So far I think that a huge falcata would be the best weapon to use to TK.
A large scythe would do the same damage and gain a x4 crit but would give up expanded crit range.
Huge spears might be the easiest to justify carrying around and would do 3d6/x3
I think that great wyrm's lair would be that cave in the volcano but instead of leading to cavern it will lead to greater demi plane with environmental conditions similar to the plane of fire and any spell that grants protection from fire would not work. I am not sure the null magic effects stop items but if they did one would need a ex or su immunity from fire. Also make any spell not on my list not work on the plane and if the dragon has a spell that would mess him up then ban that in the lair as well.
Ravingdork is a master of optimization and many of his characters would ruin a game if they were played. They are not as abusive as ragelancepounce or snowconewish machine but they punch so far above their weight class that just roll over anything near their level.
To be fair to him though, if everyone at the table is equally op then the solution is simple; treat them all as if they were a PC 3-4 levels higher then they are for purposes of encounter creation. Also tie exp to quests instead of encounters and one does not have to worry about all the high powered encounters one throws.
Also RD knows his characters fall into this level of power and they were not created to be thrown at a AP unless you are trying to solo it. Also is builds are incredible flavorful and could be even more powerful if he gave up the flavor.
I normally DM but in my low level games the guy who plays the brawny fighter is the trap finder. He carries an oversized 50 pound caltrop witch he throws down hallways and such to trigger traps. He even ties is to rope and drags it back.
At higher levels he is willing to pay for an admantine version that detects as alive and good and is capable of creating an illusion of a humanoid. Some symbols have still got him due to range but now he just throws it much further. It is amazing how far str 40 guy can throw a 50 pound object.
For me the I have every one of my characters carry at least 2 spare sets of clothes and back up weapons and armor. I duplicate as much of my gear as can and leave it with the horse (and hired guards). I have had bad experiences with teleport traps leave you naked. (mutters something about stupid liches)
One good thing about using a barbed devil as villain is that 11th/12th level is a good point to stop a campaign.
The contract should require him to sire a child to continue the curse. Maybe each child you have gains you an extra year. If you having trouble siring a child there is a handy succubus.
I like the idea that if the barbed devil is attacked then the PC and anyone who allies with his is damned. The devil should then try and goad the PC into attacking.
The escape clause could simple allow them to try and fight off the devil and if they do they get to keep their soul. Of course they only get to to do that if they travel to hell and fight him in his own house.
If they are to high a level then add PC class levels.
Okay so my players trounce the opening of cathedral in renchurch.
The cleared the weather with control weather and that forced the banshees to flee. Actually they were hiding in the clouds and a player with a sunblade prayed to Desna to enhance the blades sun radius. I secretly rolled a die and got a nat 20. She showed up and made the radius go up by 1 mile instead of 10 feet per round. No more banshees. Did not really want to run them any way.
The were all mounted on the druid with a magic cargo harness that is mule back chords, ant haul, and only appears when he is large flying animal. (he paid a fair bit) As the fly down the modified into an archer barbed devil opened fire. (changed feats) Druid wasted a flame strike for minimal damage but the sorc got him with blindness. Those in the church buff up.
On top of the church the cleric uses shape stone to cut out plug and the drop into the middle instead of the front door. The ghoul zen archers try and fail to shoot big threats. The cav lance charge crits the deamon (dead). Cleric turning, chain lightnings, flame strikes and more turning dealt with the ghouls. Athach walks over and slams the dino AC for 93 damage but with the temp and con bonuses running the was not enough to down it. The zen archers did manage to shoot the sorc out of the air and the 50 foot fall killed her but that was a simple BOL. The haunt managed to dispel both magic circles so that is some thing. Athach gets challenged, charged and critted to death by the cav.
APL +4.5 and the party was not truely in danger. I did bleed of several resources for later though.
They have 2 more mandatory encounters before the can rescue the count and they might deal with the lich vault and several of the haunts around as well.
Sorry for my rant. It was fun. I love it when I can balance and encounter to do what I want it to. The door guards should not be all that tough.
Thanks Mark. Our game is not all that serious and we enjoy it more as tactical challenge with some humor as opposed to RP. We do get in some though.
Their work day is often less then 10 min but I usually plan 8-10 encounters for them to deal with between rests and then handle 5-7 of them and find great ways to bypass the rest.
For example, they had to cross a garbage pit room their was the typical sundry of garbage monsters in their. The cleric used wall of stone to pave over the water and trap all the critters underneath.
I DM a game once a week for 5 highly optimized PCs and we only get to play for 2.5 hours. As a consequence we have no interest in easy encounters.
