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After ten days' travel, the barge docks at Farholde. Tiadora has already contacted Baron Vandermir and arranged for you to have dinner
This gives you some time to investigate Farholde (if you like). The Judge and Sir Edmin both know the town, so you can serve as guides.
I have a short gazetteer of Farholde, which I can send as a doc to whoever wants to post it. Contact me by e-mail at 'vormuir' in the domain men call yahoo dot com.
Any advice on the best of the 3.5 adventure paths? I've got the PF Runelords anniversary book and pdf already and I'm considering grabbing all of Legacy of Fire.
The current sale covers the first four APs -- Rise of the Runelords, Curse of the Crimson Throne, Second Darkness, and Legacy of Fire. If you've already got RotRL, I'd personally put CotCT above Legacy; they're both fine APs, but I think Curse just has more interesting stuff going on. But YMMV; you won't go wrong with either of those. As to Second Darkness, most people would put that one pretty far down the list -- the first two modules are perfectly okay, but the AP as a whole is not considered one of the better ones.
Dren of the Dark Tapestry wrote:
He began to finally understand the name of one of the beings of the vast darkness, he could almost picture its unworldly biology…HAVERO...
Ah heh heh heh.
Edmin Al'Roth wrote:
Well spoken. -- You and the Eighth will have different missions; Tiadora will be giving you mission briefings shortly.
Jax Naismith wrote:
That will involve a lot of take-20s. What's your Linguistics again?
Jax Naismith wrote:
The sword suddenly speaks, clearly and coherently, for the first time. Why did you do that? Its voice hums and thrums, rises and falls oddly, as if each word were spoken by a different person.
After several villages have been tormented he steps out from the utter darkness when she appears back on the ship, What is it you hope to attain from what you do? Is this a need that drives you, flitting fancy...I am curious about why people do what they do.
Tiadora's recent exertions have left her in (for her) an unusually expansive mood.
"I walk among the rabble, dearest, wearing a form of authority and respect -- a senior Inquisitor of Mitra, or an Alerion Knight. I announce that this community has been infiltrated by the diabolical followers of the fiend-god Asmodeus, and that I will root them out.
"At first, most are eager to help. But then I turn my attentions to the helpless, the innocent, pillars of the community who obviously cannot be guilty. I bring them screaming torture and fire, and when they do not confess, I affirm this as evidence of their guilt. Eventually... oh, very eventually, because the rabble are slow to doubt their masters... but eventually, someone questions, someone protests.
"And then..." As noted, Tiadora rarely smiles. But she smiles now. She nods towards the flames, still burning along the shore. "To protest the work of one of Mitra's chosen is to defy the will of the King and the God himself. Surely the entire community must be infected with the taint of Hell! There is only one thing to be done."
She leans one arm on the railing, looks contemplative. "I leave most alive, of course. Injured and terrified, but alive. It's careful work." And, indeed, she has the look of someone who has spent a few hours at some slightly difficult but not uninteresting task, and who has attended to it with diligence and care.
Huh! Between yesterday and today, they adjusted a bunch of prices upward. They're still on sale, but are no longer crazy cheap. I'm guessing that $2 figure was an error on someone's part.
That said, you can still pick up all of Curse of the Crimson Throne for $6.99 per module. (At least, for now you can. Maybe not for much longer, as two of these six modules are now on the "just a few left" list.) AP modules currently go for $23 each, or about $16 with the subscriber's discount. And CotCT is a really good AP; even though it's 3.5 and several years old, it's still firmly lodged on most people's top five. An entire AP for less than the current retail cost of two modules... that seems pretty attractive.
I notice that some of the 3.5 modules were going for just $2 each yesterday, but have bounced back up to $4.49 today. Was that deliberate, or was the original $2 price a mistake?
