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Gold Dragon

Nakteo's page

Pathfinder Adventure Path Subscriber. 217 posts. No reviews. No lists. No wishlists.


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This feat looks like a job.....for the FAQ!

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boring7 wrote:

I don't understand what the argument is.

The argument was essentially Driver saying that there's nothing wrong with having a party with a PC that is massively bigger than the rest of the party combined in it. But the argument is over. For now...

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DM. wrote:
Nakteo wrote:

*Spoken seriously*

"Roight! So we're in town for the next week? Imma spend tha' entire week spreadin' me seed around to all the women in town! How many do I impregnate?"
Roll charisma.

"But I don't have Charisma! Why're you hindering my character's story like that?!?! C'mon man, that's Bull****!!"

But I do agree.

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*Spoken seriously*
"Roight! So we're in town for the next week? Imma spend tha' entire week spreadin' me seed around to all the women in town! How many do I impregnate?"

~Former PC in a game of mine.

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Claxon wrote:

Don't give them any screen time for it. If they want to sleep around fine, whatever. But as a GM or player I wouldn't be interested in hearing the other player role play out their sexual fantasies. As long as it isn't otherwise negatively impacting game play just let it happen and ignore it otherwise.

If you don't let the player get any screen time with it they will eventually just stop wasting their breath on it.


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Curses! He left before I could give my opinion. Oh well, it's at least somewhat relevant still...

I was once in a game (Godlike with GM augments) where I deliberately built a character to have a massive damage output. My character was designed to hit anything ever and if he hit it it turned into a fine red mist. I threw most of everything I had at that one singular goal, my defense didn't suffer, but my utility sure did, but that's fine, it's the character I wanted to play.

Sound cool? WELL...

There was another player in the party who rapidly outdid me and the rest of the group in 90% of all possible areas, including damage, defense, and utility. He had built a character that was so powerful that he massively outclassed me in every area that I had built my character to be amazing in.

The GM didn't mind.

Because of him, and my hyper-focused build, I very quickly stopped being relevant to anything in the game except as the guy who could maybe annoy enemies in combat (instead of, ya know, killing them) as did most other people in the group when combat happened.

So, speaking as someone who was a "weak" party member in that group, it is NOT fun to be lower level or power level than another PC. (Blah blah blah different classes are good at different things and that's dandy.) So yeah, I totally think that the beefy PC the OP's talking about should either be nerfed (with a civil conversation explaining why it should happen) or the other party members should be buffed to his power level. Honestly, I'm really interested in seeing this character because it sounds ridonkulus.

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"Hmmmmm, I stab and I stab and I stab, but I just can't seem to strike those delicious-looking swimmy things. But wait!" Thought the cunning native, "Maybe if I wade out into .5 inches of water, then maybe I can strike at all the swimmies no problem. Including those lurking at the bottom of this three-foot underwater dropoff." And he lived happily ever after.

I think Abraham Spalding has resolved this pretty well. To me it seems pretty obvious how the rules work: full submersion = no targeting by anything that requires an attack roll or that involves fire. So spells like Magic Missile, Lightning Bolt, Sleep, Waves of Exhaustion, Phantasmal Killer, Hold Monster, Black Tentacles (targeted on the river/lake/whatever-bed), and Heat Metal will all work just fine.

However, as my previous post and story above show, this rule can be made very very silly. Why can't I shoot someone who is lurking a half inch underwater unless I put my feet into the same body of water as you so as to avoid being a "land-bound" creature? If I'm kneeling next to a lake, and you're 1.2 feet away, lurking .3 inches below the surface, why can't I Shocking Grasp you? This whole rule sounds like it should grant a form of improved concealment (allowing targeting with a miss chance) instead of total cover that says I just can't hit you at all ever.

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So.....spear-fishing from the shore is impossible?

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BigNorseWolf wrote:
Split the difference and toss a stabalize.

What if that would kill them too?

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Hobgoblin Shogun wrote:
Nakteo wrote:

Also, anyone else think that flooding the room with radiation is kinda overkill? Considering that in order to fix the reactor and restart the "Torch," it will require someone to attack the transmitter attached to the reactor for several rounds (Hardness 15, 60 hit points) taking 2d6 electricity every time it takes damage (DC 15 reflex negates), or spend TEN MINUTES tinkering with it to deactivate it with a Disable Device check (DC 30 or 20 if you read the Androffan instruction manual next to it). My math says that even with the radiation being DC 13, the con drain will kill any PC working on this long before they succeed. Unless they use the Panic Suit, but that'll only protect one PC.