I am running an AP and what I do is look around and see how many encounters in area I can force them to deal with at one time. My target is APL+3 or 4 for a standard encounter, 5 for tough on and 6 for climatic encounters. All of this is scaled down at least a little since the theme of the AP is undead and the PCs know that and all of them are a bit better at dealing with that threat.
My group has druid with a stupid high perception and rogue with stupid high stealth and merely awe inspiring perception. This allows for good scouting so at least have and idea of what is up ahead. My bad guys know the PCs are coming and prepare for them, this allows casters to buff up and for others to drink potions and position well. This means that my PCs have learned that the front door is a BAD idea and the back door is only somewhat better.
If the can find a way to skip straight to the main BBEG they will, if not they always deal with the encounters in between as quickly as Possible because the know that giving the full spell caster at the end 14 rounds to buff is not a good idea.
They often make their own door using stone shape, dim door, earth glide, wind walk, druid in cargo plane mode, or simply a pile HP to a wall. Once we had the cleric dim door the party into the middle of door guards. The caviler made and intimidate check while asking where the boss was. The druid made a sense motive check to get the answer to that question from their faces and where their eyes went. (High intimidate check plus a sense motive at -20 vs. bluff), Sorc readied phantasmal killer for the BBEG and the rogue UMD a scroll of dim door to get to the boss.
Boss did make his save and knew they were coming but that tactic allowed them to bypass 2 encounters take away alot of prep time the boss would have other wise have. The other encounters came running to aid the boss but it took them several rounds to get there and just turned the fight into several waves with the PCs on the high ground. It was great fun but with tactics like this I always go for the jugular.
Both the cav and cleric have armor that will cast BoL on them if they fall and the cleric can walks around with 3 memorized and the ability to do it through channels. The party has metamagic rod of reach to make and quicken so even if the whole party went down in one shot they could all get up again. Quickened BOL, quick channel and channeled revival and a regular casting allows the other 3 to get up. Positioning might make a difference and ACs are in trouble but what are gonna do.
The hard encounters mean that party is never taking anything for granted and always looking for ways to bypass a fight they do not need to have.
Is using unarmed damage still better now that haste and the Ki attack stack?
As to beastmass, I will give him the underwater action.
Fickle winds does seam to be a problem for ONE
The gold dragon is two far away to close with one and get the AM off so I think this one is a win for ONE. If stunning fist is countered by AM then maybe the dragon can close.
If spells that work all day can be cast ahead of time then one is in real trouble. Since not all golds are the same we trade out a spell for getaway and that allows the gold to get next to One and get up AM
I think that the extra 3 points needed to know about the solar can be gained for HP so this fight is as scripted.
Not sure how T got stunned to so not sure how this plays out.
So does this mean that deadly aim is always a good idea even if the target has a 32 AC. I know to use it if I need a nat 20 anyway but not sure if about the situation where you need a 20 with deadly aim but only an 18 without.
6th level zen archers with crane wing and deadly aim. This for DM use and I may very well use the less optimal setting if the PCs are struggling.
+1 composite (+1) longbow +14(16)/+14(16)/+8(10) (1d8+7), or
I favor fighting defensively so they can deflect a blow. They have perfect strike and can use it 6 times. For 1 ki they get an extra attack at thier full bonus. The number inside the parenthesis takes over if they have had time to drink a potion of owl's wisdom. I know that on a single shot deadly aim will only be -1 for +2. Their AC is very high so they will never use ki for AC. I suspect that they will at most get off 3 full attacks and that is pushing it.
When is one array better then others?
My PCs are going through this book right now and the totally skipped the witchgates. Do to alliances they knew what was coming and did not want to deal with it. They cast 2 wind walks and life bubble and flew above the clouds to renchurch. A dragon was sent to greet them and they made short work of it. To get to the ground the cleric is in the middle of casting control weather. I am going to have this mess up several banshees that are hiding in the clouds below them.
My group is very powerful and has 5 PCs so I am working on modding the adventure make it have few much tougher encounters. For example they will have to fight the giant, the demon, the devil, the quickwoods, 2 tyrant whispers (different areas), and the ghouls all at the same time. They may also trigger the bell or the door but those will likely by harmless.
In the catacombs I going to combine F6, 8, 9, 10, 11, 12 and 13 into big battle. 7 is going to be optional but much tougher and the bodacks are going to 19. The worm the walks and maggot pit are going to be just he front area of F21.
The totenmasks will try and lead them into the mirror of life trapping and and the golems plus shadows beyond. The confusion whisper will be removed i think.
Wow, thanks for commenting in my thread James. I will admit that knowledge of all the mods is incomplete and you correct. In the ones I have picked up though much of the adventure could be short circuited or skipped by not walking.
in particular I am thing of the carrion crown AP that assumes walking travel until the last book. In book 6 the solution is pretty good but my PCs still got around the traps. Not going to complain since it took two windwalks, life bubble, and control weather to get there. I just wish more of what I have run did not assume that PC will walk.
