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Create Mr. Pitt wrote:

This is not a problem if castle and dungeons are properly defended against teleportation (which they would be in any world with teleportation).

As for in game, if you have multiple clerics, you can always offer them the travel domain which grants them access to teleport. Otherwise, you're kind of stuck from the viewpoint of rapid travel. You can buy items to make up for it. But really a cleric with the travel domain would be the ideal.

Yes, this is not a problem in my game. In fact, most lairs will have counter measures for even high level spells. Most of the rulers are CR 20+, and plan accordingly. I've got a scene coming up where the enemy is obviously begging for a scry and teleport sequence, of course it's a trap. Now, it may play out differently.

The travel domain is a good idea, but we're not going to re-write PC's that have been in play for over a year (it might be longer).


Ah, I meant to reference Wind Walk in my first post not Air Walk. That spell may do the trick. I think I was overlooking how fast they could move and the total distance they could cover. Thanks for all the feedback.

I know it may seem odd to want teleport back in the game, but I built the high level parts of the campaign to require some high level spells in order to accomplish the challenges.

The PC's are basically a special forces unit for an empire that is being attacked on several fronts. Political leader's are being assassinated, and several powerful enemy forces are converging on the region. There are several instances where they will need to defeat one force, and then very quickly get to the other side of the empire to quell another threat.


I'm currently running a campaign that is at 15th level, and we will no longer have a wizard in the group moving forward. Fortunately, the group has two clerics and an oracle (seer).

The problem I'm seeing is that the group relied heavily on teleport. I'm not seeing many options for clerics to quickly whisk the PC's around an empire until they get access to 9th level spells (Interplanetary Teleport).

Am I missing something? I don't even see any summoned monsters that can help (I'm guessing that is intentional).

Air Walk seems too slow, or maybe I'm reading it wrong. Control Winds would help that if it were a cleric spell or there was a druid in the group.

Any pointers would be helpful.


A tiaga giant leader, part of a scouting party for a large raiding group.

Giant Leader CR18


Here's a lunic (homebrew race) anti-paladin that came along with the assassin's strike team.

Lunic Blackguard, CR17


And the traitor who let the assassins into the home base.

Traitorous Cleric CR16


This enemy leads an assassination strike on the PC's home base.

Assassin Strike Leader CR18


Entering a new chapter, the PC's are confronted by a mutinous legate trying to seize control of the legion.

Mutinous Legate CR17

They either have to negotiate with him or remove him, while contending with the rather loyal legionnaires at his command.


We're entering a new chapter in my campaign, and the PC's are at 15th level. Here's a giant shaman they may encounter.

Giant Shaman CR16


CampinCarl9127 wrote:
I distinctly remember either an item or a class ability that allows an assassination to be made at range (up to 30 feet), but I can't seem to remember what it is now.

If you happen to recall what may allow a ranged death attack, I'd love to know. I was building an assassin for my homebrew, and wanted to have him shoot from a distance and then disappear. I was surprised to find that really wasn't an option. That and the DC isn't too hard to beat (at least against the martials he would be targeting the most).


Char-Gen addict wrote:

However the decision between ranger and fighter ends:

Do not take the archer fighter archetype

Why is this again? I know I've heard this before. While I'm not the biggest fan, I have one in my current campaign that destroys encounters that aren't prepared to counter her ranged attacks.


And closing out t current chapter is the BBEG, the Elder of the Hellfire Phoenix.
Elder of the Hellfire Phoenix CR17


Here is the Hellfire Order's second in command.

Hellfire 2nd in Command CR16


Here is the last summoner's eidolon, Nimia. Imagine a beast resembling an allosaurus in form, but with four long arms ending in cruel hook-like claws, a head lined with multiple black insect-like eyes, long teeth resembling a deep-sea predator, and a long spine-lined tail.

Nimia the Eidolon


Here is an enemy summoner, an ambassador to the enemy, and relative to the PC's primary antagonist.

Summoner CR16


Here is a sphinx sorcerer, who could be a potential enemy or ally, depending on the PC's actions.
Sphinx Sorcerer CR15


A harpy ranger filling a role as a bodyguard to a Phyrian leader.

Harpy Ranger CR14


Oye! Didn't notice that.


Headfirst wrote:
Wouldn't it be great if someone came out with a supplement that let you take just about any monster and turn it into a boss fight?

Unfortunately, that is almost the equivalent of asking "wouldn't it be great if someone gave me the recipe to writing a great novel or movie script?" Beyond the good advice of some posts in this thread, creative encounter design, and creative final boss encounter require, well, creativity to make them unique and memorable.