Tiadora is not idle. Though the barge is adequately provisioned and never docks, every night or two it anchors within sight of a village or keep. Tiadora can step across half a mile of water with a moment's thought. As night falls, she does so. Soon, you hear screams from the shore. After a little while, flames rise. Tiadora reappears a few hours later, not smiling exactly -- she rarely smiles -- but with an air of satisfaction about her.
The barge, while not luxurious, is infinitely more comfortable than the Frosthamar. There are four two-bunk cabins, plus a large captain's cabin (which Tiadora occupies, of course). The food, while basic, is decent stuff -- far better than the wormy biscuits, ancient smoked meat, and green water that sustained you on your journey north. There is a crew of three. Their speech is vague and their eyes are haunted; they are quite thoroughly under Tiadora's control.
You see Tiadora only occasionally -- she seems to spend most of her time inside her cabin -- but when you do, she is exactly the same as ever. The trip takes over a week.
The weather is cool and rainy but not unpleasant, and it gradually grows warmer as you head south. (Spring has come to the North now.) The trip is placid enough -- for you. It is not, however, completely without incident.
First comes the overland trek with Sakkarot and his horde.
Actually, "horde" may no longer be the word. Sakkarot has done an impressive job of organizing this disparate gang of monsters. They are still wild and only partially disciplined, but they are not a rabble. They are becoming something like an army.
You march several days to the west. There is another watch-tower there. They have only half a day's notice of the monsters' arrival, and are not prepared for an attack from the south. The battle is bloody but brisk. When it is done, a second pass has been opened to the North. More monsters pour through, to swell the ranks of Sakkarot's force.
The next day, you depart. A barge is waiting to take you south along the coast to Farholde. Tiadora will accompany you.
"You will not be without assistance. First, the Eighth Knot will remain behind in Farholde while you investigate the site. They will backstop and support your efforts, and also ensure that anyone who tries to follow you and interfere with your work meets an unhappy end. With the Eighth watching your back, you'll be able to step forward with confidence.
"Second, there is another who may be able to aid you. Once a thriving cult of Asmodeus existed in Farholde. It was led by a half-elvish noble – the Baron Arkov Vandermir. He is treacherous and decadent, but wealthy and well-connected. Tiadora will accompany you to Farholde, and introduce you before she departs.
"I know not what aid the Baron can provide, but his family is old and long has dwelt in Farholde. Never trust him but know this – he’s afraid of me. And with good reason. If he does try anything remind him that you are in Farholde on my behalf. That should keep him in line.
"With this assistance, you should have little difficulty succeeding. Your mission is straightforward enough! Find the lair of the Sons. Find the seal and shatter it. Call Vetra-Kali back to our world. Bargain, trick, or bind him to your will and force service from the monster. And then bring his gift to me."
You'll be meeting the Baron shortly.
The Eighth Knot:
You met them back at the Cardinal's. At that time, they seemed to consist of Elise Zadaria (Zimu's cousin), twin brothers Trik (cleric of Asmodeus) and Trak (ranger?), and Dostan Alfson (half elf with a big sword and a temper).
You'll be meeting up with them in Farholde.
So, there's another sale. By itself no big thing -- Paizo has one every few months. But this time, a bunch of 3PPs have joined in. That's less common. It leads to the reasonable question: what here is a real jewel that shouldn't be missed? And what is there that is intriguing, but you'd like to know more? Here, I'll start:
Shouldn't be missed (Paizo): The Hangman's Noose, by Nicholas Logue. One of Nicholas Logue's best works, and also one of his most underappreciated. A horror-mystery for first level characters (!). 3.5 but converts easily. You can buy the hard copy for an astonishing $2 -- I'd guess Paizo wants to free up some warehouse space, and is trying to move the 3.5 stuff. Very strongly recommended.