Again I have only looked at so much so I might very well be wrong about how things go. Also i have the a group of players that will almost always try to get to boss with out any intervening encounters and spend a great deal of effort to do so. This might have jaded me a bit.
After 9th level overland travel is a non-issue.
The most common way I have seen to travel cross country is to teleport. If the PCs have never been there they can find someone in town who has and read his mind or scry on someone who is there.
Assuming that does not work a druid can turn into a huge flying creature and carry the party. Weight is no problem with muleback cords and ant haul.
Overland flight and portable hole can allow a mage to carry the group.
At higher levels you have greater teleport, items of flying, wind walk, double gate, and more I have not even thought of.
With all that said
Why would a modual written in this range present as a challenge the need to cover 600 miles in two weeks? The mod will even spend several pages on encounters that can happen along the way.
I think at this level BBEGs should assume that the murder hobos that are coming for them will not be walking and plan accordingly.
At least dungeons make sense at this level because then the PCs can not go "Wow that balcony looks nice lets skip all the guards and jump who ever is in that room. I got the dim door!"
Sorry for the rant.
Enemy Hammer wrote:
On the round the spell is cast does the cast have to attempt a grapple check following the rules for telekinesis? I lean towards no.
Should this spell be able to target undead or objects? I lean towards yes.
If one is thrown should we not use the dazed condition instead of losing all action? If one is immune to being dazed then this spell has less of an effect on them.
In resisting the throw instead of losing all of you next actions allow the hammer to use a full round action to gain a +4. This still allows swift actions and it is easier to keep throwing someone if they are dazed.
So what do you all think?
They have an archmage working with them who will knows the land and can show them (using illusions) what to expect but it will only be enough to qualify as seen once.
Incidentally, it uses scrying as an example of how to get the info you need in the description of teleport.
Going to have to try and work out some mechanics each type of scatter.
I do no have an encounter at each location but I do have 2 woods, 2 mountains and 2 city encounters and that should be more then enough for this. I am modifying the ones in the AP since those would be two easy for them. At level encounters are simply boring.
Windstorm it is.
Cap. Darling, feel free to steal what you like. I got the map almost don and am working out the details on the spellcraft checks needed to bypass or land in the trap.
This is for the beginning of book 6 of carrion crown, but this is very different then what is written so worry not about spoilers.
Awesome stuff, I think that all of that will do nicely for nice flavor.
I got a waterfall for the forest and a volcano in the mountains for real bad spots. I think the avalanche counts here to. Need one more big danger for the forest.
For big city dangers I think a building collapse will work.
@peasant Thanks, great ideas on where to go. Each LZ is indeed a trap so landing nearby might be better but I am looking for ways to make where you end up at least interesting if not out right dangerous. They will need to return to the main LZ to continue but attacking from the side can give them quite an advantage.
As for location they are trying to get to the Gallowspire. The whole province is protected by series of teleport traps that they can make spellcraft checks to bypass or land in a better tactical position.
I am going to avoid adding more monsters away from the LZ but neat terrain that one does not want to land it can be fun.
I think that about 70 percent of the time they will get a safe point to land in. 20 percent will be inconvenient (30 feet off the ground or middle of a river) and the last 10 will be dangerous (volcano or top of a waterfall).
@Lazar the will have GT to use and enough info to port there but it they run out and go with stock teleport then chart comes out.
My PCs are going to be attempting to teleport to location and teleport traps will slow them down. I am going to allow a spellcraft check to allow some control over the landing zone but scattering off randomly might not be a good idea.
The three types of LZs are forest, mountains, and ruined cities.
If they scatter 1d4 x 100 feet what sort of interest things could be at there new LZ. Same question but for 1d4 miles.
So far I have falls and a volcano.
Each location has an encounter so scattering outside of the kill box is going to be a good idea.
Yes I did meant the suffocation spell.
Thanks for the answer and it does make sense that bodily effects differ from the HP adjustments.
Since dying happens because you are at -hp I will say that condition can be lifted with healing. I would also say that death can not occur if you are not dying. I know that is not the actual rules but I think it will be more fun that way. Also death happens because your HP became -con. That way breath of life will work to bring you back.
Extend will be nasty with this spell.
I am working on a witch NPC for my game.
Level 12, full wealth by level, vampire, agility domain
She knows the party is operating of PfE and FoM and life bubble so will avoid any spells that are canceled by those spells like solid fog/cloud kill or suggestion.
She has had 8 rounds to prepare and will get somewhere between 2-4 more before the party dim doors into her sanctum.
