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What happens if an attacking creature bull rushes a defending creature and the defender cannot move back (let's say has a wall behind)? In the 3.0 rules I vaguely remember that the defending creature falls prone, but I wasn't able to find anything supporting this in 3.5
The same question may be applied to the first tactical maneuver granted by the Sun School feat from the Complete Warrior.
Thank you for your cooperation
When I first read the AP, I thought to introduce the Stormblades as a competing adventuring party and that's what I did at the beginning. The PCs immediately happened to be jealous of their achievements, expecially at the end of Flood Season when the Stormblades recovered more wands than the PCs were able to and therefore they were acclaimed as the "Cauldron's Savers" during the following festival, casting a shadow over PCs accomplishments.
Then the Stormblades disappeared over the three subsequent instalments (Zenith's Trajectory, Demonskar Legacy and of course Test of the Smoking Eyes), busy in some not too well defined mission.
When they reappeared on the scene, it was when the PCs found Todd's body in the Wee Jas temple. The PCs brought Todd's body back to the Vanderborens.
After listening to Thifirane's speech in Lords of Oblivion instalment, the PCs came to a conclusion about the Cagewrights and the Shackleborns. Among the latter they included Todd Vanderboren with the following reasoning:
At the beginning of Foundation of Flame, the PCs were still thinking Todd to be a Shackleborn and they disliked the Stormblades in general. During the Urban Avalanche, however, one of the players was buried and only thanks to the Stormblades immediate rescue, he was able to survive.
Again, the Stormblades proved better than the PCs in evacuating the city, so the two parts are far from friendship, but they now feel a distant respect one toward the other.
But Hookface is coming...
Taking in account the Cauldron gp limit, the distance Cauldron-Sasserine and the effective free time the PCs have during the whole AP, here follows the method I used to have PCs sell their loot:
If you don't allow the PCs to reach Sasserine too much times (only once in my campaign), this method works. If you use the Book of Exalted Deeds, the Ancestral Relic Feat may be worth the sacrifice of the unused items (however the process takes too much time compared to the AP purposes)
My two cents...
Here follows the speculation I made about the existance of the Kopru Ruins below Cauldron. Purposefully, I chose to not work out a timeline.
I thought to a sad story to bind to that particular place. (Obviously my players didn't even suspect for a single moment to be in kopru ruins...).
Let's start with consideration: Kopru should live in salt water, while this particular site in a sweet water place, an exception to the rule... So, this discrepancy led me to build the story.
Perhaps, here begins the tale, some of the kopru realized earlier than others of their kind that their race was doomed to an unstoppable decline. The matriarchs strongly opposed any speculation brought before them, thus the race quickly started its fall.
While the rest of the koprus were dying, they prospered, and created the small dwelling that later will become the base of the Ebon Triad.
But nothing is forever... and eventually their time came. Once they finished what is now the Kopru Ruins under Cauldron, they lost their motivation in surviving, they felt safe. Soon after, perhaps starting from the following generation, they started the degenerative process already experienced by the rest of their race.
Of course, there are a lot of biological mistakes (try to put a salt water fish in sweet water...) and perhaps the timeline could not be worked properly as the Cauldron region seems to be subjected to earthquakes that could have changed the subterranean tunnels in time. However, I hope someone could find this helpful...
I definately like your work.
To tell the truth, the Cagewrights involvement in the guild ranks is only an assumption.
I allowed only once my party to go to Sasserine for item shopping (strongly limiting the items availability as I consider magic shopping unfair). As a result I have a wealthy party with a lot of low magic items. Gold piece more, gold piece less, they are all near the suggested wealth in DMG.
LAST LAUGH (Guild Organization)
Below the Guildmaster there are four Jesters plus one more individual, each one charged with running a particular branch of the guild:
P.S. Same difficult with Energy Vortex/Protection from Energy
Currently we have a small party (three or four players) that experienced some change during the course of the AP:
At the beginning we had a:
The Paladin was first substituted by a Barbarian/Champion of Kord (was Gwynharwyf) sent by the Temple of Might in Cauldron. He fell victim to the three hags in Demonskar's Legacy. Thrown in the Starry Mirror without equipment, he luckily managed to escape after 5 days wandering in the Mirror. He was able to reach Cauldron, but Vhalantru turned him to stone placing the new statue in one of the halls of its estate.
Viewing his champion lost, Asfelkir Hranleurth sent the "Kordian" (Favored Soul of Kord, new PG in substitution of the Champion) to rescue him. The Kordian failed and fled back to Cauldron where he actually stays as an NPC (no Omar Tiskinsen in my campaign).
After the Kordian, we had a half-celestial Samurai 6th who joined the group in the Occipitus. The H-C has got the Smoking Eye Template. When in Cauldron, he hides most of the times and when in public, he uses a large cloak to hide his wings and an eyepatch to cover the flaming orbit. He is seen in Cauldron as a sort of Notre Dame hunchback.
After the turn-over, at the beginning of the Soul Pillars installment we started with a fourth player and the party was thus made of:
The last player is now on quest to find the Starmetal needed to gain the new level, so he will not be part of the beginning of the Lords of Oblivion we start playing tonight.
