Lukher Stinnison

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I just finished the first session of book 3. I will be adding a journal tomorrow. I just need to type up the final section of how they dealt with Vestromo.


Oh that. I don't know. This necromancer doesn't seem that irresponsible.


If that's what you mean I've told my players I will treat things like that Like I do summon spells. YOU NEED to be locked and loaded on your turn, pre-rolling, knowing what you want to do. We use roll 20 so macros are a blessing. If they don't do this, they can expect some retribution if it continues and they slow down games.

As a player once I had a green bound planar druid summoner and I always had all my rolls pre-rolled laid on the table and my turns rarely took longer than 1 minute.


carborundum wrote:


How do you handle the necromancer controlling undead?

I'm not sure I follow. You mean with command undead and animate dead?


So these previous conversations about Ara Mathra have got me thinking. Here is how I plan to let loose this battle on my players.

1. The encounter will start as normal. It will be Ara Mathra with probably from the posts earlier in this thread, but with a +3 shield made of solid gold. As his armor will be made of solid gold.

2. He will of course attack with everything he has. I'm not going to listen to the book on this. He should be well versed in his enemies now.

3. Once defeated I'm going to give the party a fairly decent break (like 5 mins OOC) then I'm going to announce about 2 mins later in game...

4. The place starts to shake. The cathedral windows above that let the light in shatter and the dark cloud of red sky from earlier part as a brilliant shining light almost focuses on this start shaped area.

5. from the holes made from sheking descend 12 brilliant balls of energy that as they slow their fall they turn into these:
12x Muse They will not battle nor can they be affected by anyone in the party. They are absolute divine summons of mitra who is answering Ara Mathra's call to this region of is devoted followers.

6. Music Begins to play from the Muse. With an instant a beam of searing light strikes the corpse of Ara Mathra and will send the party back to the door of the cathedral. However, the light is so intense and vibrant even from the distance they can see everything happening.

7. I describe to the party that they cannot move. They are paralyzed with something beyond any time and space. Even in these agents of malice's heart they experience the good and love and caring that come from this god.

8. Ara Mathra's Body will rise and begin to disintegrate. The music will go on like this. I'll continue to describe more and more details as the music gets louder and faster. Telling a story of the Muse and what instruments they play.

9. The music will fade out and become silent. I'll describe to the party the the paralysis has fade and the ashes of the former angel become to swirl and form back into an Sunlord. Except he will have complete inspiration from all of the muse around him. That’s 12 different Bardic Performances / Spells to buff ara mathra Sun Lord-The-Reborn at any given time

10. This Music will start and I’ll begin describing to the players that he Sizes himself up and begins to posture himself. He moves faster and faster to where it seems his arms are blurrying, when in reality when he stops he has four arms and four wings (I know it only says he has normal wings, but that isn’t as cool). He will clang his weapons together as a white fire engulfs them.
11. He will beckon the party to come forth and receive their sanctified cleansing.
12. Once defeated it will appear as though the muse will fight, but I will have the sky close and a similar show of force by Asmodeus to assimilate them and then the same dark red snow will fall into the Cathedral and become silent.

The Vale will be theirs.

TLDR: Ara Mathra is buffed, dies, Muse come out play music, Sun Lord takes Ara Mathra’s place, sing sing, fight fight.

EDIT: I know it seems like a lot, but this party of mine by this time will prbably be level 13:

Arcanist, Warpriest, Inquisitor, Dread Necromancer, Sorcerer (storm born), Druid, and a Firbolg Barbarian (level 7 or 8 probably).

I have to make it epic :)


Updated some links:

Lea the Huntress, Guardian of the Sacred Gardens

Sirius the Hound, Hunter of the Labyrinth


So for the battle of saint's bridge. I decided to replace the 10 elite archers with these. Since I allow advanced firearms and gunslingers.

I've always changed the terrain, so instead of an open 300+ foot field, it's maybe 70ft away, but they are on cliff faces shooting down.

The white squares are the shooters

I also swapped out the volley of arrow with three shots from the stated fireballs from the priests.

Meet the Hackbut Militia:

HACKBUT MILITIA
CR 6
XP 2,400
Male advanced young human gunslinger 6
None Medium humanoid (human)
Init +4; Senses Perception +12
DEFENSE
AC 22, touch 16, flat-footed 16 (+4 armor, +4 Dex, +2 dodge, +2 natural)
hp 64 (6d10+18)
Fort +8, Ref +9, Will +5
OFFENSE
Speed 30 ft.
Ranged double hackbut +1 +18/+13 (2d12+5/x4)
Space 5 ft. by 5 ft.; Reach 5 ft.
STATISTICS
Str 19, Dex 18, Con 16, Int 15, Wis 17, Cha 12
Base Atk +6; CMB +10; CMD 26
Feats Death from Above, Far Shot, Gunsmithing, Point-Blank Shot, Rapid Reload (Double Hackbut), Weapon Focus (Double Hackbut)
Skills Acrobatics +9 , Bluff +5 , Climb +11 , Diplomacy +2 , Disable Device +3 , Disguise +2 , Escape Artist +3 , Fly +3 , Handle Animal +5 , Heal +7 , Intimidate +5 , Perception +12 , Ride +6 , Sense Motive +4 , Sleight of Hand +6 , Spellcraft +3 , Stealth +3 , Survival +12 , Swim +11
Languages Common
SQ bonus feat, bonus grit (6x), gunslinger battered gun (battered musket), gunsmith, grit, nimble, bonus feats, gun training, gun training choice (double hackbut), deeds, deadeye, gunslinger's dodge, quick clear, gunslinger initiative, pistol-whip, utility shot, skilled
Gear chain shirt, double hackbut +1
SPECIAL ABILITIES
Bonus Feat Humans select one extra feat at 1st level.
Bonus Grit (6x) Gunslinger: Add +1/4 to the number of grit points in the gunslinger's grit pool.
Gunslinger Battered Gun (Battered Musket)
Gunsmith At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it's worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.
Grit (Ex) A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat. At the start of each day, a gunslinger gains 4 grit points. Her grit goes up or down throughout the day, but usually cannot go higher than 4, though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds, and regains grit in the following ways.
Critical Hit with a Firearm ~ Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger's character level does not restore grit.
Killing Blow with a Firearm ~ When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger's character level to 0 or fewer hit points does not restore any grit.
Nimble (Ex) Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).
Bonus Feats At 4th level, and every four levels thereafter, a gunslinger gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat or grit feats.
Gun Training (Ex) Starting at 5th level, a gunslinger can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the gunslinger picks up another type of firearm, gaining these bonuses for those types as well.
Gun Training Choice (Double Hackbut)
Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
Deadeye (Ex) At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the -2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Gunslinger's Dodge (Ex) At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
Quick Clear (Ex) At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
Gunslinger Initiative (Ex) At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.
Pistol-Whip (Ex) At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and twohanded firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger's size, the critical multiplier of this attack is 20/?2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.
Utility Shot (Ex) At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.
Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot's origin. On a miss, she damages the object normally.
Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally
Grit
Proficiencies
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.