I'd personally limit its filling the room to a set time period, (between a few rounds and a minute) before a safety protocol walls off the damaged section of the reactor to maintain containment.

Are you assuming they do all this in combat? I assume they'd just take down Meyanda and THEN do the DD check.

That said, I still want a good line of thinking for redeeming Meyanda. The Book says its possible. And I think killing her would be wasting a HUGE opportunity. But the Book also says she's a fanatic. Soooooo, I'm stuck.

I'm assuming they deal with Meyanda first and then figure out fixing Torch. But Meyanda's near-death act is to cover the room in radiation that will kill most anyone of mid-level or lower pretty quickly. (Including Meyanda if you think about it. Then again, she was trying to make the reactor explode so...) Obviously, if you have the panic suit, it should go to the person who can either beat the transmitter into the ground or shut it down. If not, there's really no way you're shutting that thing down without losing PC's to either con drain or electricity damage.

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Oh yeah, (Derp!) the Panic Suit give you ER 5 everything-but-Sonic. That would make smashing the transmitter a lot easier. Yeah, I'd just fudge that glitch so it doesn't become "2% chance that the PC's can't complete this objective." I'd think the barrels of gunpowder idea could potentially make the problem worse by further damaging the reactor, not a bad direction to take, though. I like the summons idea, though it might take a few days depending on the party's summoning ability.

I wonder, does anyone else think that the con drain is a little harsh at that level? Would it be reasonable that the town's healer eats the cost of a few Restoration spells to heal the PC's in gratitude, or would you make them pay for it?

@GM 8574
Honestly, the book is so silent on the activities in Silverdisk Hall, I'd say that if you think your players would get a kick out of it, go nuts! :)

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Also, anyone else think that flooding the room with radiation is kinda overkill? Considering that in order to fix the reactor and restart the "Torch," it will require someone to attack the transmitter attached to the reactor for several rounds (Hardness 15, 60 hit points) taking 2d6 electricity every time it takes damage (DC 15 reflex negates), or spend TEN MINUTES tinkering with it to deactivate it with a Disable Device check (DC 30 or 20 if you read the Androffan instruction manual next to it). My math says that even with the radiation being DC 13, the con drain will kill any PC working on this long before they succeed. Unless they use the Panic Suit, but that'll only protect one PC.

I'd personally limit its filling the room to a set time period, (between a few rounds and a minute) before a safety protocol walls off the damaged section of the reactor to maintain containment.

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Hobgoblin Shogun wrote:
Silverdisk Hall seems A) Boring and B) Solely a distraction.

On one hand, I agree. But I've gamed with players who would jump all over the chance to gamble at a casino, especially one that straight up Gives them money to gamble with. And I wouldn't want to sour that feeling for them by just writing it off as "You play games, you win/lose this much. Do you want to keep playing?" If players show an interest in it, I'd want it to be fun and exciting for them, though preferably in a way that is streamlined so the players who have no interest in doing so don't sit twiddling their thumbs in the meantime.

Neat spell, thank you. How did I miss that one?

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GM 8574 wrote:
What sorts of games of chance are folks using for Silverdisk Hall? I'm trying to think something up that's a little less typical than poker or Twentybone, and wanted to see what y'all had in mind. Thanks!

You beat me to the punch on that one. I've been trying to figure out easy ways for the players to simulate gambling that won't bog down the game if only a couple players want to do so.

Also, how long would y'all say it should take for the smith to make a masterwork weapon (per PC) in exchange for returning the body of Whatshisface? My math using the crafting rules says a 5th level Expert (smith's level unstated) super specked for crafting would take around 5 weeks per weapon. Seems kinda unviable to me. What do you think would be acceptible?

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Maybe try Acid Spash on the hinges...

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Utilizing item creation rules:

Assuming "Command word" activation (SL x CL x 1800) the item would cost 5400Gp before any other abilities.

If "Use-activated or continuous" (SL x CL x 2000) it would cost 6000Gp.

Seems the whole item may be a glitch...