Shouldn't be missed (3PP): Panataxia was a steal at $4 and is even more so at $3. It's a terrific planar adventure... for 2nd level characters. And it works really, really well. The encounters are either level-appropriate, or they provide various ways for intelligent players to deal with them. And it's engaging and interesting, and written with a real sense of fun. I'd also recommend Tales of the Old Margreve, which is a collection of short adventures of varying level along with various other stuff, including a really interesting forest that's part setting, part NPC. TotOM is set in Kobold Press' Midgard world, but adapts easily to pretty much any campaign.
I am curious: Razor Coast (Heart of the Razor) -- I'd like to check out Razor Coast, and three adventures for $14 seems like an okay deal. But do you need the main Razor Coast books to play these? And are they as good as you'd guess from the author's list? Also curious about the Fantasy Shards and Bits. It seems like a potentially nifty idea, but even with the discount some of these seem a little pricey. Are you really getting $7 worth of cool here?
Okay, over to you. What do you strongly recommend, and what would you like to know more about?
Cуровую зиму wrote:
You already got a glimpse of Elise at work. While you were sailing through the icy waters of the North on the dear old Frosthamar with Captain Odenkirk and his merry crew, Elise was looking fabulous, sampling an astonishing range of great desserts, and arranging various murders, grand thefts, and the framing of various people for those same murders and grand thefts. She has fled the North along with the rest of her Knot (following her own successfully faked death as part of a murder-murder-suicide pact) leaving chaos behind her. This chaos will significantly slow down the kingdom's response to Sakkarot's invasion, giving him time to pick off several lightly defended targets and grow his relatively small force with new monstrous recruits.
Cуровую would actually like very much to speak with Irin in the few minutes before she leaves with the cardinal.
You can do that. It will necessarily be a brief conversation, though -- as noted, they're on a clock.
I'm intrigued -- anything with Nicholas Logue as a writer always gets my attention, and the writeup makes these guys sound pretty interesting. That said, the price point seems a little high. Rubbing my chin over this one.
Does anyone have more information? How many writeups are there, and what did you think of them?
Flynn Greywalker wrote:
Well, I will be spending a good chunk of my bonus to get these in the next week at my local store, Madness Games and Comics. I would like to make a request of the team in the future. Please run these titles for a 4-7 year run. Then, announce their retirement and give others a year to get them before closing them out.
See, that's not how it works. What happens is, when they come out with a new book or module, they print (let's say) 10,000 of them. They know that 5,000 people have subscribed, so those are guaranteed sales. Another (let's say) 3,000 go to the distributors and get put on sale in your friendly local gaming store.
That leaves 2,000 in the warehouse. Those may sit there for years, depending on demand. If a bunch of gaming shops sell out, the distributor may ask for a few hundred more, but that's a bit unusual. Most of these are going to be sold gradually, over time, to people ordering off the Paizo site. If they sell a hundred per month, then in 20 months they'll run out. If they sell only ten per month, then their supply will last for many years. They almost never do reprints (there are a few exceptions, which people have cited in this thread) so once stuff is gone, it's gone.
TLDR: Paizo doesn't really control how long stuff stays in print. Strange but true.
And when I say "harder", I mean "harder to play through and have fun with", not "harder mechanically for the PCs". While it is possible to do mysteries in PF, the system isn't really designed for it. It's easy to end up with a bunch of annoyed, frustrated players making random attacks on the butler or whoever.
Also: note that in combat, high level rogue builds tend to be glass cannons -- good at dishing out sudden shocking amounts of damage, but fragile both in terms of AC/hp and saves. So, the most likely outcome of a melee is "rogue build pops up out of nowhere, gains surprise and wins initiative --> rogue build cuts one PC's throat with massive SA damage --> other PCs dogpile rogue build with attacks and spells --> rogue build dies in a round or two."
1) What level are your PCs? Because a group of well built PCs of 14th level or higher will quickly locate this guy and take him down. No offense, but he has no ranged attacks and very mediocre Will and Fort saves. So once they find him (and with medium-level divination spells and skills, this shouldn't be a challenge), they stand off and zap him with ranged attacks and save-or-suck spells.
