort Rannick.

The young girl takes over a local goblin tribe and starts getting ready for an assault on the town she grew up in.

The Heroes:

Stop the goblin raid - track the source - take out the local tribe and the young girl turned to evil.

After this they find the source of the magical power under the town and kill it's guardian.

Asked to investigate murders by the local sheriff (impressed by how they handled the goblins) they find a link to the murders that leads back to the cult in magnimar - there they find one of the twin sisters and kill her - with a note from her twin taunting her for the lack of success.

Heading now to turtleback ferry they find the fort overrun - and save it - only to find plans to flood the area with the dam - they stop it's destruction and manage to release some pressure on the now weakened dam - and then find the source of the ogres and put and end to them.

They make it back to Sandpoint to stop a raid against the city by the giants (looking for the runewell and other things under the city) - and follow this back to a giant stronghold - where they face down the wizard and kill him. Here they find a library that outlines much of the past civilization and clues to where they can find a place called a 'runeforge' to make weapons that should help them kill the wizard behind it all.

Going to another realm they fight through a place lost to time full of minions of the ancient civilization who are at full power - eventually creating weapons tuned to kill the Runelord who they know they must fight.

They track down the lost city of the Runelord and find it's now awake and full of dangerous minions the wizard has been drawing to himself. They fight their way to the very edge of his prison - and then the Runelord himself - now at full power thanks to the numbers of giants they slew along the way - all dedicated to powering his return.


Pathfinder Adventure Path, Pawns Subscriber
Jiggy wrote:
Ckorik wrote:
I just wanted to chime in here with a comment about fighters being able to dispel\interrupt magic - while on the outset I don't mind this type of thing - I would point out that being able to disrupt or counter a spell is *very hard* even for another caster
I'd be pretty okay with the people who don't use magic being the best at disrupting it.

They already are with a bow - there is no reason that you need to give them more free ways to do it - that kind of idea leans on punishing the casters for being casters - if a martial wants to lock a wizard down *now* they can with 0 feat investment and a readied action - (the same action another caster would need to use to attempt a counterspell, or disruption btw).

I thought you said this should focus on things that melee - can't - do. Disrupting casters *isn't* one of those things - dispelling is - thus my suggested dispel type ability for higher level melee that gives them personal quick dispel - in fight action eating dispel - and a freebie 'in case you need a dispel in the adventure' type of deal - none of which make them any more powerful at *disruption* than they already are.


Pathfinder Adventure Path, Pawns Subscriber

I just wanted to chime in here with a comment about fighters being able to dispel\interrupt magic - while on the outset I don't mind this type of thing - I would point out that being able to disrupt or counter a spell is *very hard* even for another caster - at least currently the counter spell rules are pretty difficult - and for a caster to 'disrupt' casting at range requires either a readied spell or a quickened one - and quicken takes high level slots to use. For these reasons I think the melee spell disruption equivalent of 'step-up' feat chain to be fine at lower levels - and perhaps something that requires a readied action or 1/day at range would be ok at higher levels - but I think anything that lets you disrupt spellcasting at range to be *very* powerful and unless it's very limited it will quickly make casters worthless.

As to dispel - well spell sunder barbs are already considered a 'must have' - to me that indicates it's a bit too powerful - when I see caster spell lists even at high level play I rarely see more than 2-3 dispels at most - and those require a caster level check to remove an effect (or more for greater) - or the ultimate bomb with a level 9 spell - but that requires very high levels and giving up a wish to use it (theoretically).

I don't really have a problem with the idea of melee having some kind of spell disruption - but it shouldn't be at will or unlimited honestly - my idea would be something like this:

Feat Spell-Bane : You have fought through spells time and again and have started to 'see' how magic forms - although others think you are a bit daff this has allowed you to become attuned to magic in a way that lets you disrupt and cancel magical effects.

BAB +9 - you can use this ability in the following ways: 1/day as an immediate action you can make a melee level check (1d20 + BAB) and compare that to the caster level of a spell effect that is targeting you - if your result is higher than the effect unravels on you and you can ignore that spell for the rest of it's duration. You may do this ability 1 more times per day for every 3 points of BAB above 9 you have.

1/day as a standard action you can unravel the effects of a ongoing spell effect as per dispel magic - use your BAB in place of caster level. You can do this 1 more time per day for every 3 points of BAB above 9 you have.

3/day taking 10 minutes to study an ongoing magical effect you can attempt to dispel it as per dispel magic - using your BAB in place of cater level.

These uses per day are not exclusive.


Pathfinder Adventure Path, Pawns Subscriber

Handwraps - after playing a monk in DDO handwraps just seem obvious - pluses are that it is a single weapon enchant - that applies to all monk unarmed attacks - downside is that a real TWF can get double the number of enchants, and swapping weapons is much quicker than changing wraps (which should be like swapping armor), end result is the ability for monks to get weapons that help them keep up with the rest of the martials without funky antics.

The fact that the monk gets 'two' weapon enchants for the price of one is offset by the 'but they are always the same enchant' portion - and with the flurry errata it doesn't make a difference really. Just let monks in your game get handwraps for the same price as an equivalently enchanted sword.


Pathfinder Adventure Path, Pawns Subscriber
Lamontius wrote:

Stop bringing up Isabella Locke as an example of the hypersexualization of women in the material.

** spoiler omitted **

She is. Fact.

Fact: Isabella Locke is a character in a game written as being abused, maimed, and branded with ugly tatoos, with a death look.

Fact: The art is victoria secret level sexy.

Fact: These two things show a wickedly out of place art that is hypersexualized and goes against everything the character is shown to be in print.

That is the definition of art that is made sexy for no reason.


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Pathfinder Adventure Path, Pawns Subscriber

Hrmmm well in terms of opinions here is a list of things I think we could do better on:

  • More hot\made for female type pictures - there are a lack of them - if you really need an example I think I can point to the guy that played the Red Viper in Game of Thrones for an example of someone who can exude sexuality and still be a strong fantasy archtype.

  • Less outright gore (I've seen this complained about also) - now I love gore myself - I own every saw movie - love the hostel series - I own almost all the final destination movies - heck I used to sub to fangoria - so if you did a horror themed product and it's in theme I'm all for it - but I realize most people don't like gore - and gonna be honest - I don't even notice it when its there, because the market has made me a bit numb to 'toned down gore' and so if the guy who loves that kind of stuff is going 'meh' and the people who hate it go 'eeeck' that to me shows that the gore isn't really doing anything to help - and thus doesn't need to be there.

  • No sexed up characters that should be 'rough' from their own description/backstories - if a character is written as weathered/scarred/been through hell and back the art for that character shouldn't be a pinup - ever - this is so far removed from the topic of sexy/gender/whatever type are - this is just simply don't make art that is opposed to the writeup.

  • I get the idea that it makes a compelling backstory - but no more (ever) women captured and used as slaves when they were children and then beaten/etc. - it's ick. It's un-needed. Isabella Lockhart would have been a compelling character had she been a self made pirate captain with a heart of iron and a cruel streak that loved tatoos and had ranged the entire coastline for the best tatoo artists. She could have still joined up at 12 - voluntarily - and increasingly become distant from humanity - see how that simple change explains her tatoos without being 'ick'. No men for that matter either - it really is a lazy trope at this point (if needed I can link to the female writer who was harassed at a convention because her books didn't feature this trope - I didn't even notice this was a thing until I read about this incident and it's sad how female story arcs so frequently need assault to show 'growth' - just don't go there - it's tired).


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    Pathfinder Adventure Path, Pawns Subscriber

    I just wanted to point out that the worst example I've seen of this is from Skull and Shackles #2

    Isabella Locke is the only character portrayal in all the adventure paths that I think goes too far with the issue. She is illustrated twice - once on the front cover and a different image on her writeup - both are model quality beauty with plastic surgery quality features. Then you read her history. spoiler for those who don't wish to know - if you have played through it - you should learn this though because the module really doesn't give any way to find out about this so it's easy to not know.

    Spoiler:

    She wears almost nothing to show off her tattoos - fine - pirate - I get it. BUT.....

    She was abducted at age 12 - most of her tattoos were (not my words) 'crudely rendered'. Her flesh was 'defiled' by the tattoos by the guy who took her captive - her teeth were knocked out with a hammer and she uses wooden teeth filed to points. This is not a woman who should look like a swimsuit model - even if by some means her 'defiled' flesh filled in with the right proportions - she should be scarred (physically) and carry a look in both her stance and her eyes that show 'no lingering remains of human compassion or mercy'.