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Kain Darkwind wrote:
Gorbacz wrote:
What's the point of stats where you can't kill those things without GM fiat anyway?

At a certain point, you need DM fiat for anything. If you want to walk to the next town, even if the DM doesn't outright deny you, they could easily make you play through 30 miles of walking. If you want to kill Meepo the kobold, he can have Meepo pop up at max ranged weapon range, fire a single arrow (natural 20 of course, possibly a called shot) and run away. Gets out of sight, you can't find him. Until the next time he pops up to hit you.

So if you can trust your DM to allow you to get to the next town or kill a kobold, it's just a small step from there to trust them to allow you to complete whatever quest you need. I'm not sure if the fiat you see in this statblock is from 'special circumstances' (though that could be as simple as 'It's Ragnarok/All Hallow's Eve/Titanomachy and gods can die) or if it is in the high CR, requiring at least some level of advancement past the level 20/mythic 10 that the game allows, but either way it shouldn't be that insurmountable of an obstacle.

So......Everything a GM does is a "GM fiat?" The GM's job is to fiat you along through their story/game? The GM allowing you to play your character is fiat? Under the Strictest definition, this might fall under "GM fiat," but no one ever uses it that way.

I think what Gorbacz is getting at here is that despite the fact that the deities have stats, they still CAN'T be killed by PC's unless the GM makes an addition or change to the rules, a fiat if you will, to allow the PC's to do so. And anyhow, if you look at those stats, they're basically designed to say "Can do most anything at all super easily" just like an unstatted deity would.

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One more thing to look at: The Force Field stat block says that it uses one charge per minute, but the text box says one charge per round. Which is the typo?

1 person marked this as FAQ candidate.
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In the Technology Guide, the stat block for Force Fields says that it consumes 1 charge/minute, but the text box says that it consumes 1 charge/round. Ummmm, question mark?

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Heavy Pick + Vampiric Touch x 4 Crit.

Keen Falcata with any damage spell would also equal fairly regular overwhelming damage.

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James Jacobs wrote:
zergtitan wrote:
I guess then that a silver disk is like a platinum coin for Numeria considering that each platinum is worth 10 gp in Golarion.
Yup. Same value. Just a little bit of world flavor to make buying and spending things in Numeria feel a bit different.

I don't have the Technology Guide yet, since I just ordered it yesterday, but will it have a better clarification about Silverdiscs? Because according to the "Laser Slinger..." (PF SRD)

Laser Slinger wrote:

Advanced Silverdiscs:

These small, coin-sized discs are etched with circuitry, and contain 10 charges each. When placed in a special slot in the laser pistol, a silverdisk transfers its charge into the gun's internal capacitors, effectively reloading the weapon. A silverdisk can be recharged (with a 20% chance of being destroyed) with an active generator. A charged silverdisk glows with light equivalent to that of a candle. A silverdisk is worth 100 gp as long as it is capable of holding a charge; a dead silverdisk is worth 1 gp.

Are "Advanced Silverdiscs" something different from normal Silverdiscs? If not, this entry drastically needs to change and could you post a corrected version?

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Awakened Dire Raccoon.

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Just read over the Revised Advanced Class Guide Playtest. So, beyond not wanting to just stand there being silly, is there anything stopping a Skald from burning their actions every turn in order to rage cycle, turning any once per rage rage powers (being granted to all martials in the party) into once per round rage powers?

Sure, at lower levels the Skald would be burning a standard action every turn to do it, and mid levels, their move action, but in a party of all martials, properly built, this could get reasonably nasty.

Also, it appears that Skalds can take Totem rage powers as long as they don't take a standard action or rounds of rage to activate. Pouncing martial party anyone?

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IIRC, in 3.5, this problem was solved by a system in which your Deity gives you the choice to be a paladin (whether by a vision, dream, or appearing to you personally), and then you can choose to take up the mantle and receive your god's power. Pathfinder doesn't have that, as long as you're good-hearted and righteous, you can take levels in Paladin.

That being said, the Faiths of Purity book goes over the various Paladin codes of the good deities, with the Faiths of Balance book, Abadar was slated as "the only Neutral deity that supports Paladins." That wording could lead one to believe that evil deities don't tolerate Paladins trying to serve them and immediately seek to either destroy or corrupt such individuals. Or simply don't grant them any divine power until they prove themselves worthy of it, aka, murderdeathkill etc. But that's what we call an AntiPaladin.