2) What's your intended role for this guy? BBEG at the end of a dungeon crawl? Secret mastermind behind an evil organization? Or just a Jack the Ripper type killer that the PCs must track down and defeat? -- If the latter, think long and hard first. You're setting up a detective/investigative/mystery type scenario, and those are much harder than they seem.
Dm will they be able to cash out the captains notes of credit here? I would like to keep my books accurate
Yes, they will -- there's a branch of the Chartered Royal Bank in town.
That should work, yeah. Though it should be noted this combination would be a lot more powerful with one more level, since they'd then get 4th level spells, and the ability to summon minions with Summon Celestial.
I think it could be a really interesting build, but it's not what I'm going for here. Right now this gal, plus a few mooks, will be an interesting challenge for my PCs. At CR 11 she'd be moving into boss territory, which is not where I want to go.
As should Sinashakti (Azata lord of journeys, joy, and messengers), his Obedience gives a +4 bonus to saves vs. spells that would impede movement, and his first boon is Longstrider 3/day, Forest Friend 2/day, or Good Hope 1/day.
I think that's a go. Thanks!
As for spells, well, at 3rd, you need Haste and Good Hope. Maybe throw in Confusion for offense, and either Charm Monster for enchantment, or Dispel Magic for utility. You could skip Good Hope if going with Sinashakti's Good Hope boon.
Haste for sure, because of the mooks. Also, my PCs love spamming Haste, so it's only fair they get it back at them now and then. (I dislike Haste a lot, but what can you do.) -- Hm, I see Haste stacks with Good Hope. Tasty! Must try to make sure she has a few rounds to buff.
I'd swap the modifiers on Int and Wis, and possibly on Dex and Str as well... not really seeing her as a melee character. But max on Cha for sure.
Uncertain about Power Attack -- if she melees, the PCs will likely swarm her and action-economy her to death. I think standing off and helping her mooks (until they're all dead) makes more sense. Maybe Flyby Attack?
Yeah, good saves are a must with a large party flinging save-or-sucks. -- Okay, this has been very helpful. Thank you! Do you want to throw in any ideas on equipment? CR 10 heroic NPC, and her longsword doesn't count; that would let her have a bit of stuff. Thoughts?
Okay, that's the end of the cutscenes.
You get to Farholde as follows: you'll travel for a few days with Sakkarot's army, then you'll peel off to travel south and west with Tiadora accompanying you. That'll take another week or so. And then Tiadora will introduce you to Baron Vandermir, and things will proceed from there.
Feel free to post looking backwards to the recent slaughter, forwards to Farholde, or just about anything you please. Regular play will begin tomorrow or Thursday.
Part 4: The Importance of Hand Lotion
"This is pointless!" Spite-Captain Ghemessa may be little more than a shadow with teeth -- but those teeth are bared now, and sharp. "Cease your maundering, you insolent fool! The Two Queens demand your attendance!"
Doctor Moon sighs, shakes his head. Then he turns and swims away through the air, oddly graceful despite his vast bulk. As he moves, he calls over one shoulder. "Dear Captain, you haven't even had a chance to look around!" He opens something like a flap or a lid in the wallfloor, reaches inside, rummages. There are bangings and clatterings. Then he pulls out a large jar made of what looks like greenish glass. "Ah-ha!"
(Behind him images seem to come and go at random in the translucent gel-thing. It glows blue and white for a moment, and there: Inquisitor Matthias is packing for a trip. It won't take long; the Inquisitor's needs are simple. The odd scar on his face is prominent. His expression is serene, almost happy. These are bad times for Talingarde, but Matthias is a man who has dedicated his life to rooting out evil. The work awaits.)
The Spite-Captain comes slinking up behind the Doctor. "Enough delays!"
