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Vrock

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1,139 posts. Alias of primemover003 (RPG Superstar 2011 Top 16).


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Yes there's nothing better than letting your fighters mow down hordes of robed cultists armed only with sacrifical daggers!

--I wanna Vrock! VROCK!


With Carrion Crown a month away I'm sure many fellow GM's are gearing up to run it. The obvious tie in products coming out during the AP's run, like Rule of Fear, Undead Revisited, and of course Classic Horrors Revisited, may be essential in fleshing out Ustalav for your group of players. What other accessories or products do you plan on using and why?

I'm picking up the Gobbo-licious Condition Cards for sure with the Bestiary 2.

--Vrocky Horror


reefwood wrote:
King of Vrock wrote:

1) If your speed is 60, then 30 feet is sufficient to not make a check.

2) Moving half speed doesn't require a check, so you don't have to worry about Stealth unless you want to move full speed, then it's a -5 to Stealth.

3) You must make the Fly check to Hover each round.

--Vrock of Seagulls.

All this sounds good, but here is another question.

A creature with wings that fails a Fly check by 5 or more falls to the ground. So, if it fails by 4 or less, does it simply have to continue moving?

How about a caster using the fly spell? What happens if the caster fails by 4? Or 5? Or does the failure amount not matter because this is magic? So, the caster simply has to keep moving?

A creature using the fly spell would not plummet to the ground if they failed their Fly skill check by any number, however they would not be able to complete the action they attempted. They must however make checks to do anything on the tables or in the skill description.

--Birds of a feather Vrock together


Actually you wouldn't need to figure out two DC's, merely a single long jump DC. In 3.5 on long jumps you achieved a height of 1/4 the DC rolled. So if you made a DC 20 long jump you get 5 feet high at the mid point of the jump.

So you need to get 20 feet high at the mid point of your long jump to also cover the paltry 20 foot chasm (in this case at least). Thus it's just DC 80.

Easier to buy a potion of fly IMO...

--Vrocketeer


What pygon said. When you attack you always want to roll high, so anything over 20% or 50% is going to be a hit.

--Vrock of Ages


Traps are good ways of reducing PC resources between significant encounters and have the added advantage of always being vigilant. An orc might fall asleep at its post, but a pit is always hungry for more adventurers!

Trap CR's are also an excuse for all that treasure locked in the vault at the end of the dungeon. Traps can also be nice tools for a GM who has dropped clues about the dungeon but whose players have ignored. They're a nice wake up call, the stick to the story tidbits carrot.

--Falling Vrock trap


Mikaze wrote:

That's a lot of great stuff to consider about Korvosa and trade, though doing anything with Korvosa having any definite leanings in alliances and trade seems like it could be a real headache considering Curse of the Crimson Throne, and where the city may or may not end up politically by the end of that AP for different groups. Probably going to have to paint that with very broad strokes.

Still, something to think about...

I've been mining the Everflame trilogy lately, but Bloodsworn Vale snuck right by me. Thanks for calling it out guys, I'm certainly keeping that and Korvosa in mind.

On the topic of "Nirmathas or Molthrune" for Korvosa, Molthrune would certainly be like riding a tiger, but some folks in Korvosa might very well welcome assimilation and stability, provided the city got the same status as the "citizen" cities in Molthrune itself. As for the chances of that happening...

Nirmathas seems like the safer long-term proposition to me right now, with Korvosa operating from a seeming advantage structurally and economically.

I don't think Korvosa would really like Molthune all that much. As a loyal vassal-state of Cheliax I think they would perceive Molthune as traitors to the crown.

--I wanna vrock, VROCK!


reefwood wrote:
Quote:

Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed.

Move less than half speed and remain flying (DC 10)

Let's say your character has a fly speed of 60 ft.

A. If you move more than half your speed (35 ft - 120 ft), you don't need to make a Fly check.

B. If you want to move less than half your speed (5 ft - 25 ft), you need to make a Fly check.

1) What happens if you only want to move half your speed (30 ft)? I'm guessing it was supposed to be included in one of the above categories. Probably the latter one (B).