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Paladin to his deity of choice: My lord! I wish to worship you and serve you and uphold your ideals of good and order and making the world a better place!

Rovagug: Ummm...

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Arthur Barren wrote:
Anybody else know any other math based traits and feats?

Does Weapon Focus count? ;p

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Is it sad that most GM's I know who would disallow this feat would do so because of the reason "I can't math that good?"

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Different GM from the one before, 3.5 game:

My half-orc barb was drinking in a bar literally at the start of the game (makes sense, right?), so eventually...

The GM says "Roll me a Con check."
Me: "Kay!" *Rattle rattle* "18 on the die, so with my con mod: 21.
GM: "You failed to roll under your Con score, you pass out."
Me: o.o (I would bet money that if I had rolled too low, I would have "missed the DC.")

This was the same GM who had us roll ridiculously underpowered characters (4d6 drop lowest, in order. Oh and if you don't like the first set, you can roll again but you MUST take the second set.), made us roll gold (That's fair.) but then placed us in a sprawling metropolis where the average commoner made somewhere on the order of 1,000 gp a year (if not month) had a military that rode dragons, and everything cost twice as much after Character creation. There was no reason for any of us to be there or take any of the general-of-said-military's jobs. D&D is supposed to be about the party's characters, not showing off how pathetic and insignificant they are next to you behind your GM screen.

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One of my favorite bad GM rulings occurred when we had just gotten out of a combat at 1st level, and had no healers in the party and no healing items. Instead we had a PC or two who had taken the Heal skill with Healer's Kits. They say "We use the Heal skill to Treat Deadly Wounds!" The GM says...

Treat Deadly Wounds wrote:
When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day. You must expend two uses from a healer's kit to perform this task. You take a –2 penalty on your Heal skill check for each use from the healer's kit that you lack.

The GM ruled that the bolded section meant "Uses fewer than the maximum for the healer's kit you are using." (Side note: a healer's kit contains 10 uses.) This meant if someone used four uses of their healer's kit, they'd take a -8 penalty to the check to treat deadly wounds with that kit, injuring the patient further if they failed hard enough. The end result (After a 30-minute argument) was that we couldn't get treatment and had to suck up having fewer hit points for the day.

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This may be true for most of the robots one would encounter throughout the AP, but I have a feeling that one may encounter at least a couple bots made of skymetals, adamantine if nothing else.



According to the wiki, the Technic League has...

super secret:

A Noqual Golem

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So, with the new Iron Gods AP coming out soon, one of the big questions that's been rattling around in my head that is likely to occur to a group of players is:

"Alright! We killed the technology-using robots! What can we strip/salvage off of them?"

My original thought was just for pieces of various skymetals used in a bot's construction, but with the release of Numeria: Land of Fallen Stars, which revealed some of the technology that the robots in it have (see spoiler below), will the AP cover rules for recovering pieces of tech off of defeated robots or similar opponents? I ask because it would feel like cheating the players out of some of the game if the above question was always answered with "Aw shucks, the robot's mainframe got fried and ruined all its technology, and somehow denatured all the metal used to make it. Darn."


Arachnid Robot: Plasma Torch

Torturer Robot: Force Field, Lasers, and Nanites

Side note: no word yet on metals used to make said robots.

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Haha! While you bicker I win!

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I agree with Gorbacz. What? Why're you giving me that look?

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Hama wrote:

So, if they make a useless character, but it makes them happy, that's it? And if other PCs die because his characters was useless, that's ok too? Playing a character who "doesn't make all the right choices" is ok. I even encourage it. But not making useless characters.

And, I've noticed among the people I game with that those who make useless characters are always the ones complaining that someone is annoying them by trying to give them advice.

I will often try to give advice to people who aren't as good at optimizing as me, but if they choose not to take it, that's fine. Unless...

A problem player I once gamed with once built an Tiefling Fighter Archer whose feats were:
- Point Blank Shot
- Improved Initiative
- Endurance

Obviously I told Precise Shot was needed for the character to even be viable, but he would have none of it. The only problem was that he would constantly complain that everyone was more powerful than him. (So you know, this is not what made him a problem player but that would cause massive digression.)