"Almost done, Dear Captain! Just one more... yes, there we are!" The Doctor holds up a small vial. "For the hands!" In demonstration, he pours the liquid over his massive, meaty hands, rubs them vigorously together. The liquid is translucent and faintly luminous. When he is done, his hands glow faintly too.
"What is the point of this, fool?"
"Oh, dear Captain! It's a soothing balm, very good against chafing and chapping! And it has such a pleasant smell, don't you agree?" The Doctor smiles broadly. "And also, it lets me touch things that are untouchable. Like, for instance, yourself." Doctor Moon lunges forward and seizes the Spite-Captain in both huge hands. There is a brief struggle, and then the Doctor is holding a shrieking, wriggling mass of darkness in both hands. A little clumsily, he juggles the green glass jar and begins stuffing the shadowy mass into it. "You must excuse the cramped quarters -- this was the biggest I could find -- we don't really get much call for these -- oh, dear Captain, whatever have you been eating? -- well then, just a moment." Doctor Moon pulls out a single limb from the frantically squirming darkness that is now three-quarters crammed into the jar. He holds it up to his mouth, bites, chews. "Mm, rather stringy and gritty and, oh dear, so bitter. Still, I think that does the job. In you go!" Doctor Moon shoves the last bit of shadow-stuff into the jar, attaches the lid.
(The gel-thing has turned red. Inside, Cardinal Thorn sits in his study in Horn House. There is a fire in the fireplace, but nobody else is present. The Cardinal is staring intently at something held in one hand. It is a locket. Very slowly and with infinite delicacy and care, he begins to open it.)
Doctor Moon puts a label on the jar and, humming to himself, writes on it. Then he hands the labelled jar to one of the winged things. "For the Right-Hand Queen, dear fellow. No dawdling, now!" The winged creature takes the jar in one of its malformed limbs, utters a low croak, and flaps heavily across the space towards one of the window-lenses. It seems to dwindle very rapidly; in a few moments it is tiny, in a few more it has disappeared from view.
(The gel thing flickers, more rapidly, changing colors. A band of adventurers, all in green, march through a forest, arguing and laughing. The Mountain that Sails bellows hatefully across a frozen ocean. Zargo bends over a corpse, muttering irritably to himself, and raises a blade to cut. In a dark place beneath the earth, a woman summons light, then casts a spell to create food and water. She is trapped, but she survives. Pilgrims march along the road that leads to the Vale of Valtaerna, singing a hymn, their faces alive with anticipation and joy. A silver dragon flies over the Northern Wall, looking down at the burning and wreckage below in the trail of Sakkarot's horde, its expression hardening from curiosity to horror to wrath. Half a mile below, Raisa is trying to make dead Enver turn a cartwheel.)
Doctor Moon smiles. The Queens will be enraged, but then "enraged" is their natural state. They sent him a message; he sent one back; things will go on. He turns back to his work. So much to do! So many things to watch!
It's all so endlessly interesting.
There's no reason an azata couldn't be a mystery cultist, right? I'm thinking particularly of a lillend. Those gals cast like a 7th level bard to begin with. So if you give one three levels of cultist, that results in a CR 10 creature who casts like a 9th level bard. (Which is not actually a big deal for a CR 10 creature, but she has enough other stuff going on to make this a viable NPC build. I think.)
So, a couple of questions occur. (1) I'm away from my splatbooks today. Which empyreal lord would be a good patron for a lillend? Specifically, a lillend who wanders around a fixed area as a sort of unofficial guardian and protectress. (It's a mostly wilderness area with a single large town.) (2) Assume she's specialized for buffing, enchantment and battlefield control in that order, not blasting. Any suggestions for spells or items?
Thanks in advance,
So we're starting this, and I think I need to beef up some of the encounters a little. My party has six sixth-level PCs. All the players are experienced, and a couple of them are serious powergamers. In a fight they have nine characters acting per round (6 PCs, Grumblejack, the Summoner's eidolon and the antipal's fiendish hound), so any single opponent below CR 10 is going to get action economied to death pretty fast.