    Neither image shows that - indeed handmade wooden dentures filed to look like shark teeth should STICK OUT LIKE A SORE THUMB AND BE A PRIMARY FEATURE OF ANY IMAGE OF THIS WOMAN.

    Instead she could be a pinup model for the tattoo magazine cover.

    I've looked at the other issues - and honestly a disparity of seductive male monsters vs the females is bad - it didn't take me out of the game and actually dislike the images for an NPC like the above did.

    I haven't read *every* adventure path (yet) but that was the very worst thing I've noticed.


    Pathfinder Adventure Path, Pawns Subscriber

    Like this...

    Unnamed Hero CR 11
    XP 12,800
    Half-Fiend Treant
    NE Huge outsider (plant, native)
    Init +0; Senses darkvision 60 ft., low-light vision; Perception +24
    --------------------
    Defense
    --------------------
    AC 23, touch 8, flat-footed 23 (-2 size, +15 natural)
    hp 138 (12d8+84)
    Fort +15, Ref +4, Will +11
    DR 10/magic, 10/slashing; Immune mind-affecting effects, paralysis, poison, polymorph, sleep, stunning; Resist acid 10, cold 10, electricity 10, fire 10; SR 22
    Weakness vulnerability to fire
    --------------------
    Offense
    --------------------
    Speed 30 ft., fly 60 ft. (good)
    Melee bite +18 (2d6+11) and
    . . 2 claws +18 (1d8+11) and
    . . 2 slams +19 (2d6+11/19-20)
    Space 15 ft.; Reach 15 ft.
    Special Attacks double damage against objects, rock throwing (180 ft.), smite good, trample (2d6+16, DC 27)
    Spell-Like Abilities (CL 12th; concentration +14)
    . . 3/day—darkness, poison
    . . 1/day—blasphemy, contagion, desecrate, unholy blight
    --------------------
    Statistics
    --------------------
    Str 33, Dex 10, Con 25, Int 14, Wis 20, Cha 15
    Base Atk +9; CMB +22 (+24 sunder); CMD 32 (34 vs. sunder)
    Feats Alertness, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack, Weapon Focus (slam)
    Skills Bluff +14, Diplomacy +14, Fly +15, Intimidate +14, Knowledge (nature) +14, Perception +24, Sense Motive +21, Stealth +7 (+23 in forests); Racial Modifiers +16 Stealth in forests
    Languages Common, Sylvan, Treant; treespeech
    SQ animate trees, hero points
    --------------------
    Special Abilities
    --------------------
    Animate Trees (Sp) A treant can animate any trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a tree to uproot itself, after which it moves at a speed of 10 feet and fights as a treant (although it has only one slam attack
    Blasphemy (1/day) (Sp) Granted by Half-Fiend heritage.

    Kills, paralyzes, weakens, or dazes nonevil subjects.
    Contagion (1/day) (Sp) Granted by Half-Fiend heritage.

    Infects subject with chosen disease.
    Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
    Damage Reduction (10/slashing) You have Damage Reduction against all except Slashing attacks.
    Darkness (3/day) (Sp) Granted by Half-Fiend heritage.

    20-ft. radius of supernatural shadow.
    Darkvision (60 feet) You can see in the dark (black and white vision only).
    Desecrate (1/day) (Sp) Granted by Half-Fiend heritage.

    Fills area with negative energy, making undead stronger.
    Double Damage Against Objects (Ex) If this creature makes a full attack against an object or structure, it deals double damage.
    Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
    Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
    Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
    Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
    Flight (60 feet, Good) You can fly!
    Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
    Immunity to Paralysis You are immune to paralysis.
    Immunity to Poison You are immune to poison.
    Immunity to Polymorph You are immune to Polymorph effects.
    Immunity to Sleep You are immune to sleep effects.
    Immunity to Stunning You are immune to being stunned.
    Improved Sunder You don't provoke attacks of opportunity when sundering.
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    Poison (3/day) (Sp) Granted by Half-Fiend heritage.

    Touch deals 1d10 Con damage, repeats in 1 min.
    Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
    Rock Throwing (180 feet) (Ex) You can throw big rocks. They hurt.
    Smite Good (1/day) (Su) +2 to hit, +12 to damage, +2 deflection bonus to AC when used.
    Spell Resistance (22) You have Spell Resistance.
    Treespeech (Ex) Members of this race have the ability to converse with plants as if subject to a continual speak with plants spell.
    Unholy Blight (1/day) (Sp) Granted by Half-Fiend heritage.

    Harms and sickens good creatures (1d8 damage/2 levels).
    Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.

    Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
    Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


    Pathfinder Adventure Path, Pawns Subscriber
    zylphryx wrote:
    Ckorik wrote:


    ** spoiler omitted **
    ** spoiler omitted **...

    Heheh non spoiler stuff finally really - I agree with you as to the tactics - however when reading about where people get frustrated because the boss went down with a whimper - overwhelmingly the posts go 'running the monster as written they died in the (1st, 2nd - pick one) round - I get the feeling that many of the monsters (especially if they have multi round tactics blocks) get run as written often. That's just how it seems from reading through the threads - I like to read through these because it helps me to figure out how I can avoid 'dumb boss' syndrome.

    I try to play my encounters so that monsters with intelligence lower than 10 are a bit random in targeting - and or focused as they lack the wits to think about 'biggest threat' - those with low wisdom I try to play up making tactical mistakes. That being said the rest of it I try to base on my group - tactics to me are just a starting point to think about how the big bad is going to react, not a script.

    Regarding the differences in the stat block - we can disagree, the world won't end - I just don't think those differences are what make or break the TPK she was. If the stat changes make or break the encounter James Jacobs advice to apply the simple (nonrebuild) advanced template to monsters for advanced groups should be more than fine - as is the most vocal state that it's worthless because higher AC HPs DCs and saves just aren't enough. For the sake of argument however - ignoring that point - would you agree that looking at pre-AV and post-AV snake woman is a great place for any GM that feels the AP's aren't challenging to look at in terms of how just a few changes to a single encounter, changes the difficulty level drastically?

    That was my underlying point. It's a great way to look at how to make things less like a meatgrinder as well (as in how to tone down things when a party is getting stomped).


    Pathfinder Adventure Path, Pawns Subscriber
    leo1925 wrote:

    @Ckoricx

    Can you respond to your comment about big K in the anniversary edition?

    @zylphryx
    Don't forget that the PCs are 1 level higher when they face her in AE than in the original.

    Regarding big K....

    Spoiler:

    In the original he's flying above the platform when the party enters - in the AV he's sitting on his throne - while flying by itself isn't a make or break issue for PC's at this point of the game (or it shouldn't be anyway) - it does prevent a quickened DD with your melee comrades followed by full attacks should they happen to win the initiative - Big K is not really mean to stand toe to toe with a melee so a party that gets the drop on him in the AV pretty much instantly wins - for an example check the Runelords subforum with nobodyshome's thread on the final fight. Again for the entire course of the fight - it shouldn't result in a instant win for Big K - regardless it *should* give him the opportunity to last more than a round if the party rolls well. Given his abilities two-three rounds more of him living will at least make the party feel like the were in mortal danger - depending on party makeup and defensive buffs it could make a big difference.


    Pathfinder Adventure Path, Pawns Subscriber
    zylphryx wrote:

    Fair enough, but

    ** spoiler omitted **

    Spoiler:

    No it doesn't

    http://paizo.com/pathfinderRPG/prd/additionalMonsters/lamiaMatriarch.html#_ lamia-matriarch

    Wisdom Drain (Su) A lamia matriarch drains 1d4 points of Wisdom each time she hits with her melee touch attack. The first time each round that she strikes a foe with a melee weapon, she also drains 1 point of Wisdom. A DC 21 Will save negates the Wisdom drain. Unlike with other kinds of ability drain attacks, a lamia matriarch does not heal damage when she uses her Wisdom drain. The save DC is Charisma-based.

    But you have a point on the original - I failed to notice they changed it. The original matriarch was a template - oddly the template calls for 2d4 wisdom drain in the statblock but then under special abilities it is listed as 1d6.

    They changed it again with the 'pathfinder' rules to 1d4. Go figure.

    You are arguing over using things that aren't in the monsters tactics - the point I'm making is for the people who say they don't do that. To reiterate the point they make it is (paraphrasing) "I pay money for the AP so I don't have to write the adventure - I run the monsters and tactics as written".

    My point is *as written* it's not a huge change between them - I still say the bigger part of what makes this a TPK are the tactics - most parties at this point aren't going to be able to deal with a flying nuking sorcerer that can go invisible and backstab.


    Pathfinder Adventure Path, Pawns Subscriber
    zylphryx wrote:

    for RotR:

    ** spoiler omitted **

    Spoiler:

    "which was an error."