2) How would this work with Stealth? You need to move at half speed to make a Stealth check. Is there any funny kind of interaction between Fly and Stealth? You know, since Stealth usually defaults to a max of half speed, and Fly seems to have a default min of half speed. I guess it may somewhat depend on the answer to the first question.

3) Once you succeed on a Fly check to Hover (DC 15), can you remaining hovering each round until you start moving again? Or do you need to make a Fly check each round that you Hover?

I know there are many threads about the Fly skill, but I didn't find any of these answers in them.

1) If your speed is 60, then 30 feet is sufficient to not make a check.

2) Moving half speed doesn't require a check, so you don't have to worry about Stealth unless you want to move full speed, then it's a -5 to Stealth.

3) You must make the Fly check to Hover each round.

--Vrock of Seagulls.


Yeah you don't have to be threatening them, but I would look at demoralize as a good baseline. You should probably be within 30 feet of your target and they have to clearly see and hear you.

--We will, we will... VROCK YOU!

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

Ask A RPGSupersuccubus wrote:

Disclaimer:

Ask A RPGSupersuccubus is posting from the point of view of a CE aligned (very advanced) succubus; the clarifications of the Abyssal meanings of ‘sorry’ and ‘commiserations’ which she made in the previous round don’t bear repeating here, but the Abyssal definition for ‘sympathy’ has some mileage for repetition, so (once more) in the language of the Abyss ‘sympathy’ is military jargon for a popular model of half a mile high siege-tower with spiked wheels, ballistae and fireball hurling catapults. (By way of explanation for the latter it’s a demonic joke: ‘See, we have sympathy for your situation’.)
Obligatory End of Round 3 Results Post:
** spoiler omitted **

Indeed I'm already thinking of villains, archetypes, monsters, and magic items that might sway the vote of the Abyss moreso than this year.

I am the King of Vrock afterall!

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

Tiers are like APL, and thus you base your Encounter CR off that (Easy, Challenging, Hard, or Epic). You leave the Villain as is for BOTH encounters and add mooks, minions, hazards, or traps to the encounter to take it up a notch.

--Vrockslide CR 8

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

Vrock on Top 8! Your villains kicked some serious tailfeathers. I for one cannot wait to see how you play with other people's toys in your sandboxes. There are some really juicy possibilities in Round 3 to explore and expound upon.

Will it be wilderness locations with either of the GOML Cave Druids, vicious Orcs, or an Anti-hero Robin Hood? Perhaps some Urban goodness with little-folk slavers, bloodsport impresarios, or psychotic dreamers? Or do we delve into a Dungeon with insane derro, accidents waiting to happen, vengful elemental ascetics, or brooding dhampir?

--Vrock and Awe

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

Congratulations to the Top 8! While I am disappointed that I did not make it I am relieved that I can try again next year. I made a deep run on my rookie try and will hopefully impress Paizo with my next wondrous item.

Can't wait to see the maps and locations in this round! I've always been infatuated with maps and cartography and graph paper is my "go to" GM'ing tool. I'm envious of you all.

--Vrock on!

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

Trevor Merback wrote:
Sean K. Reynolds wrote:
The subtype you want is "shapechanger," not "shapeshifter."
To be fair, the APG (pg 126, last sentence of the Shifter's Blessing section) says, "While in one of his shifter's blessing forms, the ranger gains the shapeshifter subtype" not shapechanger.

Thanks for that Trevor... It seemed like Hoarfrost took a beating here, but he's a tough hombre and mean as a tatzlwyrm in a tanglebriar!

I hit the word count pretty hard with my statblock. Ironically I got panned for writing too much flavor text with the Grave Robber, but not enough here, c'est le vie!

My "campy" description aside I thought Hoarfrost makes a good straight forward Villain whose motivations are really simple, even if his tactics are not. He's an orc that likes luring adventurers into the forest to stalk them, kill them, and by Baba Yaga's hairy mole take back that damned pie!