The problem is, I got a lot of feedback that combat was sluggish, boring and not great when they all had cohorts :(


Just going to post the updated sheets if anyone wants them for some of the npcs.

http://docdro.id/aUKsZwB


Hmm weird lets try this:

https://docs.google.com/document/d/1uwL3fOom-6FIWTrYX542aKxkbsK-iG07B_zNAHF nFeQ/edit?usp=sharing

Bear with me on the progress. My player's have not even gotten a chance to use it. I plan on changing it as I see fit and I made it with the idea that you don't HAVE to have leadership in the game to use it. You just assume the group as a whole has attracted people.


kevin_video wrote:
Paraphrasing stuff about angels blog and so forth

So I think what I am going to do is, have the encounter be the advanced ara mathra linked many pages back and then have Mithra shine a blast of fire through the cathedral ceiling and have him rise as a Sunlord with Archangel Template / advanced.


I just realized this post was here so I am going to post my questions:

So my players are about to embark on this adventure. I only have one original party member left from book 1, and we're salvaging this play group fairly well.

The party is level 11 at this point,and a party of Seven players - but I have a few questions, some thoughts, and anything you want to add.

Maps

Why are their no player maps!?! (More a question for Gary)

Timeline -

I believe this takes place late summer and will possibly last until the very last day of winter. Just verifying on that.

Minions -

(Question for Gary, but anyone really)

And the battle of saint's bridge. It refers to minions a lot which I did read means things that are not core supporters. Grumblejack, Trik, medusa. But are these battle supposed to be the PCs AND NPCs such as GJ, Trik, Vampires? I keep thinking these are the minions but the book explains in different places that they are separate.

I was going to run this as the player's as one group, commanding bug bear leaders, the vamps, duergar, the ogres, medusa, trik, golem and other's

But if these are not considered minions, what are you to do with them? If they are considered minions, I have a hard time believing that Both ogres, medusa, and the vamps as a team could not wipe out some of these encounters. I know some of this is suppose to be railroad play which is fine.

Battle of SB continued:

How did your party handle it? Did you have to expand the number of creatures? Did you have the minions/MINIONS come with them?

Minions extra:

What do they do the rest of the time? Do you let them come with the Players? Say to fight the Phoenix? I had not planned on it.

As of right now this is who is considered "trusted"

Grumblejack
Rocket (ex imp familiar from another character death)
Posca the Merchant (they converted him)
Artephius, Alchemical Golem
Titus “Trik” Rackburn
Carnatheria Rex
hellhound

A couple level 3 torture master archtype inqusistor's (through clever roleplaying) they managed to convert/train while in the horn.

Dessister

They don't have the hounds except 1, I was considering letting them get an advanced Nightmare - Carnatheria Rex, Cauchemar

a nessian hound

and advancing Rocket the imp, with advanced tempalte, demon contract template, and making him a consular.

Did anyone turn him down?

The arena -

I'm banning clear magic use, and I've upped the the CR of some of these monsters. I was going to add a little flavor of the healing cleric detecting magic and using more magic to laugh at the pc who still has the circlet on, a subtle hint of it's true nature.

Sidebar Quests -

Anyone actually use these? Besides the arena? I've got mini adventure in the making for

spellbook I made:

Evil Spell Book Price 35,698gp
This infernal and aged looking tome contains the following arcane spells:

Level 1 - Undine's Curse
Level 3- Excruciating Deformation
Level 4 - Infernal Healing, Greater, Contagion, Fleshworm Infestation
Level 5 - Hellfire Ray
Level 6 - Genius Avaricious, Hellfire Ray
Level 7 - Tomb Legion
Level 8 - Summon Meladaemon, Tomb Legion
Level 9 - Scourge of the Horsemen, Summon Derghodaemon, Summon Greater Demon, Summon Erodaemon, Summon Thanadaemon

The Organization rules:

I have added a lot more to this, because frankly the default version is lacking imo and doesn't scale well.

https://docs.google.com/document/d/1uwL3fOom-6FIWTrYX542aKxkbsK-iG07B_zNAHF nFeQ/edit?usp=sharing

Thoughts? Anyone else change this up or just get rid of it?

Medusa -

How did you party go about "collecting" her.

Iris of Ghastenhall

What did your player's choose?

Vampirism

Did anyone in your party take this option? What happened?

Storm Giant

I was planning on jumping them near the first attempt of coming at the garden. I was going to circle them with the ROCs and have the giant leap down onto them and smash their little boat (if they take one to the place) and start the battle in the water. Only way I could think of Balancing a possible 9 vs 3 battle.