    The wisdom drain still happens - the fact that it's not there is an error (just like the first book and the AC). In both versions the wisdom drain from getting hit by a lamia matriarch's weapon is limited to just once per round - so that's a wash - 39 damage vs 48 damage again - very small change - the bigger change with the weapon damage is the range for 2d6 vs 1d8 will not only have a higher max but a higher curve as well.

    The wisdom drain is a wash if you played it correctly - and if you are pointing out errors from the first book then it's fair to say the wisdom drain isn't 'missing' as it's also an error.


    Pathfinder Adventure Path, Pawns Subscriber
    leo1925 wrote:
    Ckorik wrote:
    leo1925 wrote:
    scadgrad wrote:

    Funny, but our group curb-stomped her.

    ** spoiler omitted **
    Judging by what you said i am pretty sure that you played the anniversary edition, try it in the original version and you'll see why she is such a TPK.

    You know it's funny - they didn't change her that much - a single different spell and a very slightly modified tactics block - and she went from a TPK to a average boss.

    Just goes to show what very slight changes to the monsters and tactics as written (note her DC's and hit pionts and such didn't change - the thing that most people jack up when they try to make a boss harder), can be the difference between a really hard encounter and a not so much one.

    Food for thought for those wishing to make the game more of a challenge - RotRL has two modified encounters (offhand) that make huge swings in how the fights are handled - this one at the end of book two - and the final fight stick out for me like a sore thumb - both are much easier in the newer version without having modified much in the way of the monsters - good reference for design in how you can make the stuff published harder (or easier) for your groups.

    Are you kidding me? The changes (or nerfs) they made to the monster were major and were on top of making the AP easier, i will go in detail but i will do so in a spoiler tag.

    ** spoiler omitted **...

    I'll use the tag as well then.

    Spoiler:

    1) the one in the original version to have one higher spell level and more known spells of lower spell level.

    Yeah but Dimension door wasn't what made this fight killer - the big change was removing fly from her list of spells. Haste is arguably the second most significant change, so I'll give you that.

    2) the one in the original version had more hitpoits and one more point of BAB.

    142 hps in the original - 133 in the new - that's not enough to make a single round of difference in a fight - but seriously if you think that 9 hps make the fight a TPK (instead of a meh) go for it. The BAB is one lower though - again I'm not sure that it swings the fight from TPK to 'meh'.

    3) her tactics in the original version was to attack with extreme prejudice (petrifying a PC standing near the edge as the opening move) where in the AE her tactics aren't that aggresive.

    old: During Combat Xanesha activates her Sihedron medallion’s false life
    ability and casts divine favor (enhanced by Silent Spell if necessary)
    on the first round of combat. If she’s stillinvisible, she casts a major image to make an illusory flying demon appear in a cloud of smoke that then begins to circle the top ofthe tower. On round three, hopefully as the PCs are distracted,she attempts to petrify a PC near the edge using her mask; this, of course, makes her visible. After this attack, she prefers to fight in melee. She may try to topple a petrified PC off the edge to smash into fragments on the ground 160 feet below. If reduced to less than 60 hit points, she flies out into the sky around the tower to continue the fight using her spells.

    new: Xanesha uses major image to make an illusory flying demon appear in a cloud of smoke that then begins to circle the top of the tower. She then moves to make a sneak attack on the nearest PC. After this attack, she prefers to fight in melee, saving her medusa mask to temporarily petrify any particularly dangerous foe. If she is reduced to fewer than 60 hitpoints, she casts cure serious wounds on herself.

    I marked the differences - old version she spends 2 rounds casting spells - new version she has pre-buffed and starts attacking on round 2.

    Old version she petrifies with first attack and tries to smash the statue - new version she saves the mask for a 'dangerous foe' - this *could* be interpreted as GM's discretion with the removal of smashing the statue (I guess so as not to be so mean?)

    Old version she flies out the window - and attacks with spells - new version she tries to heal (which any 'optimiser' knows is a waste of action).

    Simply put - the only real modification with her spell selection and *tactics as written* between old and new is the fly spell, and divine favor - her tactics didn't use dimension door - they didn't use haste to buff herself (although I'm sure many GM's used this). You can change her 3rd level spell selection to fly, change level 1 spell sanctuary to divine favor and run her *exactly* as written in the old book. I'll note the saves on the mask and her most dangerous spell ability (charm monster) are the same in both books.

    These changes weren't 'massively nerfing' the monster - it's a few small changes that make her go from TPK to 'average boss' - I see people arguing all the time on how they have to max out hps on boss encounters to have a challenge - 9 hps difference here doesn't seem like that makes the swing difference.

    I see other posts arguing about giving a solo boss against a party more actions is the only way to balance things - yet here you are arguing that a *slightly* different spell loadout and 1 point of BAB is 'major and were on top of making the AP easier'

    My point here is that the monster as written with very minor mods becomes a much bigger threat.

    If you regularly go through the AP's you'll notice that the NPCs as written almost always have poor feat selections and odd choices - it's too common to not be intentional - poor spell selection is also very frequent. Many monsters could be juiced up just by getting rid of 'skill focus (doesn't make any difference)' with something a bit more appropriate - and getting rid of 'spell selection '3 spells that will never be cast' with more interesting ones. I'm very sure the designers that make these guys up know about treamonk's guide - yet you rarely see a caster with a spell loadout including black tentacles (until the PCs are so high that it doesn't matter) - or a large amount of battlefield control - you see almost every melee monster take vital strike (and upgrades) - despite the overwhelming evidence that it doesn't really help that much (although with monsters it's arguably better than PC's)..

    I am making the point that this encounter shows clearly 'arms proliferation' in terms of HPs and damage aren't the *only* ways to make you monsters and encounters more of a challenge.


    Pathfinder Adventure Path, Pawns Subscriber
    leo1925 wrote:
    scadgrad wrote:

    Funny, but our group curb-stomped her.

    ** spoiler omitted **
    Judging by what you said i am pretty sure that you played the anniversary edition, try it in the original version and you'll see why she is such a TPK.

    You know it's funny - they didn't change her that much - a single different spell and a very slightly modified tactics block - and she went from a TPK to a average boss.

    Just goes to show what very slight changes to the monsters and tactics as written (note her DC's and hit pionts and such didn't change - the thing that most people jack up when they try to make a boss harder), can be the difference between a really hard encounter and a not so much one.

    Food for thought for those wishing to make the game more of a challenge - RotRL has two modified encounters (offhand) that make huge swings in how the fights are handled - this one at the end of book two - and the final fight stick out for me like a sore thumb - both are much easier in the newer version without having modified much in the way of the monsters - good reference for design in how you can make the stuff published harder (or easier) for your groups.


    Pathfinder Adventure Path, Pawns Subscriber
    Richard Pett wrote:
    captain yesterday wrote:

    who hasn't TPK'd their group in part 2 of Rise!

    CURSE YOU PETT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    (not really it is an awesome adventure)** spoiler omitted **

    Plus, Captain, I hope you'll enjoy Shifting Sands for something similar.

    Rich

    You know what. After going through SS and all - I got to the end and went OMG - this is insane - AGAIN?

    I didn't even connect that it was the same author until I read this thread.

    /hats off - that encounter scares me and I'm the GM.


    Pathfinder Adventure Path, Pawns Subscriber

    teleport trap stop teleports - either you go to jail or the spell fails - it also stop dimension door and other type effects unless you know the password - so it's an awesome BBEG tool.

    It's also able to be made permanent - I learned about this spell in the Reign of Winter AP.


    Pathfinder Adventure Path, Pawns Subscriber
    CWheezy wrote:
    Rob McCreary wrote:


    Tetisurah's stats are correct. Her ability scores are reduced to either 10 or 11 to get her racial ability bonuses (which are always even numbers). This gives her Str +12, Dex +2, Con +6, Int +8, Wis +8, Cha +8.

    Those 10/11 base scores are then replaced with the elite array, with the ability score modifiers applied.

    So you end up with Str 20 (8+12), Dex 18 (15+2+1 ability score increase for 4 levels), Con 16 (10+6), Int 20 (12+8), Wis 22 (14+8), Cha 21 (13+8).

    Her CR is 10 because druid levels are non-key levels for a gynosphinx, meaning +1 CR for every 2 druid levels (8+2=CR 10).

