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As DM I will soon see my group of six players(each Level 8) enter a room with three Seugathi that they will not be able to see until they are all well within the 30 foot Aura of Madness.
Aura of Madness (Su)
Any sane being within 30 feet of a conscious seugathi must make a DC 20 Will save each round or become confused for 1 round. A creature that fails 5 saves in a row becomes permanently insane, as per the insanity spell. A seugathi can suppress or activate this aura as a free action. This is a mind-affecting effect. The save DC is Charisma-based.
Confusion Command (Su)
As an immediate action, a seugathi can issue a telepathic command to a confused creature within 30 feet. This allows the seugathi to pick a result from the confusion behavior table, rather than the confused creature rolling randomly for its actions that round.
So, if I read this correctly each player will have to make THREE Will saves at DC 20 to have any chance of escaping or attacking. If one of the Seugathi throws out Mind Fog (DC 19) it is essentially over.
This is well within an average CR for 6 players. Has anyone had this fight before and, if so, were there any survivors?
Excellent! I am glad everyone had a good time. Good job giving the pocket edition for others to use.
Since they are not true melee weapons I assume Chakrams don't work with a Blinkback belt. Also, the spell greater magic weapon wouldn't allow you to enchant 50 of them as you would with other projectiles and shuriken.
70. BoogerBear: While possessing all the attributes of the common bugbear, this rare sub-species has protent allergies. It is highly allergic to its favorite prey (humans) and suffers a -2 to attack due to severe sneezing if within 10 feet of one. If it injests human flesh it must make a DC 16 Fortitude save or die.
It likely averages out once per month on Saturday evenings. Roughly 5 hour session. I am currently running Emerald Spire for 4-6 players.
As stated earlier, getting face-to-face players with schedules that synchronize is hard. One guy Skypes in; it's like Futurama with his head in a jar at one side of the table!
All our kids are about the same age. In five years the oldest of each set will be of babysitting ages; easier to play then.
As an artistically challenged DM I would prefer to draw large maps our before the session and slowly reveal them as the group explores. I've read other threads on how to some do it, but sliding cards out of the way is tricky; sometimes it reveals more than needed, even for a second.
Hi, newbie DM question. The mouther has under special attacks:
Special Attacks: blood drain, engulf (6d4 damage plus 2 Con damage, AC 13, hp 4), gibbering, ground manipulation, spittle (+6 ranged touch)
If all six mouths are engaged doing the 6d4 damage to an engulfed creature, can the mouther still use its spittle attack? I would say no, but others have argued that the creature can forgo one bite on the engulfed prey (thus only 5d4 and con damage) and use a freed mouth to spittle attack. It is a fairly amorphous blob after all.
One thing to remember is the ACG classes are hybrids, so there is quite a bit of variation. The Arcanist is powerful because Sorcerer and Wizard are both powerful classes. Bloodrager is a mixed bag of benefits and drawbacks, while Swashbucklers and Brawlers are weak cause the classes they're based on are weak. But I agree that the CRB classes are much worse in terms of balance, you have the Cleric, Wizard, Sorcerer and Paladin, all horrendously OP, and then you have Fighters, Monks and Rogues, just weak as hell.
I just played my first Swashbuckler (flying blade) last week in the last module of ROTR. He was so overpowered I volunteered to quit playing him. Disrupting Counter with Combat Reflexes will kill any foe in melee...ask the bloody pile of dead Rune Giants.
I am planning for the group I am currently running to continue using their characters after The Emerald Spire. I am told it goes to about Level 12?
Does anyone have any suggestions for a module suitable for 5 experienced players? Wizard, cleric, barbarian, rogue, oracle.
Any non-mythic stuff with the WorldWound would be my preference.
So the ability reads:
Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but for only a good outsider or an animal with the celestial creature simple template.
This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20th level).
I took it to read that even if a warpriest summons monsters of a lower level they cannont summon, say, 1d3 of the monsters. This seems obvious.
However, one could also interpret it as reading that you can only have a single monster on the battlefield at a time. Otherwise a warpriest, with nothing better to do, could spam the battlefield with numerous creatures (one per round, every round).
So, is it the first or both answers? Thanks!
We had quite a debate at our last session. We were fighting a lich with DR10/bludgeoning and magic. I thought it meant a weapon had to have BOTH qualities to overcome the DR.
Others were certain that a weapon need only have ONE of the two categories to overcome the DR.
I tried to find an example of a monster with the word "or" in between two damage types, but I could not.
Who is right? The word "and implies both criteria are required. Could someone show me the word "or" in some beast's description? It would be greatly appreciated.
"You killed the younglings!!"
"I don't like sand. It's coarse, rough....actually, it's not all that bad."
"I'm a glass cannon of emotion!!!!!!"
"Usually one must go to a Shrine of Lamashtu to meet a woman of your stature."
"We're on a mission from a god."
"That's what I like about elves; I keep getting older, they stay the same age."
"This sword goes to eleven"
"Smite Evil: 60% of the time it works every time."
Jack Burton would approve of this thread:
"Honey, I never ride faster than I can see. Besides that, it's all in the reflex save."
"Give me your best shot. I can take it."
"Sit tight, hold the fort, keep the home fires burning. And if we're not back by dawn...call the president."
"Everybody relax, I'm here."
"What the hell does that mean? [Insert phrase here]. I don't even know what the hell that means?"
"Have I paid my dues? [Look the bad guy right in the eye]. Yes sir, the cheque is in the mail."
Say your enemy has a sword. Work it into the phrase:
"Be careful! A sword is not a toy....unless its a toy sword."
"I'm going to turn you inside out like a sock!!!!"
"Crime doesn't pay....it merely rents your soul!"
"It still counts as evil even if you feel really bad about doing it."
"I find it unethical to keep your dog/squire/grandparents in your bag of holding, even if it is a Type III."
"So....I use the cleric like a salt shaker to get the healing out?"
Very interesting, as I am also playing a 13th level Dwarven Warpriest with scimitar and heavy shield. We have a human psion, a human Paladin, a half-elf rogue, and an elven wizard.
AC of 35 (before sacred armor) and with Steel Soul/Glory of Old he is tough as hell. I also avoided Power Attack so I consistently hit for decent damage. He very slowly kills everything in the room....it's like the hallway fight from Oldboy.
I can't recall most of his feats but he did take Fey Foundling at 1st, Toughness, Deepsight, Dodge, Weapon Focus/Greater Weapon Focus, Weapon Specialization and Greater Weapon Specialization, Improved Critical, Quicken Blessing.....not all in that order.
A fun class and it amazes the table when you are able to Fervor a Heal on yourself and then do a full attack.
I played an Inquisitor up to 11th and a Warpriest now to 14th.
I cannot conceive of a cleric build that would be able to defeat an equal level Inquisitor in combat. I'm sure it can be done? Maybe someday someone will make up a comparison of each build: same race, same god perhaps.
As for the Warpriest they are adequate at lower levels, but once you hit 10th with Quicken Blessing they are crazy dangerous. Suddenly in one round you can have two Dire Tigers (with celestial template) charging from flank at the lich across the room. Oh, and are you down to single digit hit points and with ability damage to boot? Perhaps a swift action Heal and then a full attack will do the job in the same round. At the appropriate level for the spells, of course.
A sword/board dwarven Warpriest tank with a high crit weapon will slowly destroy everything in the room. It's like the hallway fight from Oldboy...
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