Maze/garden

Since we use roll 20, I'm going to let them literally start walking through it and blank it out and move their characters around just to give it that extra "lost" feeling.

Catherdral questions -

cleric encounter:

I've changed the Cleric's spell list because it seemed like he was not that prepared.

(Some of the changes are already reflected in his stat block I'm trying to prepare him for when they arrive to this point)

Earnan MacCathlain, Lord-Abbot of the Order of St. Macarius CR 14
XP 38,400
Male human cleric 15
LG Large humanoid
Init +6; Senses Perception +20
DEFENSE
AC 25, touch 11, flat-footed 23 (+6 armor, +2 Dex, +2 shield, -1 Size, +6 Natural Armor)
hp 97 (15d8)
Fort +9, Ref +8, Will +14
DR 10/Magic , SR 17, Frightful Aura (Shaken 30ft, strike you frightened 1d4 rounds)
OFFENSE
Speed 20 ft.
Melee longsword +14/+9/+4 (1d8+2/19-20)
Special Attacks channel positive energy 7/day (DC 21, 8d6), divine
presence 15 rounds/day (DC 21), holy lance 2/day (7 rounds)
Domain Spell-Like Abilities (CL 15 th ; concentration +19) touch of
glory 7/day, touch of good 7/day
Cleric Spells Prepared (CL 15 th ; concentration +19)
8 th —frightful aspect, holy aura D
7 th — Summon Monster 7 (4x azata) holy word D (DC 21), Repulsion
6 th —blade barrier D (DC 20), greater dispel magic, heal (2)
5 th —dispel evil (DC 19), flame strike (2) (DC 19), Wall of Blindness (1), true seeing, Summon Monster 5 (2x hound archons) (1) right
eous might D
4 th — freedom of movement, holy smite D (DC 18), Calamitous Flailing (3), Blessing of Fervor (1)
3 rd —Wrathful Mantle, dispel magic, magic circle against evil D , prayer, protection from energy, searing light
2 nd —aid, align weapon, bless weapon D , lesser restoration, shield other, spear of purity (DC 16)
1 st —bless, comprehend languages, detect evil (2), divine favor, protection from evil D , shield of faith
0 (at will)—detect magic, light, read magic, stabilize
D domain spell; Domains Glory, Good
TACTICS
During Combat The Lord-Abbot is first and foremost a spellcaster. He carries a largely ceremonial longsword and he isn’t bad with it but almost never uses it in a serious fight. He has a
high perception and likely will hear the PCs coming from a mile away. That means he will be ready for them. He casts frightful aspect, true seeing and his scroll of greater spell immunity on himself. He uses holy word in the first round of combat and then uses powerful attack spells like blade barrier and flame
strike to great effect. He spares no resources. He will use everything in his power to win this fight. If wounded, he is quick to restore his own wounds using heal. He will not retreat from this chamber nor flee the battle. The ritual he is conducting has to be done here. If the tomb of Saint Macarius is desecrated, all his work will have been for naught. If our villains retreat, the Lord-Abbot will not follow. He returns immediately to his work. He realizes that they will almost certainly come back but he cannot help that. Morale Lord-Abbot MacCathlain fights to the death.

STATISTICS
Str 20, Dex 14, Con 14, Int 14, Wis 20, Cha 14
Base Atk +14/+8/+3; CMB +17; CMD 30
Feats Channel Smite, Combat Cast, Extra Channel, Improved Channel, Improved Initiative, Leadership, Selective Channeling, Turn Undead, Weapon Focus (longsword)
Skills Diplomacy +20, Heal +23, Knowledge (religion) +19, Sense Motive +23, Perception +20, Spellcraft +19
Languages Celestial, Common
SQ aura
Gear Scroll of flame strike (2), scroll of greater spell immunity Ot er Gear breastplate, healer’s kit, heavy steel shield, wooden
holy symbol of St. Macarius, longsword, headband of mental
prowess +2 (intelligence and wisdom, perception skill), key to
his room (2-4) and the treasury (1-19)


https://ibb.co/c2yZSH

that is how I setup the room. Or I plan to setup the room rather. My players are well out of paralyze range.


So my players are about to embark on this adventure. I only have one original party member left from book 1, and we're salvaging this play group fairly well.

The party is level 11 at this point,and a party of Seven players - but I have a few questions, some thoughts, and anything you want to add.

Maps

Why are their no player maps!?! (More a question for Gary)

Timeline -

I believe this takes place late summer and will possibly last until the very last day of winter. Just verifying on that.

Minions -

(Question for Gary, but anyone really)

And the battle of saint's bridge. It refers to minions a lot which I did read means things that are not core supporters. Grumblejack, Trik, medusa. But are these battle supposed to be the PCs AND NPCs such as GJ, Trik, Vampires? I keep thinking these are the minions but the book explains in different places that they are separate.

I was going to run this as the player's as one group, commanding bug bear leaders, the vamps, duergar, the ogres, medusa, trik, golem and other's

But if these are not considered minions, what are you to do with them? If they are considered minions, I have a hard time believing that Both ogres, medusa, and the vamps as a team could not wipe out some of these encounters. I know some of this is suppose to be railroad play which is fine.

Battle of SB continued:

How did your party handle it? Did you have to expand the number of creatures? Did you have the minions/MINIONS come with them?

Minions extra:

What do they do the rest of the time? Do you let them come with the Players? Say to fight the Phoenix? I had not planned on it.

As of right now this is who is considered "trusted"

Grumblejack
Rocket (ex imp familiar from another character death)
Posca the Merchant (they converted him)
Artephius, Alchemical Golem
Titus “Trik” Rackburn
Carnatheria Rex
hellhound

A couple level 3 torture master archtype inqusistor's (through clever roleplaying) they managed to convert/train while in the horn.