    What? The rules don't say anything about that for giving monsters class levels:

    Quote:

    Step 2: Add Class Levels

    Once you have determined the creature's role, it's time to add class levels. The first step of this process is to modify the creature's ability scores. Creatures with class levels receive +4, +4, +2, +2, +0, and –2 adjustments to their ability scores, assigned in a manner that enhances their class abilities. Creatures with NPC class levels do not receive adjustments to their ability scores.
    They don't actually get heroic array, they just get these numbers

    Yeah it's confusing (to be sure) - but you'll notice for the monsters with class levels they all have the elite array. Oddly in many cases this can be applied without all the hoops - but for reference (after the explanation I looked this up - and then applied this to a few test NPCs and... what do you know... it is how they do it)...

    PRD used for the quote...

    Quote:
    Ability Scores: The creature's ability scores are listed here. Unless otherwise indicated, a creature's ability scores represent the baseline of its racial modifiers applied to scores of 10 or 11. Creatures with NPC class levels have stats in the standard array (13, 12, 11, 10, 9, 8), while creatures with character class levels have the elite array (15, 14, 13, 12, 10, 8); in both cases, the creature's ability score modifiers are listed at the end of its description.

    Important sections in bold. Once I saw the explanation and the above paragraph it all 'clicked' for me.

    This is also how a monster advancement works in Hero Lab *if* you create the monster as an NPC - and you click 'customize' next to the race (which only shows up for NPC's) - this is also how you can delete 'stock' feats and rebuild the monster as you want.

    I honestly don't know why they have two conflicting sections on class levels - I think it's an oversight - which honestly doesn't surprise me because the monster creation rules are ... not really intuitive. One of the reasons why I really appreciated Rob offering up explanations in this thread and the empty graves thread.

    *edit*

    Another oversight - would be the line in both cases, the creature's ability score modifiers are listed at the end of its description - *cough* the process would be easier if they did this - but I'm guessing due to word count they don't as apparently only a very few of us are interested in this stuff - although I find it full of inspiration in terms of custom encounter design.


    Pathfinder Adventure Path, Pawns Subscriber
    Rob McCreary wrote:


    Tetisurah's stats are correct. Her ability scores are reduced to either 10 or 11 to get her racial ability bonuses (which are always even numbers). This gives her Str +12, Dex +2, Con +6, Int +8, Wis +8, Cha +8.

    Those 10/11 base scores are then replaced with the elite array, with the ability score modifiers applied.

    So you end up with Str 20 (8+12), Dex 18 (15+2+1 ability score increase for 4 levels), Con 16 (10+6), Int 20 (12+8), Wis 22 (14+8), Cha 21 (13+8).

    Her CR is 10 because druid levels are non-key levels for a gynosphinx, meaning +1 CR for every 2 druid levels (8+2=CR 10).

    Thank you - I think I was missing a step without realizing it - this helps quite a bit.

    CR's still baffle me more than they should - but I think I'm getting the rest of it licked :)

    BTW (I mentioned this in the RoTRL thread but have no idea if you've read that) doing the deconstructs has helped me understand quite a bit more about the game and monsters than when I started. I really do appreciate your willingness to explain.


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    Callum wrote:
    Thanks! I suppose what interests me about that approach is why clerics and druids aren't considered casters.

    Look at their spell lists - they do (typically) one of two things: buff/debuff or help make the character more martial for a combat - while it's entirely possible to make a nuking cleric - it's not easy and rare to see, if you have a cleric that goes down that path and takes spell focus evocation greater spell focus evocation (or enchantment - honestly) and devotes his spell list to holy smite/command/greater command/hold person/sound burst with nothing else - you may want to consider him a full caster for these adjustments.

    What I find in practice though is that the cleric will usually have a mix of group buffs/enemy debuffs - flashy cool spells (like spiritual weapon) and a cure or two in case of a really bad day. Even if the cleric goes full on blaster he's still not going to do as good of a job as a wizard or sorcerer though.

    Druids... they can be a bit tricky - I'd put a full on feral druid with animal companion on the edge of full BAB - and a full on caster druid (with the right domains) can come very close to a nuker - while one that walks the line (say has an animal but doesn't like to shape change or summon) is right there with the cleric - much comes down to how the player is using the character.

    These are just fast and loose rules - I will say the only time to be careful is when doing boss fights - you are almost always better off with boss fights to do HPs and add critters for balance than DC's\saves - bosses tend to already be much higher level than the players and a point or two swing can make it very very dangerous - as always though try to figure out what your group is capable of.

    Another thing that can help is (assuming you have any of the bestiaries) look in the back at the simple templates - use of these sprinkled into an encounter can juice things up - some of them are easy enough to do at the table if you realize your encounter is just a tad too easy...

    Advanced template - quick rules:
    Add 2 to all rolls (including damage and DCs)
    +4 to AC and CMD; +2 hps per hit die (so a 4d8 creature gets 8 hps)

    Nothing flashy but it's easy enough to toss on something to make it a bit more of a challenge.

    If you guys make it past level 12 - this is when you might want to take a 1 session break to run some trial combats - use some higher level encounters to get a feel for how to GM them - the game changes at this point and a fighter at level 11 does typically around 38 damage - at level 12 it's like 88 points - this break is where most GM's get frustrated and games putter out - there are so many abilities - spells - buffs - debuffs - it can get really complex to keep track of. Generally things to watch out for is - make sure spells do what they say they do - and take the correct casting time - a full round cast can't be used as a quickened spell and doesn't come into play until the start of the casters *next* turn (for example - silence is a biggie). Other things would be to make sure you take into account things like perception taking a -1 per 10 feet. Even a guy with 30 perception can fail to see a dragon if it's far enough away to start - don't be afraid to use situational modifiers if they seem reasonable (dragon is smart - it's flying with the sun at it's back, -20 to see it).

    End rule is though - have fun - the players at the end of the day are supposed to win - you are doing it right if your average 'adventuring day' between rests sees the party have 1-2 cakewalks - 1-2 'that could have been bad if you failed your save and turned to stone bob' fights - and 1 'ooh I think I might want to ignore that the creature just crit *again*' fight, reality is however - that if your group is like mine - the cakewalk with be the party rolling 1's for 30 mins straight wondering why they got out of bed this morning to be beaten up by goblin wives - and the big boss fight will see your fighter crit followed by a the wizard rolling max damage dice on his spell and the group wondering what the big deal was.

    But I'll guarantee you that 6 months later they'll still talk about that goblin wife fight with big grins.


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    Page 50 - Jamirah - bungle should be DC 18.

    Spoiler:

    On a side note... I'm excited to play this one - I don't know what it is about the designers at Paizo - but when they build a Lamia Matriarch boy do they make a mean monster.


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    Pathfinder Adventure Path, Pawns Subscriber

    Another thing - how many players do you have?

    The AP's are meant for a 4 person party - they are balanced with the idea of one full BAB class - 2 utility and 1 caster.

    If you have a different mix - it means adjustment.

    Just from your example a fighter and a gunslinger (which is a big damage class) means that stuff will die fast - the *simple* rules I use to *start* balancing is as follows:

    For each full BAB class past 1 (i.e. damage focus) add 50% to the hps of each creature.
    For each utility class past 2(i.e. 3/4 BAB - this includes clerics, rouges, etc.) increase all saves, dcs, etc. by 1.
    For each caster past 1 - add one APL CR monster to each encounter.

    That's a start, then adjust from there if things aren't quite happening.

    When I started running RoTRL I had a seven person party - these changes kept the combats pretty much in line without any other major adjusting. And the nice thing is they can be done without a ton of rebuilding encounters.


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    Duiker wrote:

    I think the biggest problem with the mythic rules is not that the mythic versions of spells were that much more powerful (though they were better, they weren't THAT much better, mostly just upping damage dice a level sorts of stuff) but that it further broke action economy, which is already the weakest part of the game.

    Here is one round for my high level cleric (who was a straight CRB cleric, human, healing and knowledge domains).

    Free action (from Relentless Healing 1st mythic tier ability): Intensified Mythic Heal from a distance of 30 ft (using Faith's Reach 1st mythic tier ability) to get the paladin from -200 hitpoints to positive 100.

    Swift action: Mythic maximized empowered persistent blade barrier (maximized using divine metamastery 3rd tier ability [taken three times] in order to maximize all spells for a minute) placed through the mass of bad guys. Remember, mythic blade barrier is an immediate not a standard. They all make their saves and avoid damage, choose to stay in front of it.

    Standard action: Do another blade barrier in same spot. Same results. (note that the previous round I also did this twice in the same way)

    At this point my intelligent cloak which casts as a wizard drops enervation on the one enemy who has teleported behind us.