Here follows the actual party:
Last time I wrote, I had a death in the Occipitus layer thanks to the Abyssal Basilisk. Now we're playing the Soul Pillars and the party had very hard times against the assassins. Only a lucky stunning fist scored by the monk prevented the party death. The cleric cohort, however died in the attack.
Tomorrow we have a new gaming session and the party will face Ike Iverson after a though battle against the minions in the Great Hall.
I won't be short...
The party is currently leaded by a 12th aasimar male cleric of Heironeous with access to Sanctified spells (from Book of Exalted Deeds) and with the Purify Spell feat. The character, despite his great wisdom, lacks in intelligence and often his tactics in battle are not the best ever seen in the Flanaess.
So comes the first request for help:
Reading the entries in the Undead Type (Monster Manual Glossary) it says:
Hammer of Righteousness is a Force Effect and requires a Fortitude save, however the damage dealt is Positive Energy.
Then the question is: does the spell cause damage to undead creatures?
The second help I need is related to the Purify Spell feat (again from Book of Exalted Deeds). At the cost of one spell slot, this feat grants the Good descriptor to a spell and increases the die damage by one step when the spell is aimed at evil outsiders.
So comes the second question: can the Purify Spell be applied to a spell that already has the Good descriptor? If so, can the increased damage be applied to a spell that already deals increased damage to an evil creature?
I try to clarify this point making an example of what may happen: the above mentioned cleric casts a Purified Hammer of Righteousness against the Bone Devil (evil outsider), succeding in the Spell Resistance check. The Osyluth fails his Saving Throw. The damage dealt by the Hammer would be 12d8 (instead of 12d6, because the Bone Devil is an evil creature). Applying the Purify Spell feat, the damage would become an incredible 24d6 damage (instead of 12d8, because the Bone Devil is an evil outsider) suffered by the astonished (and probably agonizing) Osyluth.
Or perhaps I am missing something...
P.S. Please forgive all the errors you may find, but I'm not mother tongue...
Hello everybody, Xmas is approaching, we're all nicer and players try to use this subtle excuse to get something more from their DMs (at least my group does so ;-)).
Thanks for your cooperation,
Cristiano a.k.a. Klysandral
I have to record a new death during the Test of the Smoking Eye (Plain of Cysts): one of the character has been petrified by the Greater Abyssal Basilisk. As the party has no means to change him back to the fleshy form, I had to introduce a new character: a half-celestial (for Kaurophon's joy) roaming the plane in search of Saureya and almost fallen to a fibrous tendricolous in the forest. Now the party is just at the beginning of the peristaltic tube and since the h-c arrival, Kaurophon fell strangely silent...
We're playing the Test of Smoking Eye installment and so far we had the following results:
Flood Season - One dying (Tongueater and the baboons were a bit tough for the party). One death at the hands (better to say flail) of Tarkilar. Skaven, Triel and Tongueater fled to safety.
Zenith's Trajectory - One death fighting the cryohydra. One death during the crossing of the lake: character drowned thanks to Aabach that rolled the boat upside-down and to the heavy armor. Also the treasure was lost. One almost death during the combat in Blibdoolpoolp grat hall. Aushanna survived.
Demonskar Legacy - One character almost smashed flat by Dugobras' warhammer. Great defeat battling the hags (understimated): one character was devoured by the hags (we had to roll a new character), the remaining two were thrown into the Starry Mirror without the hegemonic plate. However, sheer luck was on their side while fighting Nabthathoron the Glabrezu (they emerged about five days later).
Test of the Smoking Eye - Just finished the first Test. Without Kaurophon and his Cone of Cold, they would have been doomed against the summoned Fire Elemental and the Salamander. One level lost to the Succubus. They are on their way to the Plain of Cysts, next sunday we play...
Thanks in advance,
- I'm not mother tongue, so I apologize for the mistakes you'll find in the reply -
Today, I'm DMing the Test of The Smoking Eye installment with a group of three players.
CHAR CREATION - I'm quite against the point buy method, because inexperienced players may be tempted to create a standard character for what regards ability scores. Better have them roll dice (4d6 discarding the lowest may suite) and hear at their complaints when a poor result shows up. I think a +5 global bonus may be balanced (for example 16, 15, 12, 11, 10, 9). Hit points should work.
REST - It may depend on the party composition to be hosted, perhaps, by the local churches (Cuthbert, Pelor or Kord) in exchange for a small tithe. I don't have the Dungeon Mag at hand, but if I remember in Life's Bazaar should be presented the Tipped Tankard Inn and The Drunken Morkoth Inn. The first will surely have a common room and some uncomfortable rooms, while the second is surely good level.
PARTY BALANCE - Again, it may depend on a series of factors. Templates (if any), races (standard or wondrous - lack of better terms), rule sources other than PHB, DMG and MM. On the whole, after my players died and died and died again, a sturdy combatant, a church man, a rogue style and an arcane caster. My players are an aasimar Cleric of Heironeus, an Exalted Monk and a truly variable third character (was a Paladin and died - Tongueater -, took a Barbarian/Champion of Gwynharwyf and died - eaten by the hags -, now I don't want to tell what he created with his twisted mind - but has high chances to die again -)
Hope this will help.
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