Dessister

They don't have the hounds except 1, I was considering letting them get an advanced Nightmare - Carnatheria Rex, Cauchemar

a nessian hound

and advancing Rocket the imp, with advanced tempalte, demon contract template, and making him a consular.

Did anyone turn him down?

The arena -

I'm banning clear magic use, and I've upped the the CR of some of these monsters. I was going to add a little flavor of the healing cleric detecting magic and using more magic to laugh at the pc who still has the circlet on, a subtle hint of it's true nature.

Sidebar Quests -

Anyone actually use these? Besides the arena? I've got mini adventure in the making for

spellbook I made:

Evil Spell Book Price 35,698gp
This infernal and aged looking tome contains the following arcane spells:

Level 1 - Undine's Curse
Level 3- Excruciating Deformation
Level 4 - Infernal Healing, Greater, Contagion, Fleshworm Infestation
Level 5 - Hellfire Ray
Level 6 - Genius Avaricious, Hellfire Ray
Level 7 - Tomb Legion
Level 8 - Summon Meladaemon, Tomb Legion
Level 9 - Scourge of the Horsemen, Summon Derghodaemon, Summon Greater Demon, Summon Erodaemon, Summon Thanadaemon

The Organization rules:

I have added a lot more to this, because frankly the default version is lacking imo and doesn't scale well.

https://docs.google.com/document/d/1uwL3fOom-6FIWTrYX542aKxkbsK-iG07B_zNAHF nFeQ/edit?usp=sharing

Thoughts? Anyone else change this up or just get rid of it?

Medusa -

How did you party go about "collecting" her.

Iris of Ghastenhall

What did your player's choose?

Vampirism

Did anyone in your party take this option? What happened?

Storm Giant

I was planning on jumping them near the first attempt of coming at the garden. I was going to circle them with the ROCs and have the giant leap down onto them and smash their little boat (if they take one to the place) and start the battle in the water. Only way I could think of Balancing a possible 9 vs 3 battle.

Maze/garden

Since we use roll 20, I'm going to let them literally start walking through it and blank it out and move their characters around just to give it that extra "lost" feeling.

Catherdral questions -

cleric encounter:

I've changed the Cleric's spell list because it seemed like he was not that prepared.

(Some of the changes are already reflected in his stat block I'm trying to prepare him for when they arrive to this point)

Earnan MacCathlain, Lord-Abbot of the Order of St. Macarius CR 14
XP 38,400
Male human cleric 15
LG Large humanoid
Init +6; Senses Perception +20
DEFENSE
AC 25, touch 11, flat-footed 23 (+6 armor, +2 Dex, +2 shield, -1 Size, +6 Natural Armor)
hp 97 (15d8)
Fort +9, Ref +8, Will +14
DR 10/Magic , SR 17, Frightful Aura (Shaken 30ft, strike you frightened 1d4 rounds)
OFFENSE
Speed 20 ft.
Melee longsword +14/+9/+4 (1d8+2/19-20)
Special Attacks channel positive energy 7/day (DC 21, 8d6), divine
presence 15 rounds/day (DC 21), holy lance 2/day (7 rounds)
Domain Spell-Like Abilities (CL 15 th ; concentration +19) touch of
glory 7/day, touch of good 7/day
Cleric Spells Prepared (CL 15 th ; concentration +19)
8 th —frightful aspect, holy aura D
7 th — Summon Monster 7 (4x azata) holy word D (DC 21), Repulsion
6 th —blade barrier D (DC 20), greater dispel magic, heal (2)
5 th —dispel evil (DC 19), flame strike (2) (DC 19), Wall of Blindness (1), true seeing, Summon Monster 5 (2x hound archons) (1) right
eous might D
4 th — freedom of movement, holy smite D (DC 18), Calamitous Flailing (3), Blessing of Fervor (1)
3 rd —Wrathful Mantle, dispel magic, magic circle against evil D , prayer, protection from energy, searing light
2 nd —aid, align weapon, bless weapon D , lesser restoration, shield other, spear of purity (DC 16)
1 st —bless, comprehend languages, detect evil (2), divine favor, protection from evil D , shield of faith
0 (at will)—detect magic, light, read magic, stabilize
D domain spell; Domains Glory, Good
TACTICS
During Combat The Lord-Abbot is first and foremost a spellcaster. He carries a largely ceremonial longsword and he isn’t bad with it but almost never uses it in a serious fight. He has a
high perception and likely will hear the PCs coming from a mile away. That means he will be ready for them. He casts frightful aspect, true seeing and his scroll of greater spell immunity on himself. He uses holy word in the first round of combat and then uses powerful attack spells like blade barrier and flame
strike to great effect. He spares no resources. He will use everything in his power to win this fight. If wounded, he is quick to restore his own wounds using heal. He will not retreat from this chamber nor flee the battle. The ritual he is conducting has to be done here. If the tomb of Saint Macarius is desecrated, all his work will have been for naught. If our villains retreat, the Lord-Abbot will not follow. He returns immediately to his work. He realizes that they will almost certainly come back but he cannot help that. Morale Lord-Abbot MacCathlain fights to the death.

STATISTICS
Str 20, Dex 14, Con 14, Int 14, Wis 20, Cha 14
Base Atk +14/+8/+3; CMB +17; CMD 30
Feats Channel Smite, Combat Cast, Extra Channel, Improved Channel, Improved Initiative, Leadership, Selective Channeling, Turn Undead, Weapon Focus (longsword)
Skills Diplomacy +20, Heal +23, Knowledge (religion) +19, Sense Motive +23, Perception +20, Spellcraft +19
Languages Celestial, Common
SQ aura
Gear Scroll of flame strike (2), scroll of greater spell immunity Ot er Gear breastplate, healer’s kit, heavy steel shield, wooden
holy symbol of St. Macarius, longsword, headband of mental
prowess +2 (intelligence and wisdom, perception skill), key to
his room (2-4) and the treasury (1-19)


Not at all, i can make a conjuration based specialist with a wizard that would put the sad excuse for a "summon"ner to shame. The entire ether or thing with the Eidolon or summon monster class ability just pisses me off about this class.