Looking over his skills I found the ranks were correct, but I misapplied his Dex mod to Climb instead of Str (probably because Acrobatics is Dex for jumping which used to be Str). What may have been overlooked was my Armor Check penalty to Acrobatics, Climb, and Stealth which makes up the rest of that 7 point discrepancy.

What no one caught that I blew was my bite damage. A left over from my first draft with the potion of enlarge person in his Before Combat tactics I didn't drop it back to a d4. That's also why I do not have Orc Ferocity listed, because I swapped it for Toothy (APG). The rest of the style gaffs were just out and out brainfarts.

Even though the statblock was the assignment I realized after I submitted that even I don't read the stats when I see a new monster. I read what they are and what they do first. But unlike many commenters on all the villains I usually strip the flavor text off NPC's and slap mine on to fit the campaign. I only want the engine, not the paint job.

--Vrock Bottom Blues

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

Joel Flank wrote:
Another question about villain CR. Since the encounter is two tiered, but the villains have only been presented at one CR, should we simply assume that they can be used at both tiers, and would have different stat blocks, but that we can simply present them as Villain Name (R3)?

No villain can stand alone against a party of adventurers and hope to live more than a round. Action economy alone tells you that. Terrain, minions, or some other reason to draw the PCs attention from them has to be present. Create your lower tier encounter, then supersize it so it plays out in a similar manner. Where your villain might be the BBEG in the first encounter, her or she might only be a tough lieutenant in the second.

--Vrock, paper, scissors

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

I thought that was a pretty obvious way to handle it considering the runner up prize. It'll be an interesting assignment for sure, especially if you've never had any organized play experience.

--The Devil We Know Part II: Cassomir's Vrocker

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

Ryan Marsh wrote:
Scott Fernandez wrote:

Napping hasn't helped. I'm about to put my head through some drywall. Wonder if it'll shake loose an idea or some teeth...

--Writer's Vrock

Just make sure you're intending on rennovating that wall in the near future.

I was a rambunctious youth. Drywall and I are well acquainted!

--SheetVrock

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

Napping hasn't helped. I'm about to put my head through some drywall. Wonder if it'll shake loose an idea or some teeth...

--Writer's Vrock


A wizard standing at the corner of the hallway its being smart by using cover. He does not have to use any actions to cast around the corner. The border of his space touches the hallway meaning he can see and act into the open adjacent squares in the hall. He gets a +4 cover bonus to AC, thats it. An archer down the hall can still target the wizard, its just a little harder. Keep it simple.

--Vrocket Launcher Tag

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

Thanks for the feedback everyone. Keep it coming and I will gladly answer any questions or concerns when the dust has settled and our villains have won or lost the minds of the voters.

--Vrock the Vote

Nick I said there'd be at least 3 pictures duplicated, but who knew there'd be 2 archetypes and 2 races as well!


I'm with ogre and mdt. You get the boost in healing once per spell or effect. Your reading of the RAW is far too narrow. You have to compare one rules subset to others when making your decisions, you can't just look at the feat in a vacuum.

--Schoolhouse Vrock


The assumption is for a party of four, so you will have to adjust the rewards a bit. You'll have to adjust encounters as well. Thats the burden of running large groups.

--Vrock the house


Did this flash bomb have an AOE like the flare burst spell? It probably should have. And if you really want to stick to RAW, the rules for averting your eyes against gaze attacks should be the best choice.

--Vrock and awe


You get a certain number of skills to choose from depending on your class. Wizards can choose 2 + their INT modifier, while Rogues can choose 8 + INT mod.

No matter how many skills you choose, you may never have more than your level/HD (they mean pretty much the same thing) in ranks.

So Bob the 1st level Cleric has a 10 Int (meaning no bonus) and has 2 skills per level to choose he could take:

Knowledge (religion) 1 rank
Spellcraft 1 rank

At 2nd level Bob can either put another rank in the two skills he chose before OR can take 2 entirely different skills OR any combination of the previous. So Bob says I wanna try something new and picks up Heal and puts another rank into Spellcraft. Now bob has:

Heal 1 rank
Knowledge (religion) 1 rank
Spellcraft 2 ranks

Bob has Spellcraft "maxed out" with 2 ranks. Next level he could use both his skill points to put 2 ranks into Heal (bringing it to 3 ranks), but not Spellcraft (as that would take it to 4 ranks, one higher than his level/HD).