She is assisted by a very powerful undead fighter that uses two weapon fighting and 4 warmonger wasps.
I am going have her cast mind fog, mass cat's grace, haste, freedom of movement, and dust form. That is 6 of 10-12 rounds used. I am also considering greater heroism but that would use all of her 6th level slots. She already has up greater false life and mage armor. She has a spited poison as well.
Not sure what else to do with here buffing rounds. She can use consumables so if there is potion or item that would be good to use during that time it is fair game.
I think I am going to give her lessor quicken rod.
Is there any way to target multiple PCs with a hex? Good multi-target spells? Metamagic feats that will get her more targets? Any way to quicken a hex?
He best option may be to dim door her allies into full attack range.
@Lazar I intend to have minions doing alot of the work but it is not a bad failsafe to be magic jared into a mook. Just when they think they have killed the witch she comes back again or flees. Still working out the details but yeah I think in might be overpowered to have buffs travel with you.
Thanks RD, just confirms there are not rules out there for this stuff.
I am going to be running a NPC witch against my party soon and I was thinking of having her use Magic Jar but I do not want to target the party with it since they will be protected form evil and it would not be fun.
I was thinking of having her have durable allies around and use them to protect her life. I was not sure what would stay and what would go when she needs to change from one body to a another. Things like mage armor or death ward. I also have PC who loves baleful polymorph and so I brought that one up as well.
I did not mean to be coy, since this is the rules forum I tried to keep why I need the ruling out of it. I see why it could be seen this way.
Since I found no rules for this either I guess this could be moved to advice on what would be the best (most fun) way to run it.
Thanks for answering
Weird thought since you use your own feats and not those of the host, what happens if one of your has toughness and the other does not. I would go with no change in HP.
If I magic jar into someone and cast a spell like dust form or alter self then leave what happens. The body is no longer a valid spell so does it remain or end or transfer with soul?
What about a mind effecting spell? If I am in a body and some one casts dominate person and targets the host body does it hit my soul or does it effect the host? If I am the subject does it end when I leave the body?
What about more other spells like haste, bull strength or ray of enfeeblement?
Last question, what about polymorph spells like alter self? Baleful polymoprh? (that one is tricky if you fail both saves?
Been a while since I posted here. Thanks for the compliment on the encounter.
My players saw it coming and but went in anyway to save the cleric of Caydin. He died but Breath of life brought him back. Yeah 6th level spell to save a NPC. The druid got nailed by glitterdust, surrounded by a blade barrier and lance charged by caviler that bull rushed her into the blade barrier. No party losses but they used a lot of resources to win it.
The druid followed the vamp druid as an elemental deep into the earth and burned her when she reformed in her coffin. They were vindictive.
Work in the Abbey now. The first thing I am doing is writing up how one room will come to the aid of others to make fewer harder encounters.
Looks like a hard CR 15 upstairs and CR 16 downstairs. If they take the 1st level first instead of going strait to a witch they can make the upstairs encounter much easier but then both witches will have time to buff.
Will post the Abbey when done.
They went on a slaughter fest in the vampire underground but I made Luvick a wiz 20 who was bored. Watching the PCs butcher his children giggle. Once that was done he told them about the witches and offered to pay them and transport them to gallowspire if they dealt with it but they have to do it today.
They abbey will be tough with about 1/3 to 1/2 of their spells gone.
I would try for full plate and heavy shield ASAP since you do not take a penalty to ride because you are a cav.
You will want to use a lance for double damage on a mounted charge. If you have mounted combat and ride by attack you can often charge every round. Power attack and spirited charge will skyrocket your damage.
In the game I run I have halfling cavalier that at 12 level does an average of 70 damage on a charge and well over 100 with challenge. He started with a str of 13.
Outflank is great with but so is lookout. If you have rouge in the party gang up will be great.
Feather step is spell you want your druid cast on you often so that difficult terrain does not stop your charges. Forest friend and freedom of movement make this even better.
If you charge a medium creature at level 1 and use power attack you should be able to hit with a mw lance at +6 for 2d8+10. That is not not bad for first level. At second level your to hit on a charge will fo up by 3 due to cav charge. Spirited charge will add 1d8+5 to your damage.
Do not forget to have your mount attack as well. Between the two of you your damage will be just fine. If you do not plan on riding by the fight to charge again next round consider getting quick draw so you can switch to a non reach weapon or get some armor spikes.
If you are a spirited lance charger let the party buffers know that a +1 to damage cast on you is really a +3.
I had players that at one time used troll regenerations to power machines. They made the troll immune to thirst/hunger/suffocation and then threw it into a meat grinder. As it regenerated it caused gears to turn and that caused the troll to be ground up again. The turning of the gears was used to power mills and such.