Jurak is a melee brute, but unless he crits he won't last long enough to knock out even a single PC. So if I want him to be more than a speed bump, I need to toughen him up a little. I was thinking to give him a couple of druid levels; they don't stack well, but they do give some more HP, slightly better saves, and another feat. Also, he could have an animal companion -- a squirrel or something -- who could be watching the trail and who might give him warning of the PCs' advance. Might be too much trouble to build, though. Alternately, I could just give him a fighter level (which would stack very well) or just make him Advanced (which would be the easiest).
The azata, bleah. My PCs will take her down fast if she's foolish enough to enter melee with them, and they'll win a spell duel at range just as easily. She's almost no threat at all. However, there are some intriguing builds possible with her. I'm toying with the idea of giving her NPC stats (-2/0/+2/+2/+4/+4) and two levels of Mystery Cultist. This would give her another spellcasting level and the Glorious Aura power for a couple of rounds. Likely she'll still go down quickly but this improves her survivability a little.
Oh god yes I would buy up the supply of that stuff in an instant. Where is it from?
Dragonslayer's Handbook. I don't really recommend the book overall -- as splatbooks go, it's pretty meh. But it has a couple of mildly interesting bits, and that's one.
I have to say, those perfumes do not strike me as well balanced. 75 gp for a one-hour +2 buff on some of the most useful spells and skills? That would be a great deal at any level, but at high levels -- where 75 gp is literally pocket change -- it's just silly. If I let dragon perfumes into my campaign, I'd make them very rare. (Which they really should be, unless someone's running a dragon breeding farm with attached slaughterhouse down the road.)
That said, they're now a RAW-legal item you can give to your builds. Shrug.
Why from level 4 onwards?
Also, an item she'd probably have hanging around: Dragon Perfume.
Those are unlabeled bonuses, so they stack with everything. The duration is one hour and the cost is a mere 75 gp a dose. At higher levels, that's a very sweet-smelling deal indeed.
She plays the harp, beautifully.
From the waist up she is an elven woman, achingly beautiful. The rest of her is a great serpent, shimmering scales in rainbow colors. Two great golden wings sprout from her back. Her acolytes sit in a circle before her, rapt, listening. They are in a clearing near the top of a hill. To one side, a stream trickles into a pool. Somehow, the sound of the water merges seamlessly with the music.
Behind them, mile upon mile, stretches the endless green of the forest. In the distance, thunder growls. And that too is part of the music.
* * * * *
He laughs among the crashing clouds.
They thunder, and he roars back in delight. His beard is grey and his eyes are bright. Eagles wheel and scream around him, then turn and flee the oncoming storm. But he only laughs again. Rain falls, hard and driven by the roaring wind, then hail. It patters off him like thrown gravel. He ignores it. He holds up one hand, as a falconer might lift his arm to his bird.
And the thunder roars, and the thunderbolt strikes him. Blue-white light crashes around him. He closes one hand and seizes the lightning. It writhes and buzzes and roars in his grip. He seizes it with his other hand as well, pulls, heaves. The storm howls but he has it in his grasp now. Slowly, laughing with delight, he begins to walk backwards, pulling the captured storm with him.
* * * * *
She walks beneath the earth, in fire.
Lava pours out of deep tubes and conduits into a vast, flaming pool. Somewhere high above, on the slopes of the volcano, the ground shudders just a little. She does not notice, or care. She is covered in fire, a garment of living flame, red and blue. She puts one foot into the lava and splashes a little, as it testing its temperature. She makes a little grimace: perhaps it is too hot, or too cool.
She leaps, as if jumping over the river of flame. But at the top of her arc she continues to rise. She ascends, illuminating the darkness around her, in a slow spiral, until she has reached the great arch of the cavern roof. There she stops for a little time, standing on the air, arms outstretched around a great curve of stone as if embracing the roots of the mountain. She seems to be listening for something. Little flames detach themselves from her garment and crawl slowly to and fro across her body.