With that said, I fall into the camp of hating solo BBEG's. They are anti-climactic, and disappointing for all. I use a method similar to Mr. Hoover, almost. The average party can handle 4-5 APL encounters per day. My BBEG lairs tend to have that many encounters in them. And they tend to be in close proximity to the BBEG. Sometimes, the PC's can pick off one or two enemies at a time. Sometime they raise an alarm, and are facing the BBEG and all his minions at once.


Here is an assassin the PC's may run into.

Phyrian Assassin CR14


CampinCarl9127 wrote:

A very careful spellcaster can make it basically impossible to learn about his personal demiplane.

That being said, make it a plot hook. They have to go on an adventure, perhaps through the other planes, perhaps breaking into the wizard's tower to read his notes, perhaps talking to one of his trusted allies, in order to learn about it. This is probably best left as a campaign hook as opposed to a "Make X check to learn about his secret demiplane" kind of thing. IMHO.

I agree and I see that I should have been more clear.

There will be a couple demiplanes which belong to a family of casters (or an organization in another case), which have been permanent for generations. The planes exact location is fairly secret, but some research with the right people, may point them in the right direction on how to obtain the information on these hideouts.

The personal demiplanes will be much harder, and there may be few clues that they even exist. The PCs will need to find the right information through the adventure, in particular by capturing the enemies notes and documents, maybe interrogating the right captured enemies .


I agree that the rules aren't clear, but I also think it may be a good plot hook. Odd thing is, that in this particular campaign the BBEG is an arcane caster who has many spell casters under him, and is tied to a spy organization. So in my mind, the PC's could potentially run into many enemies with their own private planes. Working against them is the fact that they've had a real hard time fighting a spy organization that seems to have several people bought off in almost any populated area they need to work in. Someone will eventually see them disappearing (spellcraft check), or overhear about the planes existence. Then it's just a matter of the enemy casting enough divination spells.

I also agree on that idea that deities may not know everything. At least in my homebrew, I think the general attitude would align with "why would I ever look into what all the puny archmages are doing with minor demiplanes?"

As for the bad guys, I'm thinking that if they ever brought someone else to that demiplane, and that certain someone told someone else about it, and then maybe it is mentioned in a piece of correspondence that the PCs recover, that would also be a nice "mundane" way of giving them a clue.

My group has a Seer archetype oracle, so they don't have any problems with divination. However, sometimes the sheer power of being able to ask anything causes little to be asked at all.


Hmmm. I could have sworn I stumbled across something that would reveal the location of a personally created demi-plane somewhere. But I could be imagining it.

To be clear, I'm thinking on this from both the player's perspective and the DM. I'm running a homebrew where the PC's will have access to this spell soon, and they may run into a few enemies with their own demi-plane safe houses set up.

While I don't think I'll go with every focus fork is tuned to every plane ever, I may figure out some way in which the PC's or an enemy of the PC's may discover and locate said demiplane.

If an enemy's plane has been around for a while, I may allow some research to provide a knowledge check (DC 20+), or I may drop some clues where the enemy has been. Otherwise, it appears that divination spells would be required, and then the creation of the focus fork.


Say you have a PC or even an NPC, who created a permanent demi-plane, and he exhibits a habit of retreating to this demi-plane. How would his enemies eventually find it? A knowledge check? Commune?

The rules seem to be fairly silent, unless I've missed something. I'm also assuming that once the enemy knows the demi-plane exists, a planeshift spells will get them there.


spectrevk wrote:
2. "Unchain" (har har) melee characters from having to stand still to get all of their iterative attacks. A high level fighter should be able to clear a room with the greatest of ease, not stand in the doorway and have to wait for people to crowd him.

This. Why can't a high level fighter eventually make a double move for a vital strike, and then eventually a full run and end in a vital strike, or move between attacks up to his/her base speed, and later move between attacks up to double speed, and ultimately sprint at full speed making attacks all along the way? And he can even do it flying.

(I'm hoping someone tells me I've been missing some feat or rule that allows this.)


Ah, I stand corrected. I forget there are about three places you need to check for invisibility/stealth/perception. Thanks.


Crimeo wrote:
Don't forget moving has a penalty as well. -5 more for half speed (which would include stealthy movement, even though the stealth bonus overwhelms this it still stacks on) and -10 for full speed, which would include for a typical human a single move action of 30ft for instance. (he's standing still casting the spell, then jogging at full dash speed for 3 seconds).