--School of Vrock


Pendagast wrote:
0gre wrote:
Pendagast wrote:
ummmm what if you have toothy AND razor tusk?
You only have one mouth. They don't stack.
so why do they both exist?

Options my friend, options! If I take Beastmaster variant racial trait (which replaces orc ferocity as well) and still want a bite, then I can take Razortusk.

--Schoolhouse Vrock


Quite honestly as GM you want to read the whole damn thing. But even then you'll reread it a zillion times and catch something new everytime!

So let's be blunt. Read the Combat chapter, then read the Magic chapter. If you know the big picture of how fighting and spells work you can muddle through a game.

You're going to want to read the gamemastering section next so you can build the framework of the adventure, encounters, treasure, and XP.

Being a beginner you're gonna have to make more rulings on the fly. Don't worry if it's completely correct, you'll have time to check it later. Just make the ruling, be consistant in that application the whole session and keep the game moving.

--Vrock Solid


Pendagast wrote:
ummmm what if you have toothy AND razor tusk?

They're basically the same thing, it's like gaining evasion twice, they don't stack. As a lenient GM I'd allow taking Razortusk to up the damage die (like Improved Natural Attack) or give a +2 to confirm crits made by the bite. But that's just me.

--Vrock Candy


1970Zombie wrote:

The assumption is that you will be pitting the PCs against level appropriate challenges. Tougher encounters should bonus the treasure. If you want to figure the treasure by the monster, use the monster's CR as the appropriate APL.

If the party has 3 encounters that should yield 6,400 GP for each, they should be rewarded with treasure worth approximately 19,200 GP. You can sprinkle it in small amounts or provide it as one large horde.

On page 401 of the Pathfinder RPG, there is a cost chart for magic item rolls as part of a treasure. Each minor magic item roll costs 1,000 GP from the total value. Each medium magic item roll costs 10,000 GP and each major magic item roll costs 40,000.

There are also expanded charts found in the Gammastery Guide starting on page 118. They include expanded armor and weapon charts. There are also random potion, scroll and wand lists.

+1

Also remember that even though some monsters and traps have no treasure or incidental treasure the encounter still must be counter elswhere. Most intelligent NPC's have 3 time the normal APL treasure so one NPC makes up for a couple slimes and a trap.

Adding in magic items via the 1k, 10k, 40k generic treasure buy out works great. I love the GMG tables, but definitely customize the loot at the end of significant Plot arcs when you'd normally provide an ad hoc Story based XP award.

--Vrock Crystal Goblets worth 1,000gp each!


Yes Toothy gives a 1d4 primary attack which means it get full str mod to damage. The only time that changes is if you mix it up with iterative attacks with manufactured weapons or improved unarmed strikes. In that case it becomes a secondary natural attack with 1/2 str mod and -5 BAB.

Toothy is good even if you mix it up with manufactured weapons. If you're using a reach weapon it threatens your adjacent spaces for AoO's at full BAB and full Str.

--Vrockjaw

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

Nick Bolhuis wrote:
I keep having these unpleasant dreams where i realize i didn't submit, or the submissions are revealed and mine is not what i did at all.

Yeah my dreams have been of some really rad adventure proposal ideas, but when I woke up they went POOF! As someone who regularly can recall dreams from the night before this really irks me!

--Vrock-a-bye Baby

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

I want to say at least one pic got duplicated, but my gut says three! This weekend was like a spa day away from the pressure cooker and 24 hours out I'm feeling the tension creep back in like a playtest ninja.

--Electro-Vrock Therapy


At this point in the campaign your archer should be able to pick off foes behind arrow slits. Let them do what they're good at. I know out breaks your realism meter, but as the GM you are always supposed to lose.

Design encounters that challenge other aspects of his build. Send creatures to harry the archer like air elementals, harpies, or summoned flyers. Get him out of his comfort zone.