After some minutes she relaxes her grip. Whatever she was listening for (if that is what she was doing), she seems satisfied. She descends back through the hot air and smoke of the cavern, trailing flames. She lands by the edge of the lava. Again she puts her foot into it. This time, it is better: just right. She disrobes, hangs her garment of flames over an outcropping of obsidian. She steps into the lava, knee deep, hip deep. She sits, lies back, spreads her arms. She breathes out a long breath, and her breath is a flame.
If I were making her a boss, I'd do it. Maybe make her a 20 point build as well. Hm. [rubs chin thoughtfully] Well, if we were going with PC WBL, what would you suggest? The robe, the staff, a Cha booster. A rod of Lesser Extend Spell for the Mage Armors and Suggestions. What else?
I have no objection to her having an emergency combat spell, and this could be it. I was just thinking that with Planar Binding, she can have an outsider bodyguard hanging around at all times. I mentioned a Shadow Demon; they're not very powerful, but they have a lot of uses, and they can make a nasty surprise if you're not expecting them.
Being a vampire, she's CE. Not that that makes a difference, of course. But for the sorts of things she'd be wanting done, good-aligned outsiders would probably be suboptimal or useless.
Poison is a bloodline spell, she has no choice but to have it. Really the Fey bloodline spells are all a bit crap.
Right. -- Hey, she needs one of the spells on the necromancy staff if she's going to recharge it.
I would keep Invisibility. Her bloodline ability is a maximum of 13 rounds per day. That really isnt very much. It might be fine for the average day of adventuring but when you want to engage in scouting or spying on your enemies it just isnt enough. Eagle's Splendour wont stack with a Charisma headband so I would avoid it.
Good point about Eagle's Splendor. Scouting... eh, I kind of feel like she has people for that? She's the madam of a really expensive brothel, so she's probably connected to the local Thieves' Guild or whatever. And she can Dominate people and then alter their memories. So there's not an urgent need for her to be slinking around invisibly most of the time.
Okay, everyone -- this thread is officially closed. The new campaign (Way of the Wicked II: The Dark Tower) can be found here:
http://paizo.com/campaigns/DMDMsWayOfTheWickedPartIITheDarkTower/gameplay&a mp;a mp;page=last.
Thanks to everyone for playing!
Okay, everyone -- this thread is officially closed. The new campaign (Way of the Wicked II: The Dark Tower) can be found here: http://paizo.com/campaigns/DMDMsWayOfTheWickedPartIITheDarkTower/gameplay&a mp;page=last.
Thanks to everyone for playing!
Yes it can be but it goes to the bottom of the campaign tab as an inactive campaign. You can always deactivate it as well. It is just a way to clean up your campaign tab
Alrighty. It looks like everyone is over here now, so I'll shut it down later today.
Hm... if I give her NPC WBL, the Robe eats up 3/4 of her cash. (The WBL gap gets really painful at higher levels.)
Summon Monster seems a bit of overkill if you already have Planar Binding... Hmm. If she gets the Robe above, she can largely ignore SR. She calls up a Shadow Demon or whatever, and zaps it with Persistent Suggestion to keep it docile. Then she's got it as a bodyguard for 13 days. Hm.
Level 5: Overland Flight, Magic Jar, Feeblemind, Hold Monster, Tree Stride
There are a lot of fine Level 5 spells for this build. Why Overland instead of Teleport?
Level 4: Emergency Force Sphere, Confusion, Dimensional Anchor, Scrying, Poison
Dim Anchor for Planar Bindings, presumably. Why Poison? That one always struck me as a bit underpowered.
All great except I'd swap out Invisibility (she gets Greater Invisibility for rounds/ anyway from Fey Bloodline) for Eagle's Splendor.