Though the fight is over, I don't think this would have applied. The -5 penalty is IF the flying invisible sorcerers were trying to use stealth. They weren't. They were just relying on invisibility, and the great distances they could have put between them and the PCs.


Well, the players surprised me and changed tactics. The oracle used ethereal jaunt to scout ahead as much as she could. There were places she couldn't enter due to wards, but she got a decent layout of the area, and guard placement. After reporting back to the group, one of the clerics and two martials then entered from a weak point via wind walk, put up a silence spell. The trio pretty much rolled well enough on stealth to take out all of the guards, and a majority of the opponents in the first two towers.

They didn't know that a couple of the guards had a telepathic link to leadership back at the main battle, but it took them some time to investigate. Fortunately, the wizard just randomly cast true seeing and happened to be in the right place to see several invisible combatants teleport into the area. I forgot the oracle also had access to true seeing, which she cast on everyone, thus negating my need to worry about invisibility at all.


Splendor wrote:
Why are the PC's on foot? Shouldn't they be using Wind Walk and scouting from the air.

That's a great question. I think there are a few factors; the players are fairly new, and really don't optimize. They sometimes forget all the abilities that they have. Some of the players soured on scouting because it got them into trouble somewhere around 6th or 8th level. (Wizard scouted ahead, flying and invisible, and ran into an erinyes.


Thanks for the feedback. This is all helpful, and we'll see how it plays out in about an hour.

I've taken the fly skill into consideration, and they should have no problem hovering. These particular opponents aren't really trying to be stealthy, but their leadership does have an idea of who the PCs are. Once they realize it is the PCs, they will back up and try to separate the party, but there will also be multiple combatants on the battlefield. So we'll see how they react.

The group is APL 15, (7 14th level PCs)but they really aren't optimizers by any means. I do a lot of coaching.


Blakmane wrote:
Be aware that fireball creates a visible projectile which the players can presumably spot as it leaves the sorc's square and/or trace the general direction of once it hits- although at 100ft this may be somewhat difficult due to the perception penalties.

Very true. The sorcerers will be casting, then moving on their turn.


I'm not sure if I want to apply unfavorable or impossible conditions, however, the possibility is there to be at a much further range, especially with the fireballs. So yes, I could have the sorcerers fly out quite a distance to increase the DC to 40+. I just wanted to make sure I had a clear understanding.

Some of the PCs have +20 to +27 on their Perception checks. Others have under +15, so for them it is going to be tough no matter what.

Yes, I am the DM. The group is in a war scenario, where the bulk of their allies are engaging a large force of the enemy hundreds of miles away. The PCs are on a mission to destroy the home base of the enemies strongest arcane support. Imagine a set of four towers perched precariously high in some arid mountains. The PCs are marching up to this position and have been fairly stealthy. They do know that they are up against fire-happy sorcerers, whose basic tactic is to apply protection from fire (and not worry about hitting each other in fireballs) and out-blast the enemy. The sorcerers will have a skeleton crew guarding the base, but it will still be a tough fight.

Then the reinforcements will start teleporting back once they know the base is under attack, but I'll roll randomly for that.


In my next game, the group will be fighting several flying invisible sorcerers. The enemy's primary tactic is to stay at a distance of roughly 100ft and blast the group with fireballs.

I'm reviewing the invisibility rules and just thought I'd check if I'm reading everything correctly. The base DC to detect an invisible presence is 20. To pinpoint where the enemy is at is +20, so we're at 40. The distance adds another +10, so we're at 50. However, the noise of spellcasting gives a -20, so the total DC to pinpoint the enemy location for the PC's who don't have see invisibility is a 30. Sound right?


Just so people have an idea of how I’m structuring this, here is an example on how I’m setting up the most recent encounters. The group is raiding the remote towers of a sorcerer clan, while the bulk of them are involved in a battle elsewhere. The PC’s will encounter the following who are still guarding the towers.
1 Kongamato CR15
4 Regular Sorcerers CR9
2 Senior Sorcerers CR14 each
1 Athach
2 Iron Golems
1 Harpy Sorcerer CR13

These are spread around the towers, and will prepare spells before making their attack, making good use of Firebrand, and Greater Invisibility. They will also send word to their commanders at the battle that the towers are under attack.

Reinforcements will teleport to the towers in waves as communications begin to cease.

My PCs are currently 14th level, but there are 7 of them so I put them at APL 15. I expect them to make a couple raids on the towers before the leaders teleport back for the last battle.


Here is a dragonbred that the party will encounter while raiding the compound of the Hellfire Phoenix. He is an ambassador for a nearby dragon ruler.