--Vrocked n' loaded


We use the cost of living rules to cover this. Obviously you're keeping it stocked during your down time, the cost can just be factored in each month. They're pretty elegant rules that make it easy for the player to keep track of their own gear.

--OverVrock.com


The average combat round is usually 3-5 rounds as stated by the designers and in my own experience.

Some tips you could suggest to your GM, use multiple weak monsters in encounters. Even if your fighter is throwing 30 damage a round he'll be one shotting mooks and burning actions. He'll feel mighty and your tougher monsters will be able to last a few round s... OR use the mooks on the non melee types and toss the bruiser at the fighter.

In either case make encounters more dynamic.

--Vrocket propelled grenade

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

Erik Freund wrote:

There was a 1 word discrepency between the official count and MS Word 2010. Hrm. (it worked in my favor, but still, bothersome)

Can't wait 'til Tuesday! This contest is so fun/stressful/educational!

Yeah I noticed that too. It counted 1 more word than the submission tool. Better over than under though!

--Vrock your socks off


DEWN MOU'TAIN wrote:
hmmmm....i think ill have a group of 8 goblins with short bows up on a ledge shooting down on them should make it a little more difficult...

Unless you have PC's with AC's less than 14, those goblins are nothing but a waste of time. Assume you roll nothing higher than 10 in an encounter, will you hit? Are your special ability DC's high enough that the PC's won't make them on a roll of 5 or better, 10 or better?

You want at least four cr 1 creatures to round up to a cr 9 encounter, BUT those mooks need to be a threat. Anything that imposes a condition on your pc's like entangled, shaken, grappled or making a pc spend a full round action extinguishing themselves for being on fire. Unless you can make them waste actions on your fodder, it's not doing it's job.

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

I fully expect having to use one of the villains from round 3 for round 4 similar to last year, but I'm also hoping there's an even more creative twist.

--Vrock and Awe

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

Well I just hit the submission button... but on purpose! Can't wait to see what the rest of you have lined up for this round. Maybe they should have our villains fight it out in an arena of doom style tournament! Good Luck all!

Muahahahahahahahaha!

--Vrocktor Evil

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

Hoarfrost Throat-Tearer, Shapeshifting Huntsman
Portrait: 11
Description: Fierce bloodshot eyes leer out from the ghostly painted face of Hoarfrost Throat-Tearer, a feral half-orc whose clawed fingers and overdeveloped tusks scream, "I am a predator!"
Motivations/Goals: Hoarfrost commands a warband of rage worgs (NPC Guide 39) that join him in pillaging Irrisen's borders slaking their bloodthirst by hunting the greatest of prey: Adventurers! This Huntsman gleefully makes trophies of heroes.
Schemes/Plots/Adventure Hooks: Hoarfrost lures adventurers into the wilds by raiding frontier hamlets and thorps taking children and maidens hostage. Baiting pursuers into his prepared hunting grounds, the shapeshifter stalks them learning their tactics before striking. It's rumored the huntsman keeps treasures looted from slain adventurers in a yurt made of Storval auroch hide deep in the Hoarwood Forest.