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I personally love to powergame things. I love the puzzle of it. "If I do this and this with this, then things get nifty. Ooooohh but wait! If I add this then.....Wow." I like seeing how far I can push a system's capabilities.

However I will never willingly play a powergamed character. They tend to detract from everyone's fun by:

1. Unbalancing the party.
2. Stealing the show in their particular arena (usually combat).
3. Forcing the GM to try to deal with you personally, which will inevitably lead to them either
a: Nerf your character until your actual character concept is dead
b: Hinder you Every Single Time so you can never shine again
c: Grudge monster with your name on it. (This will often backfire somehow.)

These are my experiences with powergamed characters, usually played by others, but I've wound up playing with GMs who run high power games and even expect a certain level of powergaming but still handle you with a, b, and/or c. On a side note, I will always strive to be optimized, even if my concept doesn't work for optimization. (I once had a Bard who had Play Instrument.)

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Whirlwind Attack prereq's:

BAB +4
Dex 13
Int 13
Combat Expertise
Spring Attack

Improved Cleaving Finish Prereq's:

BAB +6
Str 13
Power Attack
Great Cleave
Cleaving Finish

So that's 10 feats to get this off in all its amazingness.

That's 8th level for a human fighter or 9th for any other race fighter IF you spend all your feats on just these.

If you just went for Cleaving Finish (To gain one extra attack) then you only need to spend 8 feats, putting you at 6th/7th level for human/anyone else. That's a hell of a lot of feats, but a nifty combo. :)

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Gruingar de'Morcaine wrote:
a whole party of dire X characters.

Sounds like a fun campaign to me. :)

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Flavor is a good way for the players to feel like they're doing more than just "Ug walk up and hit with sword." The OP's example of a player's narrative attack is a great example of this, as long as the player understands that just because they're hacking at the monster's neck, they're not going to cause it any additional detriment. Imagine that instead of a CR 19 undead, it's a CR 10 Huge-sized Giant of some sort (I'd look up something specific, but I'm being lazy). If the player hits, you might have a hard time explaining to a more narrative-centric Player that the giant isn't dead/in shock/bleeding out horrifically after sustaining 39 damage to the side of its neck with a power attack from a battle axe.

One thing to keep in mind is that in D&D/PF is that HP and indeed most parts of combat are an abstraction. HP tend to be more of one's ability to avoid harm than sustain it without dying. 3.5 had a great section about HP's that talked about this abstraction that said that said HP's can represent anything from ability to avoid harm to physical combat fatigue to dumb luck to divine providence (Example given being a Paladin being unfazed after soaking a fireball). Only the last few hits should do any real harm to a person as humans are actually really very fragile creatures. Alas, Pathfinder Core lacks this section.

I recently played in a game where the GM and another player didn't quite understand that. We were about 5th level, and a party member got shot in the lower back by an enemy archer for about 6 points of damage. After we sought cover, she started working to deal with the arrow, she examined it and the GM (being a logical fellow) said it was a man killer so it was very barbed, making pulling it out unviable. It was suggested to push it through, cut off the head and pull it back out (as you should normally do with most arrows), the GM stated that because of its placement that would kill or almost kill her because it would go through a lot of organs on the way through. (We eventually dealt with it using the clever method of randomly forgetting its existence and getting on with our lives.)

That's one example of adding fluff to an attack that actually wound up making what should be the most minor inconvenience in the game at that level a massive hindrance that nearly killed a PC. I personally try not to describe the damage dealt or attacks because they invariably wind up being too lethal-sounding for someone, or making a player feel disgruntled when they describe a huge amazing attack that hits and does damage only to have the GM describe its resolution as "The monster just barely manages to get out of the way in time, avoiding harm." I did have an idea recently which was to not describe attacks except for particularly epic circumstances or if they will hint at some defense the monsder has, like DR. But then when a player kills something, before letting them know that it's dead, tell them "Describe your attack," followed by whatever they say going off perfectly. This gives the player a feeling of being a super badass while avoiding "But I hit Mister Wizard-McBadguy in the neck with my axe!"

Wow.....that dragged on a bit... <.< >.>

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Anzyr wrote:


That was my first idea, but it seemed a bit obvious, and the OP did ask how to make traps relevant. I am agreeing with you, a character who has built himself to be awesome in a field should feel awesome in that field, but devising ways to challenge said character in their special field of expertise can be a way to add some excitement to the game. In this case, uber-traps should be the exception rather than the rule. Uber-McTrapmeister not only gets to feel useful by disarming common traps in his sleep, but then occasionally they get to feel legendary by overcoming a challenge that would thwart a lesser mortal.