A summoner really should have forgone all the spell list crap, and just dove head first into conjuring beings into existence.


Ismodai wrote:
hi, i was wondering, the best creatures (sometimes the only ones) you can summon with a SM spell are demon/devils, that is considered an evil act? because if it is so, an evil summoner is way more powerful than a good one

Arcane or Psychic? No problem Lawful Good can summon Chaotic Evil all day long.

Divine? No. No exceptions. This is hard coded into the classes themselves.

Any DM who tries to push this Divine restriction on to non-divine classes is a terrible DM.


CorvusMask wrote:
I do have to admit that I'm slightly afraid if roll20 decides to not release all Pathfinder 1e stuff since 2e is incoming :'D I really hope that won't happen and they do release a lot more of the 1e aps...

If roll 20 did something as stupid as that, I would just cancel my sub. I can use multiple free accounts for my campaigns if I need. I don't need dynamic lighting.


Necro indeed, but we're talking way of the wicked!

I may adapt a good aligned adeventure path someday with this ap's players as a council of wrath lol.

Would be quite a match again 5 level 20 player characters. :)


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My players are entering book 3 of way of the wicked.

I would really love to see an AP that expands WoTW into epic level play and then whatever the apex of that adventure becomes for those character, they literally become the arch villians of an AP that is set say 100 years later or more and you create heroes trying to undo all of it.


Jeraa wrote:

That is because the Perception rules are stupid. By RAW, you can't see the sun or moon because of the distance penalty. Use common sense if whatever you are looking at is out in the open not trying to hide.

i actually do not think they are stupid. For a typical adventurer who is already more skilled than the average person.

I mean, right now I have a player who is playing Firbolg Barbarian and by the default formula he would have a complete site of 360 feet. basically 3 foot ball fields from end to end (complete end to end).

If we're talking broad daylight no environmental limitations (which there can be and I think someone listed them above) is a pretty fair formula.


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Sales low? Going to go the way of 5th edition and dumb down the game for the masses?

Going to give us a half ass way to convert our beloved games and characters? Leaving it up to us to make the choices?

Go ahead, please go the way of 5th edition D&D you traitors.

Rysky wrote:
Bruno Mares wrote:

Just so glad that it's happening!

And hoping that there is no established levels for archetypes abilities like in Starfinder...

im hoping Archetypes work like Pathfinder than Starfinder.

lolololol

As if I didn't read it. Why do you think I'm pissed. Take off your rose colored glasses already.


So I have a player who has chosen this spell. I’ve seen very little about clarifications and what I have read is not in any common agreement and I would like your opinions of some changes I wanted to make just to clarify the spell but not endanger it.

http://www.d20pfsrd.com/magic/all-spells/b/battlemind-link/

You fuse your thoughts with an ally’s, allowing the two of you to fight in tandem, perfectly coordinated. If not in combat you and target ally each roll 1d20 and you take the higher roll as well the higher of the initiative modifiers. This will result in both of you having the same initiative. Use standard initiative rules to resolve that tie. If this is a tie with another creature in combat, use the same rules but you both move as one to determine your order in initiative.

However, during the heat of battle whoever has the lower initiative score increase it to the others and will be placed next to other. This will result in both player’s having the same initiative. Use standard initiative rules to resolve the tie. If this is a tie with another creature in combat, use the same rules but you both move as one to determine your order in initiative. This has three effects

Melee: If you both make melee attacks against the same creature, you both make attack rolls and use the higher result for that attack roll. Continue this up to the number of attacks you can make with one full round action.

Ranged If you both make ranged attacks against the same creature, you both make attack rolls and use the higher of the two dice for either attack rolls. Continue this up to the number of attacks you can make with one full round action.

Spell: If you both cast spells and target the same area or same creature, affected creatures take a -2 penalty on their saving through against the spell. Continue this up to the number of spells you can cast with one full round action.

If an effect changes an initiative score, you can’t see each other, or either of you is unconscious or helpless the benefits are lost.

So that’s what I got. I’m sure there may be some holes in it still but I tried my best to keep it a decent spell and make it understandable. If there is a different way to rewrite it please reply. I’d like to present this to my player next week.


No matter how many times I start a session, am in one, not part of one and someone asks I never full understand what the costs of this stuff is.

In today's example we're trying to determine the cost of a + 1 Chain Shirt of Spell Storing.

In the other example we're trying to determine the cost of a +1 Corrosive Burst Great Axe

What is the cost of such an item and how do you get to that price?


Sometimes Battlefield control is using summon monster to help flank or put warm bodies in between melee and incoming reinforcements.

Throwing powerful swarms down a hall way with living being at the other end is a very good deterant to move down that hallway.

I love the idea of conjuring a pit, only to have an Illusion put over it.

I always like having a bit of controlled chaos on the enemy lines.


James Risner wrote:
LilyHaze wrote:
so why not petition the officials and get a clear answer

I'm sorry. I wasn't saying "don't hope for this." I was more saying, don't play if you don't get an official without being prepared to play a pregen as you say.

There are a very small percentage of issues that get FAQ treatment. We are still waiting for promised errata/faq on Overrun from 2009. Currently from experience, I'd strongly recommend not playing any character that focuses on Overrun. You won't have a good time.

Paizo can't pay a damn intern to set outlook meetings with people for 15 mins a day to go over questions?

Just lazy on paizo part that's all. They don't really care, they got their money already so why care about answering questions.