Hoarfrost Throat-Tearer CR 7
Male half-orc barbarian 2, ranger (shapeshifter, APG 126) 6
CE Medium humanoid (orc, shapeshifter)
Init+6; Senses darkvision 60 ft., low-light vision, scent; Perception +12
===== Defense =====
AC 17, touch 10, flat-footed 15; (+5 armor, +2 Dex, +2 natural, -2 rage)
hp 78 (2d12+6d10+32)
Fort +13, Ref +8, Will +6
Defensive Abilities shifter's blessing (form of the dragon, 7 rounds/day), uncanny dodge
===== Offense =====
Spd 40 ft.
Melee bite +15 (1d6+7), 2 claws +15 (1d4+7)
Ranged mwk composite longbow +11/+6 (1d8+4/x3)
Special Attacks cause fear (war paint of the terrible visage 1/day, DC 11), favored enemy (human +4, dwarf +2), rage (8 rounds/day), rage powers (scent), rend +1d6
Ranger Spells Prepared (CL 3rd, concentration +4)
1st--feather step, keen senses
===== Tactics =====
Before Combat Hoarfrost paints his face before a hunt with war paint of the terrible visage then casts keen senses and magic fang on his bite and claws before attacking.
During Combat Hoarfrost throws his javelin of lightning at obvious spellcasters then rages wading tooth and nail into melee using bloody assault then power attack. He saves the cause fear effect of the war paint for flanking rogues and throws tanglefoot bags at highly mobile foes.
Morale If reduced to less than 15 hit points or two of his rage worg allies are defeated Hoarfrost breaks off his attack and flees.
Base Statistics When not raging or shapeshifting, Hoarfrost's stats are AC 17, touch 12, flat-footed 15; hp 62; Fort +11, Will +4; Melee bite +12 (1d6+4), 2 claws +12 (1d4+4); Str 18, Con 14; CMB +12, CMD 24; Skills Climb +8
===== Statistics =====
Str 22, Dex 14, Con 18, Int 10, Wis 12, Cha 8
Base Atk +8; CMB +14; CMD 24
Feats Aspect of the Beast(B), Bloody Assault, Endurance(B), Improved Initiative, Power Attack, Rending Claws(B), Rugged Northerner (see below)
Skills Acrobatics +10, Climb +10, Heal +10, Intimidate +10, Knowledge (geography) +4, Knowledge (nature) +9, Linguistics +1, Perception +10, Stealth +10, Survival +10
Languages Common, hallit, orc
SQ fast movement, hunter's bond (companions), intimidating, orc blood, toothy, track +3, weapon familiarity, wild empathy +5
Combat Gear javelin of lightning, potions of cure light wounds (3), potion of enlarge person, tanglefoot bags (2); Other Gear bear traps (5), bloodblock (2), cloak of resistance +1, dog sled, dust of tracelessness, masterwork composite longbow (+4 Str) with 20 arrows, +1 chain shirt, wand of magic fang (25 charges), war paint of the terrible visage (3), 44gp, 50gp in jewelry.
===== Special Abilities =====
Feats Hoarfrost has the Rugged Northerner feat. He treats extreme cold conditions as severe cold, and severe cold as cold weather conditions. Hoarfrost is not impacted at all by normal cold weather conditions. In addition, he does not become fatigued by frostbite or hypothermia. See page 288 of the Inner Sea World Guide.


I think the whole point is that most people don't fully understand how to get a ranged sneak attack from Stealth once the surprise or first round of combat is over.

No matter what the circumstances you're going to need to successfully use the Stealth skill. In combat you'll need to either distract your foes using Bluff or reach some kind of hard cover to break their line of sight to you. Once you can move around unobserved you can try to manuever yourself into postion to snipe, generally within 30 feet of a target who can't see you and isn't concealed in any way.

Now there are means to extend the range and use sneak attack against concealed targets, but those aren't the norm. Stick to the basics and add on to the complexity as you get better at sneaking around the battlefield. Hopefully your GM makes the encounter area dynamic so you have things to hide behind... cause no one enjoys an open 30 x 30 room (except the Blaster).

--Vrocket Launcher Tag


DEWN MOU'TAIN wrote:
and let me ask this, how bad would giving the sorcerer a wand of fireballs that fires iceballs dealign cold damage instead of fire damage, but at a caster level 10, so it be shooting out 10d6 dmg...

This is only "bad" if you don't want your PC's to have access to it after they loot your NPC's.

A hard encounter for six 6th level PC's would be CR 9. Your NPC's are 2/3 ranged or squishy classes. Your single warrior won't be able to keep the PC's off the gunslinger or the sorcerer. You need to add in some speed bumps, mooks or minions that will soak up attacks and spells.

Now IMX PC's tend to hunt the head and will "geek the mage first" so your speed bumps need to be able to effectively threaten the PC's or at least make them pay for ignoring them. As they'll be weak in comparison having some pesky henchmen tossing splash weapons like alchemist's fire or tanglefoot bags that only need touch attacks are nice. Then have them wade in to flanking positions and use aid another actions liberally.