    Second standard action: (from burning a mythic point, everyone who's mythic gets this at I think 3rd tier or so). Shape Channel at the mass of bad guys in front of me, deselecting the three party members in melee with them. Regardless of whether they save against the channel, they get pushed back thirty feet. So take 10D6/2 damage from the channel, and then get thrown through 4 mythic empowered persistent maximized blade barriers. Roll your saves twice. DC 35 I think is what it was up to. This killed four of the five bad guys in the fight regardless of whether they made every single save. I think it was something like between 400 and 800 damage to all of them, which none of them were surviving even at full health.

    Move action: quick channel...

    how do you get Swift action: Mythic maximized empowered persistent blade barrier

    and:
    Standard action (same spell) - as you pointed out - it's an immediate action not a standard - you can't convert those actions. I'm making the assumption you did the same mythic stuff because ... well... you say you did. This entire action is not allowed by RAW - so yeah using home rules and tabletop variation breaks stuff... news at 11.

    So second standard you channel - which only damages undead - so a cleric fighting undead was super effective?

    Awesome - because your channel wouldn't actually push back something that isn't damaged at all from it - so it would of course be a waste on non undead.


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    Page 47 - Tetisurah...

    I can't figure a way the heroic array was applied - and it seems like the stat point for the 4 levels of druid are also missing.

    Base stats are
    Str 22 Dex 13 Con 16 Int 18 Wis 19 Cha 19

    Heroic array:
    15, 14, 13, 12, 10, 8
    +5, +4, +3, +2, 0, -2

    Final output

    Str 20(-2) Dex 18(+5) Con 16(0) Int 20(+2) Wis 22(+3) Cha 21(+2)

    So it seems that we are off by +2 in one stat - and that doesn't account for the ability point for four levels of druid. Her CR is 10 instead of 11 so that could account for slightly weaker stats - or it could account for the circumstances of the situation (no spoilers here just pondering).


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    Page 43 - Xerippe
    unsure if this falls into error or not - as I'm not quite sure of the normal rules for when this type of thing would make 'print or not' - but using the advanced template on a Thriae soldier also increases the poison save DC to 17 - which would be handy to note in a short statblock like that. Figured I'd mention it here for anyone running the adventure in case they want to make a note of that.


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    Page 90 - the Melee attack line for Sting is missing "plus poison" - the poison is noted as a special attack and is listed under special abilities just not on the attack line.


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    *edit* found my mistake on the gnoll skill points - and so removed that :)

    Page 39 - Hyena Animal Companion

    They have Improved natural attack - but they only have a BAB of +1 (prereq's for INA is a +4 BAB) I gave them weapon finesse which gives them the following stats:
    bite +5 (1d4 plus trip)


    Pathfinder Adventure Path, Pawns Subscriber

    When I play 98% ish of the time the dice do what they want - then again I use a program called DM's familiar to run combats and it rolls the dice for me (interestingly it has a nifty dice roller that runs 1000 rolls and shows you the results table with a calculation of how off your randoms are from standard - my laptop is around .03% off - way better than my physical dice which hate me).

    Now I do give the players a hero point to use to 'cheat death' at their option - sometimes they don't use the point - it's a good way to retire a character they just don't 'feel'.

    Until the point is used dice are 100% as they roll - no fudging. Once the point is used a lucky crit on a throwaway encounter is grounds for me to sometimes fudge the dice - it happens and I don't like killing my players in what should have been a walkthrough but due to their dice only rolling 1's (5 players and 3 rounds later die rolls were 1, 2, 3, 4, 5, 6, 4, 2, 1, 1, 2, 3, 4, 2, 1 - and yes we laughed because the 12345 was rolled in sequence... how are the odds for that...) and the monsters getting really lucky turns an encounter that should have made them feel powerful into a nightmare.

    That being said on the final fight - all bets are off and I don't hold back - although I let them know going in that it's the last fight - now if they half fail and somehow manage to escape I'll be happy to work on the story of regrouping and revenge - but the final encounter is (in my view) the most appropriate place to be a lethal encounter.


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    Kazaan wrote:
    *correct stuff*

    Yes but the point here is - if you want to read the point about TWF in the most backwards messed up way possible - then by that logic flurry wouldn't be a full attack action. Nothing you said is untrue - but if that logic is rejected for another logic - that same logic results in the exact same outcome. You can argue the point correctly until the keyboard wears out, I personally think it's funny that using this broken logic as some kind of proof actually doesn't change anything.


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    Remy Balster wrote:
    Ckorik wrote:

    A flurry is not a full attack action - nothing you can show would say this.

    It uses the same wording as the TWF to say full attack - so by your logic either it's not a full attack action *or* the same wording makes it use TWF.

    Your own logic traps you.

    Hrm.

    Quote:
    Starting at 1st level, a monk can make a flurry of blows as a full-attack action.

    Let me fix that for you

    Quote:
    Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make on additional attack, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat.

    You are saying that the as for two-weapon fighting doesn't count as actually two-weapon fighting. If so the as in full-attack action also means it's not a full attack action. By your own logic - if you are correct you can't TWF while using flurry as it's not a full round attack (they use the same wording - in english the if adds nothing to the underlying sentence meaning).

    If you are saying that flurry is a full attack action then the same wording in the rest of the sentence means it's using two weapon fighting.

    Either way - you can't combine TWF with flurry for additional attacks. Your own logic says so.


    Pathfinder Adventure Path, Pawns Subscriber
    Remy Balster wrote:
    wraithstrike wrote:

    I will just bump this and wait for Remy to reply..

    PS: That section between the arrows is the relevant part.

    I replied. Read upthread several posts...

    bah... for your convenience:

    Quote:

    It isn't a valid objection.

    A flurry is a full attack action.

    TWFing is something that can happen when you take a full attack action.

    That is as compatible as it gets.

    A flurry is not a full attack action - nothing you can show would say this.

    It uses the same wording as the TWF to say full attack - so by your logic either it's not a full attack action *or* the same wording makes it use TWF.

    Your own logic traps you.


    Pathfinder Adventure Path, Pawns Subscriber

    To give you a counter example my sons level 2 barbarian in my Mummys Mask campaign did 56 points of damage on a raged crit.

    I'm struggling to find a situation where your monk could top that with a single hit even at his level.

    Monks are fun characters to play (I play one in a Righteous Wrath campaign - mythic makes mad a nonissue) - but being big flashy martial isn't really what they shine at.


    Pathfinder Adventure Path, Pawns Subscriber

    Well it's a bit easier than that really - flurry requires using a full round action to use the 'flurry' feature.

    TWF requires a full round attack - note that 'flurry' may be like a full round attack - but it's not - it's a full round action using the special monk action 'flurry'.

    See the PRD (quoting for relevance)

    Quote:
    Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action.

    Note that flurry of blows is 'a flurry of blows' - and it acts as a full attack action - so it replaces the full attack action with a special type of action - TWF only works with a full attack action - not a replacement.

    Because of that they don't stack. I'm pretty sure (besides the fact that it's pretty much obvious based on the other wording) that this point shuts down any arguments at all that suggest otherwise.


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    Tourq wrote:

    Thank you, JohnF, for mentioning us.

    To The Rot Grub (and anyone who might be interested), our Mini Counters are specifically made for tracking enemies and monsters easily. They simply stick to the minis! For storage, all Mini Counters and Markers come in an enclosed plastic case.

    Also, right now all of our profits are going to a fundraiser for a gamer in need.

    In fact, to help with the fundraiser, I'll throw in a few extra counters with every order...

    Take care, and good gaming!

    http://stuffershack.com/store/

    I just got these - simply put - awesome - can't recommend them enough.


    Pathfinder Adventure Path, Pawns Subscriber

    So with hopes that I have the mistakes ironed out this time around - onto the new adventure (which I have to start out saying... IS AWESOME!)

    Page 17 - Khabekh-Shu

    He has guidance as a level 0 spell - it's not in his bloodline list - it's a cleric/druid spell - not sure where it came from unless I'm missing something fairly glaring.

    Page 18 - Cultists

    These guys also have guidance on their spell list - at this point I feel like I'm missing something - but it's not on their bloodline spell list either - if someone knows where they gain access to the spell from - let me know because it seems odd.


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    Atarlost wrote:
    Gilfalas wrote:
    BBEG MUST have Dimensional Dervish to even do this. Note that if the BBEG also had the feat Cleaving Finish he could cleave the fighter (assuming the fighter was in legal position) after downing the mage without having to use his next iterative as above.
    Not true. Dimensional Assault allows Dimension Door to be cast as part of a charge as a full round action. That gives one attack (no cleave, but it didn't really matter and if the GM knew how the feat worked he probably wouldn't have taken it) and leaves a swift action to use a quickened dimension door to escape. The quickened DD isn't limited to his movement rage like Dimensional Assault so he can deliver his spell storing weapon's charge (or a held charge touch spell) and get out of danger.