Dragonbred Ambassador CR14


Here is a harpy sorcerer from the enemy army. This harpy has been trained to also serve as a scout, reporting through her telepathic bond.

Harpy Sorcerer CR13


That's it! Thank you!

And now I also see that one can find it if you go to the Guide to the Class Guides. Just go to the bottom, and click on The Comprehensive Pathfinder Guides Guide.


I don't think that was it, but it fits the bill. The one I saw had further comparisons between the different form spells, but maybe my memory is failing me. The link you gave is very helpful. Thank you.

In fact, linkified for others: Practical Guide to Polymorph


My search skills are failing me. A few days ago I someone posted a link to a guide that did an excellent job in comparing the various polymorph spells, beast shape, form of the dragon, etc, including recommendations.

Now I can't find it. I must have been reading while on my phone (which has a browser that does not allow me to log in), so I wasn't able to favorite the link. This guide is also not saved under Advice in the Guide to the Guides.

Does anyone have a link to this guide?


Here is a quasit sorcerer who is geared toward being a spy and informant, but who will be part of a retaliation squad facing off against the PCs.

Quasit Sorcerer CR13


I like adding these occasionally into the a campaign. They can be much better than a normal PC, and helps add flavor / history / background into the campaign without the PCs bringing along another body. My current homebrew, has a bone great club that contains the spirit of an ancient champion. He is a spirit of good, guiding the PC when he can with history and religion knowledge. The player liked it so much he started taking levels in paladin to follow the path of the ancient spirit.


Here is a reptilian wizard with the metal element specialty. He's a bit of an oddity both as a reptilian wizard, but also his support of the Hellfire Phoenix since fire is his opposition. He's a mercenary, and may be aligned with other forces, but he has not interest in helping the PCs.

In this scene, the PCs are assaulting a sorcerer training compound, while a major battle is taking place many miles away. The bulk of the sorcerer forces will be away supporting that battle. However, once the PCs attack, reinforcements will start teleporting back to protect the towers. This wizard will be among one of the forces teleporting back to thwart the PCs.

Reptilian Mage CR14


Thanks!

Here is a tiefling witch who may become an ally depending on the PCs actions. She's a little disgruntled with the current command and may turn sides.

Tiefling Witch CR14


Wildfire142 wrote:
Thanks they look good :)

Thanks. Much of the mechanics are just taken from other open content sources, and I wrote the fluff. However, I noticed it really needs some updating because the campaign has evolved a bit. I'll re-post when I get that updated.


Wildfire142 wrote:
Nice stat blocks nabbing a few for my future use :) Any chance of putting up the homebrew races as well?

Certainly. It's been a while since I made the following document, but it should be accurate.

Gray's Homebrew Races


Renegadeshepherd wrote:
Fire is no good unless there is a house rule you can cast those domains spells.

I'm curious. Why wouldn't fire work without a house rule?

Otherwise, since it is a homebrew, I like the Feathered Domain with Fire. Is there some sort of firebird, in the homebrew that could be used at a diety (if that matters to you)? A celestial phoenix, perhaps? Just for flavor purposes.


I'm currently running a game for 7 players at 14th level, so I'm also interested in more ideas.

I currently;
1. Roll my initiatives in advance, and have a sheets that I write down everyone's specific order (a chart).
2. I tell everyone who is up and the next three PCs roll their dice for whatever they may be doing. That way when it is their turn, we're not waiting for the wizard to roll 14d6 and add it all up.
3. I have the top tactics for each monster written up, makes my decisions a little quicker.
4. I may start just using average damage for each attack on my monsters to speed things along, similar to what someone just mentioned regarding reducing the number of dice.


Here is a officer of a sorcerer unit in the enemy forces.

Hellfire Sorcerer CR15

On a side note, I started this thread as a way to perhaps get some feedback. I also thought it would be one way I could give back something to the boards, since I get a lot of information and use from them. Any comments would be appreciated, but also let me know if it would help to have more information on the encounter or to add more context. So far this game has been going for over a year, the PCs just hit 14th, and they players all seem eager to keep going since I have the arc planned out to 20th level.


Here is a villain who I hope to keep alive for several encounters. The PCs will meet him while on a diplomatic mission to his warlike community. This evil druid had turned against his brethren, but it may take the PCs some time to discover his duplicity. If discovered, I hope to have him harry the group for several encounters.

Nal Druid CR13


And here is a typical nal warrior, supporting the chieftain.

Nal Warrior CR9

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