--Vrockslide


Normally my group uses the heroic method, but when I challenged them to use a 20 point buy they balked. "You just want us to play farmers!" they said. I'm planning on using the carrion crown ap next and I wanted to see if the ap's are really as tough as I hear they are. I'd also like to actually run the adventures without having to completely rewrite the encounters (the group is usually 6 or 7 strong) for an APL+2 group.

Perhaps they've been spoiled by their luck when rolling?

--Vrock n' roll the bones!

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

Charles Evans 25 wrote:

And to anyone unclear on semicolon and colon usage, I recommend a post Chris Mortika made last year on his Round 2 thread: *Link*

Okay, that's it for now (I hope); even if I do think of anything else to say, I doubt I'll get it posted before the top 32 are announced and Round 2 gets seriously under way...

Thanks Charles (and Chris Mortika) your link has come in very handy for this round!

--Schoolhouse Vrock

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

Ask A RPGSupersuccubus wrote:

PS

Scott Fernandez wrote:


...along the wearers path...
Watch your apostrophes... Folk may start to grumble and nitpick about those or lack thereof in later rounds if your entries aren't so awesome that they get distracted from looking at that sort of thing. ;)

Funny I did the same thing with my Grave Robber... Good catch. I won't be making that mistake a third time!

--Schoolhouse Vrock

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

I was going to check my entry tonight as well but stopped before getting to the form... Stuff happens!

--Vrock to the system

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

Ok, so when I came up with the grave robber I consciously decided to stay away from your basic tomb raider, lara croft idea. The grave robber was aimed at rogues in horror based games, like the upcoming Carrion Crown AP. I thought more of an infiltrator, that would break into necropoli like Korvosa's Gray district or disguise themselves as mindless undead in places like Geb or Kaer Magas Ankar Te district. Losing trapfinding ended up being the wrong choice, but evasion was just too good to lose. A there were few rogue talents I saw my iconic grave robber taking it probably would have been a better choice. Changing the sneak attack progression could have worked too.

Looking back I would have left the skills unchanged as the rogue has more than enough skill points to pick up know (religion) even w/o the +3 class bonus. That would've saved me a ton of word count!

A minor ability I thought about throwing in was called Can't Take It With You (Ex): when selling treasure a grave robber's reputation proceeds him. Treat the settlement as one size smaller for base value and purchase limits. However the extra time spent looking for buyers grants the grave robber a bonus on Diplomacy checks to gather information equal to 1/2 their rogue level (minimum +1). In addition if the grave robber has ranks in Profession (gravedigger) he may roll twice on checks to earn weekly income and add the results together. This replaces the rogue talent gained at 2nd level. I ended up not loving this because Players would just send the face ahead to a town to sell loot and it wouldn't end up being a penalty at all. RP restrictions not being restrictions is one of my pet peeves.

Cheating the Reaper should have been the steal combat maneuver with bluff ranks replacing BAB. I tossed that idea around quite a bit, but went with feint because I tied it to sneak attack dice. As a combat maneuver I could have messed with sneak attack for elude death's touch and soiled soul.

Questions on how the grave robber would deal with incorporeal undead and cheating the reaper is pretty simple... Ghost touch weapon! Sometimes you just need the right gear to deal with things.

--Vrock the vote!

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

C'mon all, there is a search feature you can use to find answers like this. The rules and advice boards are filled with discussions galore on feat & class combos. These are dungeoncraft 101 questions you should know or be able to find in the core rules. When all else fails, read the directions!

--School of Vrock

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

Yeah Ryan I think we should probably note where favored class benefits go to, probably in the Special Qualities section.

--Monsters of Vrock Tour '87

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

Cody Coffelt wrote:
I wish we had a word count tool somewhere on the site besides the submission window. Not because I'm worried about accidentally clicking submit, but for when we don't actually have a submission window.

Ms office word's words count tool is dead even with the submission windows. A long as you don't leave a spaces between the bb tags and what they're surrounding they'll count as one word. Get it close and you should be fine.

--Vrocket Science

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

FYI, the template seems to be missing the CMD entry...

--Vrocked and Loaded

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