Imbicatus wrote:

There is also the argument that the feature does nothing at all for psychic classes.

"The spells must be the same type (arcane or divine) as the spellcasting class you're adding them to."

It should extend to psychic spells, but it could be said it doesn't by strict RAW.

It would be a weak arguement. Everyone knows it was made before Pyschic classes existed. Hence the question being asked because we want to know if this can be errata'd to include these new spell casting classes.


I think before I start a big crusade or something, I will stick to simple tactics first. Like sealing the first level off with wall of stone/iron since the fountain is still leaking water all over the floor. :) Nothing like drowning a floor full of people in the middle of the night.


Andreas Rönnqvist wrote:

Honestly, the Moon Dogs were the worst enemies my players faced. They went to such lengths to catch them, getting Lanterns of Revealing and focusing on See Invisibility, and ways to detect shapeshifters.

Wall of Lava - an erupting death dealing wall that can literally go up anywhere inside their fort? Damn.

Douchebag's Move (aka Trap The Soul) - spell-like abilities don't require components. Including TTS. So, if you really want to douchebag GM your players, have them or their closest allies start to disappear.

Maze - when they do face the PCs, have the dumb ones NOT fight. Bye bye.

Incendiary Cloud - oh the poor mooks. In my games, this slaughtered their mooks, becoming the nexus for the Ashen Cloud (or whatever it was called) event later in the game.

Blood Mist - oh look at all those angry people, fighting eachother. Have fun... once per day.

Teleport Object - I sure hope they're holding onto every piece of magic item they have. My players didn't. They lost stuff from magic chests containing their loot, to important diamonds (used for Raise Dead, amongst other things), to entire traps going missing. Annoyed the crap out of them.

Resurrection - oh you killed someone important? Who hates you? Here, have them back. Again.

Vinetrap - you think you're going into town? Think again. And again. And again...

Maddening Oubliette - sure hope everyone got high Will-saves, because if not, this one will HURT. Insanity is never fun.

Phase Door - not an immediate benefit, but it just takes a few days to litter the fort with escape routes only the Moon Dogs can use. And having players run into walls all day long... well, it is kinda funny.

Fairy Ring Retreat - This has the potential to divide and conquer the players, since the caster is the one that opens the exit portal.

Wall of Iron - oh did you have a door there? Or a hallway? Or servants somewhere? Let me rectify that for you.

Acid Fog - ruins all their stuff,...

Some of these spells are not conjuration (healing) (summoning) but over all great ideas. It actually gives me more versatility.

As of right now, the Dogs do not know about the ritual but they know a lot of about everything else.

Here is what the dogs DO know:

1. How many people are at the horn.

2. The dangers that lurk in there.

3. That pretty much every being in here is some form of evil.

4. They know What the main party members sound, smell, and look like (great for illusions)

5. They now know there are Wraiths lurking about.

6. They know there is something afoot in the spire but have yet been able to get there. (Even though they could, there is an open pillar on level 2, they just haven't explored that yet)

7. The first level is clearly the least gaurded in terms of their power. While to most adventurers a Golem/Army of Boggards/Plants ect would be dangerous to the moon dogs, they could make quick picking of anyone there.

8. They know that no one currently patrols the giant moat the players placed around the horn.

9. They know something is keeping them from Using their Plane Shift Ability as they tried using it the first day.


Very cool stuff. I will contemplate over this. I think after the asswhipping the moon dogs got they are very much wanting to come back and win.


Thrawn007 - Ahh of course. Stupid of me.

The players we have are as follows:

Ryo - A Gnome shaman with the nature spirit -- level 7. N/E. Very New players, this is like her fifth ever session in july.

Has taken leadership, I custom made a golden cat from the PFSRD in to a fey. Yes it is probably grossly over the player level but it's a pretty harmless being and it acts very much like a pompus and snobbish Chesire Cat. She likes it.

Maldrake - Pretty much the party leader, veteran player. Tiefling Cleric Level 7. L/E He also has an IMP that has telepathy and good stuff.

I had a special ritual happen when Grumblejack 2.0 died, and he has risen as a level 1 anti paladin that is Maldrake's cohort.

Drae'rel, level 7 rogue. Core. N/E

He also took leadership, I created him a level 5 Thassian Specialist (illusion). Can create wondous items (so he could make traps) and is very much like drae i many ways.

Morzan - Level 7 Orc Barbarian . Sword and Board or Nodachi face smasher when needed. Didn't want leadership.

In the compound they have:

4x Assassin Vines
20+ Boggards
Alchemical Golem
1x Tazzarian (spelling some beast)
They have over 60 assorted minions that they are training. (I ruled if they can spend one solid week, 8 hours a day, I would let them add 1 class level that is close to their own likeness for 2d6 minions) So Drae Rel is torturing Sister Marta and teaching a minion npc to become a torture master.

Morzan is training 5 npcs to become:

http://www.d20pfsrd.com/bestiary/npc-s/npc-1/street-thug-human-fighter-1-ro gue-1

In addition, they have the two demons as well under their control.

They lost most of their undead, ryo controls a fast lion and a slow lion zombie and a hell hound from the ritual

maldrake controls carnitheria rex.

I saw the part about Celeste in book five, but it doesn't talk about any sneaking around and disrupting them. If this is just an assumed thing to have happened and not in any of the previous books, sorry fire mountain games, but Im going to be free to change it :P

Which won' t be the first time the main story has been altered. As railroady as this AP is, my players have done pretty well at doing their own thing.

Perhaps I can delay their attack. It might make for a better adventure if they come back with some nuns in the late teens.


Ok so I am trying to skim through book 5 but I only see one mention of the saint celeste. Where is the actual event in which this happens?