Well, don't forget she's a vampire. So she always gets a slam attack at +9 that inflicts two negative levels. If matters reach that point she's probably in big trouble, sure.
Andreww, some great thoughts here. That staff + Persistent Spell + Quickened Spell + Save or Suck spells is pretty darn ugly. Of course, using it that way will burn charges pretty darn fast. But that's less of an issue on an NPC build.
Not sure about wealth. For now let's assume heroic NPC. If she were a boss, I'd go full PC wealth. This is a character I've had in the back of my mind for a long time, but have never had a chance to play against PCs. An earlier version of her was briefly a patron of one low-level PC group... they never did have any idea what she really was. She was the madam of the city's fanciest, priciest brothel. Good place for a vampire, right? A built-in reason for being mostly nocturnal, and a steady stream of potential victims.
Forcing saves on a 19: assuming a +2 Cha boosting item and a moment to cast Eagle's Splendor (13 minutes duration) in advance, the save on her Suggestions would be 27. But, okay -- I'm sold on Persistent Spell.
Part 3: A Word That Does Not Translate
”This is pointless!” There is no mistaking the snarl in Spite-Captain Ghemessa’s voice now. ”I warn you, Seer, the Queens will not stand idly by while you neglect your duties!”
”I have duties? I wasn’t aware.” Doctor Moon’s voice is mild, his expression bland and benign. ”And would you say the Queens stand, exactly? Don't they, I don’t know, slither or something?”
”You… you dare to mock them, Seer?”
”Sometimes!” Doctor Moon folds his hands over his immense belly, and seems to lean back. (A neat trick, given that he is floating in space.) "Dear Captain, you must allow me my occasional -- " The Doctor speaks a word in the tongue of his kind. It has no precise translation in any mortal language. It means "random amusement", but with strong connotations of malice and delight in disturbing or harming others. It is a word that Doctor Moon enjoys very much, and uses often.
"But," the Doctor continues dreamily, while the Spite-Captain hisses and sputters with outrage, "if the Queens insist, I can tell them this much. There are more players in the game than they yet guess. There's an entire team that's hardly been heard from yet." The Doctor waves one hand at the gel-bubble, and once again images begin to rise and coalesce...
Persistent Spel is generally the best Feat for any form of save or suck build. Forcing multiple saves means a much higher chance of getting any individual spell to land. It equates to around a +3/4 bonus to the DC.
Good point. On the other hand, if we pump her save DCs high enough, Persistent Spell becomes less useful. If someone is only saving on a 19 or 20 anyway, then this feat is only reducing their chance of saving from 1/10 to 1/100. On the other-other hand, there are creatures out there (like PCs) with stupidly high Will saves. So, Persistent Spell it is.
Being a vampire gives you Lightning Reflexes for free too!
Would it? I mean, the main use of that is saving spell slots, right? And it looks like she'll have plenty of those.
Improved Initiative comes free as part of the vampire template. So does Dodge, come to think of it. (Eh, maybe go with Iron Will?) And she gets one Skill Focus free for being a half-elf.
What's the purpose of Persistent spell? Just generally a good feat, or did you have something particular in mind?
The black raven wrote:
I think Fey is the only bloodline that helps directly with enchantments.
Those are interesting ideas -- a Vampire Summoner with a daywalking eidolon is one I hadn't even thought of! -- but for the nonce I'd like to stick with a sorceror.
As to stuff staying on this list, some of it is on there because nobody's buying it, and some is because they've gotten their hands on additional copies -- most likely by clawing them back from distributors, as Liz mentions above, but possibly by other means as well. They're not really under any obligation to tell us the gritty details of how they do business.
I don't pay much attention to these sales, myself -- at this point I've been hanging around Paizo for several years, and have bought most of what I'm likely to pick up from their back catalog. But they pretty clearly serve a useful function... you can see what's going away, whether quickly or slowly, and decide if you want to to snap it up. It seems odd to fault Paizo for doing this.