    Yeah but Dimensional Agility lets you use any remaining actions after the DDoor - those other feats are great for characters that can't get a quickened DDoor (like a monk) - but DDoor doesn't actually use a move action - you cast it and you pop from spot to spot - no move - no five foot step - so someone with a quickened DDoor can use it - and still get the full attack action - in this case he could have also taken a five foot and still had his full attack action. Using the quickened spell however made his crit unable to cast a spell (in addition) as part of his EK abilities - due to the swift action already being used.

    A level 20 EK is one really mean NPC.


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    http://grooveshark.com/#!/playlist/Foxglove+Mansion/97913153

    I couldn't find a couple of things on your list - and I cut some of the vocalist stuff (because I'd prefer to keep it instrumental) - THANK YOU!


    Pathfinder Adventure Path, Pawns Subscriber

    I tossed this into hero lab to check the math - without rage (as noted in other posts) the damage is a bit lower...

    Spoiler:

    Unnamed Hero CR 19
    XP 204,800
    No Race Eldritch Knight 10/Fighter 1/Wizard 9
    Medium
    Init +3; Senses Perception +2
    --------------------
    Defense
    --------------------
    AC 13, touch 13, flat-footed 10 (+3 Dex)
    hp 136 (11d10+9d6+40)
    Fort +14, Ref +11, Will +11
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee +4 keen spell storing adamantine scythe +26/+21/+16 (2d4+29/19-20/×4)
    Wizard Spells Prepared (CL 18th; concentration +24):
    9th—[/i]
    8th—[i]

    7th—[/i]
    6th—[i]

    5th—[/i]
    4th—[i]

    3rd—[/i]
    2nd—[i]

    1st—[/i]
    0 (at will)—[i]

    --------------------
    Statistics
    --------------------
    Str 28, Dex 16, Con 15, Int 22, Wis 10, Cha 10
    Base Atk +15; CMB +22; CMD 37
    Feats Dimensional Agility, Power Attack, Scribe Scroll
    Skills Acrobatics +5, Appraise +8, Bluff +2, Climb +11, Diplomacy +2, Disguise +2, Escape Artist +5, Fly +5, Heal +2, Intimidate +2, Perception +2, Ride +5, Sense Motive +2, Stealth +5, Survival +2, Swim +11
    Languages Common
    SQ hero points, spell critical
    Other Gear +4 keen spell storing adamantine scythe
    --------------------
    Special Abilities
    --------------------
    Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
    Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
    Spell Critical (Su) Cast a spell as a swift action when you confirm a critical hit.

    Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
    Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.Publishing, LLC®, and are used under license.

    So 30 points of damage less (using your rolls for the dmg and spell) - is the wizard still standing? Or at least not 'dead'?

    *edit* - considering with the feat he can still take a full round action... why didn't he full attack?


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    RuyanVe wrote:

    Thanks, Latrecis. I'll run it following your description.

    Ruyan.

    In the community created stuff there is a word (open document actually) document that basically has the haunts done up in a very nifty way.

    They are arranged with 'tare off' lines to hand out to your players - the way I'm doing it for specific haunts the player gets the handout (unless someone does an active perception check - non of my players have trapfinding - and I'm still unsure how that interacts with haunts) - only the player affected will notice something until they react to the condition.

    These are (IMO) well done and give the player the description of what happens - and lets them roll play it out without the other players knowing what is going on specifically.


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    Does anyone have a good soundtrack and or 'sound effects' type stuff for a haunted house (I'm avoiding any spoiler info just because).


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    Tacticslion wrote:
    *lots of good stuff*

    Oh I know about the racial traits - 'officially' they would just be odd half-elves though but I get your ideas of 'getting them used to the dark' and it clicks.

    As to half dwarves - er... I guess - that's up to you and your campaign just remember if you introduce a new (and rare) race like that someone is going to want to play it - so make sure it's balanced. I'd just have them breed dwarf or human (as in both possible roll d100).

    I like your ideas with the devils - if I had the drow and the duergar working together and wanted to use devils - I'd have the devils working with the duergar (LE society) and the demons working with the drow (CE - and noted as becoming drow for making demonic pacts) - The devils are the main setup of course - being very effective planners they have each step well thought out and have responses ready.

    The demons (being chaotic) see whats happening and don't like the meddling with their servants so they start tossing things in - and may even be helpful to your players just to spite the devils.... :)

    The devil/demon thing could run through the entire campaign and give a segway into a higher level campaign if you want to peruse it.


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    Pathfinder Adventure Path, Pawns Subscriber

    If you want to add a twist to it the drow could just be responding to recent merchant activity that the Magnimar city council approved - a new path to the darklands was found and rights to prospect it were given to a cabal for major money - now that things have blown up they are trying to keep it hush hush - eventually you find evidence of the activity.

    In that case the drow are more like hornets - generally leaving the city alone until someone decided to poke them - now they are swarming. With drow I tend to think any ally is in name only - they are either allies of convenience, or just *think* they are allies and being used because the drow find it convenient to smash lesser races against things when possible.

    To that end the drow most likely have a plan to enslave the duergar as soon as the alliance is finished - they may even be already moving in behind the now 'warrior empty' duergar cities/towns and gathering up the women/children for use in the fleshpots. This is also something that can or could be found out and used to shatter the alliance.

    All of this could tie in with the demon influence - if you are using the published world however note that drow/human = half-elf - not drow half-elf, and as far as I know there are no half-dwarves - so the tiefling thing works - but the other type of thing doesn't in the published world.

    For a final twist (for this the merchant activity should have hit the duergar hard and caused them to ask the drow for help) - have the final stage of the adventure turn around and find out that 'a' drow wizard/cleric/oracle/whatever used magic to infiltrate the merchant cabal - setup operations in magnimar - and 'find' the path to the darklands that lead to the settlement first attacked - starting the entire chain.


    Pathfinder Adventure Path, Pawns Subscriber
    Wycen wrote:
    Duiker wrote:

    I've been running Reign of Winter with mythic. They got their first tier with the Black Mantle, as everyone else has noted, it makes sense.

    But man, I have had to rewrite every single combat encounter. We just finished book 3 and although you're supposed to level 9 for the final fight, my group was level 7 tier 3. And even combined together three of the big fights into the boss fight, they still smoked it without trying.

    The only reason I'm able to keep up is because I'm playing in a Wrath of the Righteous group that's in book 5, so I've picked up a solid background in the mythic rules that way. If you haven't played/run mythic and you convert an AP, your players are always going to be ahead of the learning curve on you.

    Particularly at tier 3 things go up in power and potential. The mythic book says you could consider a mythic tier equal to half a level. I find that comparison only vaguely useful as mythic powers simply do not fit well into typical level progression.

    It depends I think on when they get the level and how you expect Mythic to play.

    Mythic Tier 1 - for instance - is worth about a half a level - Unless it's a feat starved class and then it's worth I'd say about 1.5 levels - The early tier path powers aren't massively overpowering - but the later ones have some great synergy that make the power progression a bit bursty.

    If you are excited for your players to stomp on normal encounters and feel like "BIG DAMN HEROES" Mythic is perfect - I'd say that after about tier 3 though they aren't going to find much in the way of challenge from normal encounters unless they are APL+4-8 or the encounter is also mythic. There are ways to compensate without modifying everything - keeping your party on the slow exp track or just keeping them 2+ levels behind the AP, and being very careful with how many mythic tiers you give out would both I think allow you to add to it - or you can use it as a temporary thing - where in select areas they get the mythic template and it fades - both ways can add interesting story elements to a game that let the players feel awesome I think.


    Pathfinder Adventure Path, Pawns Subscriber

    http://paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatFeats.html# _snapping-turtle-clutch

    Quote:

    Snapping Turtle Clutch (Combat)

    Your unarmed style allows you to turn your opponent's attack into an opportunity.

    Prerequisites: Snapping Turtle Style, Improved Grapple, Improved Unarmed Strike, base attack bonus +3 or monk level 3rd.

    Benefit: While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC applies to your CMD and touch AC. Whenever an opponent misses you with a melee attack while you are using the Snapping Turtle Style feat, you can use an immediate action to attempt a grapple combat maneuver against that opponent, but with a –2 penalty.

    Bolding mine.

    Looking at your flowchart - I don't see where this feat says 'make a grapple check' - it says you can attempt a grapple combat maneuver - but that starts the flowchart at number 1.

    I do see your point - I just don't see the feat actually skipping any part of the process.

    *edit* I could see a GM rule either way though - I am comfortable with that - I would expect that in the case here - it'd be better to have an understanding of what your GM thinks so that your expectations are set, I'm not sure that allowing it to work with reach would be game breaking - but as with anything I'd have to actually play with someone using it like that before I could be sure.