Thanks for the replies everyone. Here is my big issue. The moon dogs know that the captive in the horn is sister mary after they head back to down throw up some alter selfs and see what they can dig up.

That part I want to happen. If the moon dogs are described as being cunning enough to become impostors and spy they can do the same in a bar full of drunks.

I do see your point about giving them a little break. I suppose it is in order. However, I was going to use (secretly since the players will never know about the moon dogs activities (yet) ) them to at least get some aid once they can accurately describe Sister Marta who has posted a reward for the were-about of her. I will check out book 5 though, I was trying to identify if there was any other info about this group.

I know they will lend a few troops to that Inquisitor, so I didn't think it would be too much out of the realm of possibility they would use that 1000gp reward to maybe give the Dogs a couple of scrolls of death ward or something in place of it.

Pnakotus, I don't think this is something I can talk to my group about. They actually did very well planning for an attack against traya's group, and I think after this last occurrence I will give them a couple weeks to see if they plan anything at all for the dogs.

Some of my players are not great at separating player knowledge from character knowledge.


So my players are on day 4 of week 8. They just handed Traya's group their hind ends and let them all live and have effectively recruited them. I apologize this is going to be very long winded and I hope you'll stick through to give your input.

So to give some background here:

If you have played this book as the GM or the players through, you know on week 5 you know it says:

Event Three: Vengeance by Night (Week Five)
After the ritual begins, the Horn reeks of evil. It is this very reek that draws a pair of moon dogs out of the deeper Caer Bryr. Bethaniel and Darus Dandra are children of the Prince of the Moon.

These sisters and self-appointed vanquishers of evil keep their own counsel and bow to no authority on this plane of existence. These enigmatic creatures have long stalked the endless forests of the Caer Bryr cleansing it of any corruption they may find. They are in their own way crusaders dedicated to seeing the forest remain unsullied and pristine. When they sensed the doings at the Horn of Abaddon, the sisters knew that this was their calling.

The moon dogs are stealthy and cunning. They know that a frontal assault against so evil a bastion is folly. Instead, it is the sisters’ hope to infiltrate the Horn and begin picking off the underlings.

So, I have been RPing these Dogs as it describes as very cunning beings. Unfortunately for the players, they had a former player that turned NPC (he left the group) and left his character in the room that drives you insane. So as this NPC started killing people, the Hounds Were also doing some of their work.

It was not until into week 6 that they learned of the NPCs doing and killed him but are now on constant watch for the moon dogs.

With their Non-Detection and Invisibility and Shades SLA they have really been trying to cause trouble.

During week 5: They stealthed about, learning the people of the horn, what they look like, what their plans are and so forth. Ezra the wraiths know about it at this point but care to do nothing. Their agreement with the party was more along the lines of don't kill us and we will give you souls. Raw deal but they were weakened when they met Ezra and didn't want to die.

Their only first real attempt at messing with the party was after the leader of the players commanded everyone move to the 2nd floor temple (they have around 70 npcs here doing work) and the moon dogs used they bay ability and scared all but the party (something I expected since they all have good saves). Then they summoned a slew of invisible stalkers but called them back only after a couple rounds of attacking just to mess with the party.

Week 6: At this point the Moon Dogs have learned the ins and outs of the place and who the high ranking people are. Since the NPC has been killed they start causing trouble. No front attacks just trouble -- That is why on level 2 in the temple area the Dogs summoned through shades -> summon monster 6 - 1d4 + 1 (each) Huge Earth Elementals.

The rolls were in my favor and there were 7 of them summoned. To give you some context:

A huge earth elemental is 32 feet long and weighs 48,000 pounds and there are seven of them summoned. They were ordered to jump up and down and pound their fist. That was mostly for fluff because it left seven holes in the 2nd floor and this leaving the 1st floor area difficult terrain.

Ok, pretty good so far. They almost got caught but the Elemental really deterred the party from doing anything.

Middle of week 6 - Week 7: The party is all level 7 now, and three of them picked leadership and created an organization.

Between the invitation to the baron's ball, and week 7 starting, I used one of the player's cohorts story be connected to the boggards and one-eye in week ten.

Not going to go into all of that but basically the party left to help this cohort get his spell book, easily killed one-eye and were on their way back.

While gone, the moon dogs pulled one hell of a whopper on the party.

One of the dogs via summon monster fooled the golem with creature that could cast major image and made it look like three of the players and it fell for it, so it was ordered to protect the boggard village and of course it massacred some of them.

The other boggard summoned lilends to charm Grumblejack who has since transformed, and thus commanded him to tell all of his minions in this complex to leave at once and go rebuild the church in Farholde that was burnt down (yeah my players are busy)

So as they left for the barons birthday, they knew they were light on protection and didn't want something bad happening. They planned on chasing down the 60+ minions that have left and have them return back.

This meant asking the help of Ezra who at this time has 8 wraiths now. I let the players actually fight the moon dogs as the wraiths. The moondogs were taken by surprise but as the morale and rping tips say for Ezra I ruled they would not sneak up on these dogs, they are too over confident for that.

It was a weird fight. The moon dogs summoned lightning elementals and skated out with thier lives.

This protection was done in trade for an action of the week getting peasents and ezra got 4 more souls. lol

Week 8:

The dogs have not attacked since the wraith. Traya's band is defeated.

As something I forgot to mention the first floor is actually flooding from the fountain because the party rigged a funneling of logs that spread the water all over the lower part and too moon dogs that is bad news. It is unholy water.

------

Here is what I was thinking of doing.

The Dogs are smart. They now know that the party is there, what they can do, and that the wraiths are on their side now or at least attacked them and are worried about what could happen next.

They know that if the party + the wraiths caught them even with their expanse of Summon Monster spells via shades (seems to be the best option) it would be very difficult to beat them. Yet, they do not want to give this up.

