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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:
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 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:
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:
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. Ask A RPGSupersuccubus wrote:
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! 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 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! Trevor Merback wrote:
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 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 Ryan Marsh wrote:
I was a rambunctious youth. Drywall and I are well acquainted! --SheetVrock 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 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! 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
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
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:
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:
+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 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 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 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 Erik Freund wrote:
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. Hoarfrost Throat-Tearer, Shapeshifting Huntsman
Hoarfrost Throat-Tearer CR 7
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! Charles Evans 25 wrote:
Thanks Charles (and Chris Mortika) your link has come in very handy for this round! --Schoolhouse Vrock Ask A RPGSupersuccubus wrote:
Funny I did the same thing with my Grave Robber... Good catch. I won't be making that mistake a third time! --Schoolhouse Vrock 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! 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 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
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