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Monsters in a room with traps, monsters know where the traps are and avoid them while trying to herd the PCs into setting them off. And throw some glyphs of warding on the ceiling behind illusions just to screw with flying PCs.

Also, put an Explosive Runes trap on the underside of the lid of a treasure chest, goes off auto: "Today I memorized Exploding Runes." Or it could be something hard to not read: "It."

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Aranna wrote:
...repulsive troglodyte female PC, which he had raped by the third session.

I think I'll have to turn to a specific font of wisdom when discussing the rapist in question..

"What the f#@k kind of a social life does this guy have?"
~George Carlin

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It's interesting that it feels like about a fifth of this thread has become a debate about fumbles. Is it really that big a deal? Like most things in gaming, fumbles have their place and the possibility to be done well. But most people don't like them because they tend to add injury to insult. In the game I'm currently in, I frequently drop my weapon because my GM uses them, and I hate it not only because it's debilitating, but also because he playfully mocks me for it. I plan to talk to him about it at some point, but just haven't gotten around to it yet.

Honestly, it feels like this thread's getting a bit derailed, but that's just me.

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Aranna wrote:
I remember him telling one guy that ALL women are raped at some point... I am fairly certain he was talking about his game.

Whether he was talking about his game or not...

Kill him. Kill him with fire. And liquid nitrogen. On fire.

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Sounds delicious!!! And high in calcium!!!!

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...Or under six if said prey is a commoner.

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Kudaku wrote:
blahpers wrote:
Mosquito swarm. This thing is deadly if you don't have particular spells available. I adjust the CR accordingly (+1 unless the party has readily-available AoE damage).

A million times this, especially since they're immune to weapon damage and they fly faster than most 3rd level PCs can run. Amazing TPK potential for a party that's low on AoE blaster casters or didn't have the money or foresight to buy a crate of acid flasks and alchemist's fire.

** spoiler omitted **

Finally got around to actually looking at those things, and OH MY HOLY DAWNFLOWER!! How the hell does a swarm of mosquitoes deal 2d6 damage plus 1d6 bleed????? Where are these mosquitoes spawning?? The Worldwound?

Cue the science music!!!

According to science, it takes around 400,000 mosquitoes all pulling their maximum capacity of blood to kill a human, but that's an ungodly number of insects (even minuscule ones) to attack an individual human. I'm having a bit of trouble tracking down real mosquito swarm numbers, but most of them probably aren't that big. Hell, the human body can't even fit that many mosquitoes on it at one time. My rough estimation is that an average human body could fit about 18,500 mosquitoes on it at any one time, assuming you're fully shaved and naked. Meaning you'd need to be Fully Covered in a new layer of mosquitoes 21 and a half times before you've lost enough blood to actually die (assuming you stand there and take it without killing any of them). As the internet is also not very forthcoming with how long it takes for a mosquito to fully feed, I'd put my estimation that this whole process, if done in as unrealistically efficient a manner as possible, would take probably about 20-30 minutes. Though, if after about the first 15 you said "screw this," you'd probably want to go to a hospital immediately and inject their entire annual supply of malaria vaccine.

Oh! And turns out getting away from them wouldn't be too hard either, since the average mosquito's top speed caps at around 1.5 miles per hour. Meaning (Mathmathmathmath) the swarm would have a fly speed of 15 feet IF you round up. (Real number is 13.2 feet.)

Yep, pretty sure Golarion mosquitoes are from the Worldwound. Or at least Hell. Since a relatively small swarm of them can outrun most medium-sized prey, and murder the hell out of said prey in a matter of under 30 seconds.

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Because I didn't have a very expensive onyx and a necromancer has to start somewhere. ;p

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MagusJanus wrote:
So, it's more like the ever-hungry cow-kangaroo of the city-destroyers ;)

"Moooooooooooooooooo! Mate!"

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Ashiel wrote:
MagusJanus wrote:

However, the human method of assigning blame for large-scale destruction often places the blame for any damage caused by a fire to what started the fire; this is why, in real life, a cow has been repeatedly given credit for burning down Chicago.