I was thinking Since week 8 is done early and traya and her group is caught, week 9 is a dead week, as is week 10 because one eye is dead, and since week 11 is dead because it is just a warning message about a dragon to:

have the moon dogs use Alter Self and get to the sisters of saint celeste and throught he aid of Abigail (level 9 cleric) try to get her to send nuns to fight with them (maybe something like 2d4 + 5 non magical ones or 1d4 + 1 magical ones) or even Abigail her self to help.

The Dog have made such an interesting twist I would really hate to waste basically a month of in game time on doing nothing. Sure the players can keep themselves occupied but it would be a boring ordeal.

What do you think?


The reason clerics of good can't cast evil spells is because their gods give them their power. Such a weak argument.

You DMs that are ruling evil spells make you evil are just bad DMs.


I would like to see a complete section of Monster Cohorts a formula for DMs to use to help players better gauge it.


I don't see it listed here, but when you make an action that doesn't have a relevant score to add to the d20 roll, what do you choose? Anything you want?

See here:

Abduct Peasants (violent action): You need peasants
(lvl 1-3 commoners) for your gruesome experiments or
perhaps as monster chow. Roll a Ruthless Check.
Success: You abduct 2d6 Peasants
Failure: You abduct no one.
Natural 1: Failure and -1 to Secrecy.
Natural 20: Success and +1 Ruthless.

As you can see that calls out that you must use a ruthless check.

But this:

Grave-Robbing (skilled action): Your organization
violates graves to acquire corpses and skeletons for you.
Success: 2d6 corpses or skeletons are acquired.
Failure: You are revealed. -1 to Secrecy
Natural 20: 4d6 are acquired instead.
Natural 1: As failure, but a number of minions
are caught and hanged. -1 to Survivability.

Doesn't say anything.


Are these guys when using Animate Dead (or similar spells) limited by HD or are they just required to meet Diplomacy checks?


My players dno't break my games so I treat them like a second player. Sometimes I even let the players tell me what they want.


Understood thank you!


I only saw the evil and good tags as descriptions for rules relating to spells or spellcasting. Such as clerics and alignments. Wizards are free to do whatever they want.

I would never in a million years rule that summoning an devil would have a negative impact on a lawful good wizard.

There is a reason a lawful good cleric, simply can't do it, because the spell is considered evil by said cleric's god. A wizard has no such bounds or ties to the divine.

If a wizard wanted to trick his way into an evil cult to overthrow it, I think summoning the devil or demon that best represents that cult during a ritual would be a smart idea.


wraithstrike wrote:

Well it is an encounter, but I see it as an encounter with the moon dogs since they cast the spell. I would award them XP for those, but not for the summons even though the moon dogs left.

If I were the players I would likely leave if they have no way to deal with that many invisible enemies. I am assuming someone can cast see invis or glitterdust so they can figure out what is going on.

Oh I have no idea what they plan on doing to deal with them. I'm just starting off light, each day these agents of good, (my players are evil) just want to ruin their day.


I've seen a lot of threads on this topic but not exactly the scenario that I as the DM will be putting my characters through.

In this particular adventure, they are being tormented by a couple of moon dogs. They sneak around invisible killing guards and the moment they hear anyone coming to check on them they simply stealth (the place they have taken over is not well lit in all places) and use telepathy (no speaking) to know what they are thinking, where they are going.

Well, in response to the last murder, they gathered 72 of their assorted workers, and themselves and went into one giant room. The moon dogs made an appearance but didn't have to go invisible because the doors to the room are closed but the walls are not terribly thick and the doors are just wood.

They activate an 80ft radius howl, and none of the workers passed, and went running to the farthest back part of the room. And now the group is waiting at the door for something to come through, a knowledge check (planes) did reveal that they are dealing with moon dogs.

What I plan on doing next is, both will use Shades to cast summon monster 8, (choosing to do 1d4+1 invisible stalkers) and leave the area but not before commanding their troops to go in through the door and start attacking.

Now, this is only going to last for 9 rounds (1rd a level = 9hd = 9 rounds), but that is enough time for the moon dogs to leave undetected, and the party will have to engage these stalkers (and of course assume these are what were causing the problem after all)

Do you award XP do these summons? Would you?


So I have a lot of miniatures collected over the years and just about anything my players want to be I can give them something close to use. But the Trox is one thing I just can't find anything for.

Any clues?


DM Wellard wrote:

The fact remains that in Evil parties the players spend more time thinking of ways to screw each other rather than working to complete the adventure...

You are just wrong. Sorry. You just are. Get mature players.


Way of the Wicked is fantastic. My group is loving it. We are 25% into book 2.

I would make sure of your party size before you start. We have a group of 5 that was down from 8. I run the party at the slowest exp progression. Really cements the world against us feeling.


StarMagnus wrote:

So I've searched around and gotten paizo's general statement that they're never going to release an out and out evil campaign. I'm looking for any evil campaigns made for older editions or by third parties, I haven't been able to find any on my own.

If I can't find any I was planning on running second darkness with a few rewrites.

Any help in my search would be appreciated.

My group is now I would say 25% through book 2 of way of the wicked. highly recommended.


I ruled that it works as any masterwork tool. Mostly because with minor creation, you can actually create a set with a successful craft check. Which already had been done because the item was created for you to buy :P.


I just want to point out, that the stirge's melee touch attack, and latch on ability is actually going to be really gross at high levels. summoning 5 of those onto a target and draining their con by double digits each round is not good for them.


FLite wrote:
I suppose, given the model of masterwork items, you could have a mithral / masterwork mirror that would have no penalties.

No, given that there is no rules literally at all for using a mirror, and by true common sense it is just a reflection and troops and military personal alike have been using it in warfare for centuries, I'm going out on a limb, pun intended that you can use a mirror on a stick just fine with zero penalty.

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