    Pathfinder Adventure Path, Pawns Subscriber
    sloden wrote:

    If he gets to attempt a grapple by RAW a succeeds then.

    "If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails)."

    These feats and abilities all specifically state that that the creature needs to be within reach no assumptions. I'm sure there are more but those are the first ones I found.

    Riposte

    Cleave

    Shield of the Liege

    If we take a look at Strike Back then this allows you to ready a standard action to make a melee attack against limbs or weapons.

    Now if we go back to STC, instead of readying a standard action to make the attack or grapple it happens as an immediate action during the enemy
    s turn. Its just like readying an action to make the attack except its reflexive and not prepared. Just my two more cents.

    Incorrect - PRD says:

    Quote:
    Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.

    You can make the grapple check but as part of that check you must take the penalties specific to the roll if they apply - without some form of reach your check fails automatically due to lack of reach.

    And strike back is a feat - feats allow things that break the rules (and would work as a form of reach in this case) - so yeah of course it works - that's what it's designed to do because it's not possible otherwise.


    Pathfinder Adventure Path, Pawns Subscriber
    sloden wrote:
    In My Humble Opinion wrote:
    Straight mechanics doesn't assume 10+ foot reach. They assume 5 foot, making this a circumstance where I would require a feat or ability that either gave the monk reach or somehow allowed him to attack limbs, which normally isn't possible.

    "Whenever an opponent misses you with a melee attack while you are using the Snapping Turtle Style feat, you can use an immediate action to attempt a grapple combat maneuver against that opponent, but with a –2 penalty"

    I understand the assumption aspect of the feat. But RAW states you can. I agree it could have be written better as a creature you threaten but its not.

    Also if this was an AOO instead of an immediate action then that would include threatened enemies and a grapple would not be allowed . The fact that this is an immediate action that happens on the enemy's turn is enough of an ability for me to allow the grapple to happen.

    Ok - by RAW he gets to attempt a grapple - it stops his charge flat and fails as he has no reach. You can not attack a limb (although you can use an ability to make an attack it doesn't connect).

    Now he doesn't get to finish his charge - much easier to just point out you can't attack limbs and not let the player waste an action (even though they could).


    Pathfinder Adventure Path, Pawns Subscriber

    Try this encounter:

    Spoiler:

    Mythic Golem, Flesh CR 11/MR 3
    XP 12,800
    Mythic Golem, Flesh
    N Large construct (mythic)
    Init -1; Senses darkvision 60 ft., low-light vision; Perception +10
    --------------------
    Defense
    --------------------
    AC 23, touch 8, flat-footed 23 (-1 Dex, -1 size, +15 natural)
    hp 135 (10d10+80); fast healing 5
    Fort +3, Ref +2, Will +3
    DR 5/adamantine, 5/epic; Immune construct traits, immunity to magic
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee 2 slams +16 (2d8+6 plus sparking slams plus 1d10 electricity)
    Space 10 ft.; Reach 10 ft.
    Special Attacks berserk, greater rage, mythic brawler, mythic power (3/day, surge +1d6), sparking slams
    --------------------
    Statistics
    --------------------
    Str 22, Dex 9, Con —, Int 6, Wis 11, Cha 1
    Base Atk +10; CMB +17; CMD 26
    Feats Blind-Fight, Cleave, Power Attack, Power Attack [M], Toughness, Toughness [M], Weapon Focus (slam)
    Skills Perception +10
    --------------------
    Special Abilities
    --------------------
    Berserk (Ex) When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object sma
    Blind-Fight Re-roll misses because of concealment, other benefits.
    Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
    Damage Reduction (5/adamantine) You have Damage Reduction against all except Adamantine attacks.
    Damage Reduction (5/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
    Darkvision (60 feet) You can see in the dark (black and white vision only).
    Energy Damage: Slam ( plus 1d10 electricity) (Ex) The creature's attack or attacks deal the specified amount of energy damage in addition to their normal damage.
    Fast Healing 5 (Ex) Heal damage every round unless you are killed.
    Greater Rage (10 rounds/day) (Ex) This functions as the barbarian ability of the same name, granting a +6 morale bonus to Str and Con, a +3 bonus to Will saves, and -2 to AC when active.
    Immunity to Ability Damage Immunity to ability damage
    Immunity to Ability Drain Immunity to ability drain
    Immunity to Bleeds You are immune to bleeds.
    Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
    Immunity to Disease You are immune to diseases.
    Immunity to Energy Drain Immune to energy drain
    Immunity to Exhausted You are immune to the exhausted condition.
    Immunity to Fatigue You are immune to the fatigued condition.
    Immunity to Magic (Ex) A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

    • A magical attack that deals cold or fire damage slows
    Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
    Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
    Immunity to Paralysis You are immune to paralysis.
    Immunity to Poison You are immune to poison.
    Immunity to Sleep You are immune to sleep effects.
    Immunity to Stunning You are immune to being stunned.
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    Mythic Brawler (Ex) As a swift action, use 1 power to attempt a combat maneuver with no AoO.
    Mythic Power (3/day, Surge +1d6) Use this power to perform your mythic abilities.
    Power Attack -3/+9 You can subtract from your attack roll to add to your damage.
    Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
    Sparking Slams (Ex) Foe hit by 2 slams in same rd takes 2d10 elec dam.
    Surge (1d6) Spend a use of mythic power to add the roll of a die to a d20 you just rolled
    Toughness [Mythic] Gain DR 10/epic when below 0 hit points.

    --------------------

    Mythic Vampire CR 12/MR 4
    XP 19,200
    Human Vampire Fighter 7
    NE Medium undead (humanoid, human, mythic)
    Init +12; Senses darkvision 60 ft.; Perception +17
    --------------------
    Defense
    --------------------
    AC 29, touch 16, flat-footed 24 (+3 armor, +4 Dex, +10 natural, +1 deflection, +1 dodge)
    hp 117 (7d10+74); fast healing 5
    Fort +11, Ref +10, Will +4 (+2 vs. fear); +8 bonus vs. channeled energy
    Defensive Abilities bravery +2, channel resistance +8, overcome weakness; DR 10/epic, 10/magic, 10/silver; Immune undead traits; Resist cold 10, electricity 10
    Weakness vampire weaknesses
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee +1 longsword +19/+14 (1d8+12/19-20) and
    . . slam +10 (1d4+4)
    Ranged masterwork light crossbow +12 (1d8/19-20)
    Special Attacks blood drain, children of the eclipse, children of the night, create spawn, dominate (DC 17), energy drain (2 levels, DC 17), mythic power (4/day, surge +1d8), negative energy focus, scabrous claws, weapon trainings (heavy blades +1)
    --------------------
    Statistics
    --------------------
    Str 26, Dex 18, Con —, Int 14, Wis 10, Cha 19
    Base Atk +7; CMB +15; CMD 31
    Feats Alertness, Combat Reflexes, Deceitful, Disruptive, Disruptive [M], Dodge, Greater Weapon Focus (longsword), Improved Initiative, Improved Initiative [M], Lightning Reflexes, Mobility, Power Attack, Quick Draw, Toughness, Vital Strike, Weapon Focus (longsword), Weapon Specialization (longsword)
    Skills Bluff +21, Climb +14, Disguise +6, Intimidate +14, Perception +17, Ride +8, Sense Motive +17, Stealth +15; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
    Languages Common, Draconic, Undercommon
    SQ armor training 2, change shape, gaseous form, shadowless, spider climb
    Combat Gear +1 crossbow bolts (10), potion of inflict serious wounds; Other Gear +1 leather armor, +1 longsword, masterwork light crossbow, cloak of resistance +2, ring of protection +1
    --------------------
    Special Abilities
    --------------------
    Blood Drain (Ex) Suck blood for 1d4 CON dam when pin foe and gain 5 Hp.
    Bravery +2 (Ex) +2 to Will save vs. Fear
    Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.
    Channel Resistance +8 +8 bonus to save vs. Channel Energy.
    Children of the Eclipse (2d6 ghouls or 1d6+1 shadows) (1/day) (Su) Can use summon undead with Children of the night
    Children of the Night (1/hour) (Su) Call forth rats, bats or wolves as a standard action.
    Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
    Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.
    Damage Reduction (10/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
    Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
    Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
    Darkvision (60 feet) You can see in the dark (black and white vision only).
    Disruptive +6 DC to cast defensively for those you threaten.
    Disruptive [Mythic] Non-mythic foes still suffer from DC increase, even when you can't make AoO.
    Dominate (DC 17) (Su) As a standard action, can use dominate person on foe in 30 ft.
    Energy Drain (2 levels) (DC 17) (Ex) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
    Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
    Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
    Fast Healing 5 (Ex) Heal damage every round unless you are killed.
    Gaseous Form (At will) (Su) Can assume gaseous form, except with 20 ft speed and perfect maneuverability.
    Improved Initiative [Mythic] When rolling initiative, use 1 power to treat the roll as a natural 20.
    Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
    Mythic Power (4/day, Surge +1d8) Use this power to perform your mythic abilities.
    Negative Energy Focus (2/round) (Su) Energy drain can trigger multiple times in the same round.
    Overcome Weakness (sunlight, garlic) (Su) Nauseated and 10 dam on 1st rd in sunlight. Other weaknesses can be ignored.
    Potion of inflict serious wounds Add this item to create a potion of a chosen spell.
    Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
    Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
    Scabrous Claws (Su) As an imm action, use 1 power to gain claws (dam as slam +1d6 bleed) for 1 hr.
    Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
    Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
    Surge (1d8) Spend a use of mythic power to add the roll of a die to a d20 you just rolled
    Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.
    Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.
    Vital Strike Standard action: x2 weapon damage dice.
    Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades

    --------------------

    This creature looks like a tattered and desiccated humanoid about 8 feet covered in fresh blood which seems to ooze and weep from its body. Its clothes hang in rags and are soaked in blood as well. Its hands end in sharpened claws and its eyes display no signs of life.
    --------------------
    Wight, Blood CR 9
    XP 6,400
    Wight, Blood
    CE Large undead
    Init +6; Senses darkvision 60 ft.; Perception +20
    --------------------
    Defense
    --------------------
    AC 21, touch 11, flat-footed 19 (+2 Dex, -1 size, +10 natural)
    hp 90 (12d8+36); fast healing 5
    Fort +7, Ref +6, Will +9; +5 bonus vs. channeled energy
    Defensive Abilities channel resistance +5; DR 10/bludgeoning, 10/magic; Immune undead traits; Resist fire 10
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee 2 claws +14 (1d8+5 plus 1 bleed) and
    . . unarmed strike +13/+8 (1d4+5)
    Space 10 ft.; Reach 10 ft.
    Special Attacks bleed (1), engulf
    --------------------
    Statistics
    --------------------
    Str 21, Dex 15, Con —, Int 13, Wis 13, Cha 16
    Base Atk +9; CMB +15 (+17 grapple); CMD 27 (29 vs. grapple)
    Feats Alertness, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Power Attack, Weapon Focus (claw)
    Skills Acrobatics +10, Climb +20, Escape Artist +18, Perception +20, Sense Motive +3, Stealth +11, Survival +11; Racial Modifiers +8 Escape Artist
    Languages Common
    --------------------
    ECOLOGY
    --------------------
    Environment any
    Organization solitary or pair
    Treasure none
    --------------------
    Special Abilities
    --------------------
    Bleed (1) (Ex) Attack causes additional damage at the beginning of the target's turn.
    Channel Resistance +5 +5 bonus to save vs. Channel Energy.
    Damage Reduction (10/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
    Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
    Darkvision (60 feet) You can see in the dark (black and white vision only).
    Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
    Engulf (Ex) A blood wight can try to wrap a Medium or smaller creature in its body as a standard action. The blood wight attempts a grapple check that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and claws its op
    Fast Healing 5 (Ex) Heal damage every round unless you are killed.
    Immunity to Ability Drain Immunity to ability drain
    Immunity to Bleeds You are immune to bleeds.
    Immunity to Death Effects You are immune to death effects.
    Immunity to Disease You are immune to diseases.
    Immunity to Energy Drain Immune to energy drain
    Immunity to Exhausted You are immune to the exhausted condition.
    Immunity to Fatigue You are immune to the fatigued condition.
    Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
    Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
    Immunity to Paralysis You are immune to paralysis.
    Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
    Immunity to Poison You are immune to poison.
    Immunity to Sleep You are immune to sleep effects.
    Immunity to Stunning You are immune to being stunned.
    Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
    Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
    Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
    Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.

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    The Lich got tired of playing small fry and is sending a vampire minion after them - the vampire has a flesh golem as his servant along with a blood wight as a thrall. The flesh golem rages on the first round of combat and activates the mythic ability to negate power attack penalties - note the wight and golem both have 10 foot reach. The vampire stays behind the two reach mooks and attempts to dominate the rogue or barbarian - using them to flank and get a tactical advantage against the party if possible. Have the vampire use it's children of the eclipse ability to summon rat or bat swarms prior to the encounter - 1d6ish swarms won't really be much of a threat but he'll send these after the cleric to disrupt spellcasting - and the wizard if possible - these should head in as soon as combat starts.

    If the vampire is unable to dominate one of the melee the wight will attempt to engulf the rogue (assuming it still lives) - at this point I'd have the vampire wade into combat using it's energy drain - note that the mythic vampire energy drains through it's weapon attacks and natural attacks up to twice per round - make sure the vampire uses its claw ability which gives it's natural attack +1d4 bleed in addition to the damage and potential energy drain.

    See if that encounter is a challenge - and adjust up or down from there.


    Pathfinder Adventure Path, Pawns Subscriber

    So... even with the new alchemy manual that is out - I find myself looking for actually interesting magical\mundane\special gear that works well with the alchemist class.

    Looking up items that actually interact with the alchemist special abilities leads me to find a honest lack - boro beads and the vials (which are almost the same item - but slightly twisted in how they work enough to make them different).

    Considering the above I thought I'd create this thread looking to poll the excellent community here (which has given me 100+ handkerchief items, and 100+ awesome tome ideas).

    I have to be honest - even with my player hitting level 6 now - I still really haven't gotten my head around this class, and thus I'm having a total 'creative' block trying to find interesting things for him (and outside of generic stuff - to make it interesting in an older AP you have to be willing to tailor things a tad).

    So please help - hopefully some more ideas will get me going and I'll feel up to contributing - but as of right now I don't think I 'have it'.

    What I can do is give you a bit of background - a half elf slightly disfigured by a previous explosion - likes to collect samples of almost anything they encounter, enjoys fireworks a great deal (even though they never seem to go off well for him) - he is a 'mindchemist' and enjoys the idea of actually mixing his stuff up to find a solution, while he does want boro beads (it's the #1 item he is looking forward to) those don't last an entire campaign. Hopefully this helps.


    Pathfinder Adventure Path, Pawns Subscriber
    Calybos1 wrote:

    If the game is getting overburdened with too many classes, feats, spells, items, etc., there's an easy fix: publish more on the setting and less on new rules. There's 40+ countries, 20+ religions, and tons of groups/organizations/individuals out there that could use some exploration. All of them could be addressed with new materials fleshing out the setting, with few or even NO new classes/feats/spells.

    GURPS didn't publish new rulesets with every addition; they focused on settings and themes and even characters. Granted, Golarion is more restrictive than GURPS (it was never meant to be 'universal'), but the same option is available. More story, less number-crunching.

    Yes but GURPS was never as popular as Pathfinder. There is an easy fix - don't buy something you don't like - if the stuff didn't sell they'd cut down/change or discontinue the line - you see some of that in the modules line. The pre-painted minis are going through product growth changes - not everything that Pazio puts out is automatically a gold mine - but considering they have been doing 2 hardcover rulebooks + 12 AP volumes - and the chronicles and companions line from almost the beginning (with some delays here and there) and haven't really made changes to these lines other than to either add extra product or tighten up the shipment schedules - I'd say the sales data suggests that's what people want.

    No company is going to stop making a product people will pay for because a few people don't like it. I notice many of those complaining already only have a limited selection based on preference (using what was said in posts in this thread as reference) - I would hazard to guess that not only does this have no effect at all on the product schedule or content - but it also shows that you aren't the market or target for these products. And that's OK. No one is required to have everything - and if your player wants to use it the rules should be up on the PRD for you to reference anyway. Win-Win.


    Pathfinder Adventure Path, Pawns Subscriber

    Just a note - if your players are newer (or have never encountered vargouilles before - it can be a very fun moment.

    After the battle using a K:P check I decided to fill in the detail about the 'kiss' - even though none of my PC's had this happen to them - the one that was bitten (and has a poisoned wound that can't be healed) now has the entire party paranoid that they are on a ticking clock to having their comrade transform.

    Anyway the 2nd dungeon overall has thus far been alot of fun for my group - the centipede has been the only pushover for them so far really - and that due to a nice max rolled ray of enfeeblement - which made him unable to hit. One raging barbarian who crits with his earthbreaker later and that was the end of the bug - but the players were all very happy (which is what counts).

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