So even if the Tarrasque only knocks over a single building, as long as that results in a city-destroying fire the Tarrasque still gets credit.

And that's how a Tarrasque can destroy an entire city. The challenge is not to kill it before it personally destroys every single building, but to kill it before it does enough damage to cause a fire which destroys the city ;)

Because of this, I will forever envision the tarrasque's roar as sounding like a massive...


Actually it's quite simple for the Tarrasque to destroy a small town, it just uses Trample. ....Oh it doesn't have trample. WHY DOESN'T IT HAVE TRAMPLE?!?!?!!!?!? Oh well, at least its natural weapons are treated as Adamantine. Hmm? What do you mean IT LOST THAT?!?!!?

Well, fine then, one could say that the Tarrasque is one of very very few creatures that can perform Combat Maneuvers on buildings. It's certainly big enough. For one building, Trip. For the town, Rush+Charge+Overrun. Aaaaaand there's 300 feet of buildings gone. For the next ten rounds it does the same to 80 feet per round, followed by another 300. That should bring down Sandpoint, or maybe even Magnimar, in about an hour. (I don't know how big Magnimar is.)

Or perhaps it can treat buildings like opponents and can thus use the Awesome Blow feat on them. (Insert huff and puff joke here.)

Though, I wonder, have you ever really looked at the Tarrasque, I mean Really looked at it? If you look super closely, you'll notice that it's covered in a very fine layer of fluff. And it's that fluff that allows it to murder its way through towns like a wrecking ball with teeth shot out of a railgun.

Pathfinder Adventure Path Subscriber
Ashiel wrote:

I'm also in agreement that Witchfires are a sick joke. An 8d6 touch attack with a DC 22 save or become vulnerable (+50% damage) to their attack is harsh to begin with (especially combined with their formidable defenses), but if you meet one with the Vital Strike feats, just run for your lives.

The standard witchfire qualifies for vital strike, which allows her to smash someone for 16d6 fire damage as a standard action. Then if you fail a DC 22 Will save after the touch, you're effectively getting smashed for 34d6 fire damage every round thereafter. At CR 9. Yeah...

EDIT: Which is coupled with at-will SLA invisibility, the ability to summon 0-2 will o' whisps, and a +10 Initiative. An invisible incorporeal creature is effectively super-invisible since they don't make sound unless they desire, they have no scent, they don't move objects, and now you can't see them, so they're pretty much certain to get the opening attack, and kill someone on round 1.

Surprise: Witchfire moves up to the party's Fighter under cover of invisibility with a +39 Stealth (and scent, blindsense, and blindsight do nothing) and smashes said warrior for 16d6 (56 average) damage on round 0.

Round 1: A weak-willed character is probably going to fail a DC 22 save at this level, so on the next round, the warrior gets smashed for an average of 84 damage, for a total of 140 damage, then the witchfire sinks into the ground gaining total cover.

Round 2: The witchfire, while chillin' in the ground, becomes invisible again and using its brilliant intellect decides to screw with the party by letting them buff up and get ready to fight, and then just not fighting them, wasting their resources.

Round ??: The witchfire follows the party and waits until they rest. A 16d6 coup de grace is pretty much 100% foolproof.

Giving monsters feats that they should have to make them more scary can be just harsh. Some monsters are built without them for fluff purposes. Example: the 3.5 Tarrasque took Toughness six times in favor of better feats, like Improved Crit for each of its attacks, or literally anything else.

Also, one could argue that the Witchfire's appearance might ruin its invisibility as a matter of course. Invisibility works on light sources but never the light they emit, and it would be pretty hard to imagine "a fiery being that emits no light." To be fair, the party wouldn't know what this roughly cylindrical pillar of green flickering light was until it reached out a hand and touched one of them, but still, it would likely not gain any real stealth help from invisibility. Further, one could also argue that incorporeality doesn't necessarily foil Blindsense/Blindsight under strict RAW.

Lastly, that last round, while super effective, is the kind of thing most incorporeal creatures can do, just not as well. They'd probably have to whack-a-mole their head up a few times before finding a safe place to pop up and watch the party from, a head+ sized rock for example. Then follow, etc. The only reason this doesn't happen is because if the monster did this, there would be a GM in the real world suddenly feeling very, very lonely.

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