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Olwen's page

Goblin Squad Member. Pathfinder Adventure Path, Modules Subscriber. 473 posts. 4 reviews. 1 list. No wishlists.


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Pathfinder Adventure Path, Modules Subscriber
roysier wrote:

My party almost broke the AP. When they got the Forgotten Pharoah low on hit points they stared hitting her for non-lethal. If they would have captured her instead of killing her the AP would break. In the module as written the Ib would not have left the body and book 5 & 6 would not happen.

As it was I had her last remaining cultist attack her thinking that he would be under orders not to let the Forgotten Pharaoh be taken alive and he was able to take out the unconscious Forgotten Pharaoh thus sending the IB to reunite with the BA

That's exactly what my PCs did, which unexpectedly ended the campaign. But I liked it since it was a beautiful way to show that the story changes from the PCs' actions. That makes them feel important. Overriding their actions to get book 5 to trigger irrespectively would have felt like a cheat to me.

Pathfinder Adventure Path, Modules Subscriber

Books 3 and 4 are turning out quite deadly for our group. The obituaries so far, half-way through Secrets of the Sphinx…

Name: Nekepti Balāt Aššarratum
Race: Human
Classes/levels: Bard 7
Adventure: Shifting Sands
Location: One of Tephu's bustling markets
Catalyst: Assassins with sneak attacks

The group was not particularly secretive about their search through the city's libraries so the Sacrosanct Order of the Blue Feather made their move and sent assassins after them. They struck in one of Tephu's busy markets as the heroes of Wati were stocking up on well-needed ressources. Before anyone could react, the frail Nekepti was brought down by the numerous stabbings of two assassins. As she lay down on the floor, bleeding to death, one of the assassins sliced her throat before attempting to flee. The vengeance of the group was terrible and not one of the paid killers survived.

Nekepti was later raised from the dead that same day at the temple of Nethys. The assassins only succeeded at stalling them for a day.

(The assassins failed their death attacks, thanks to the PCs high saves and action points, but acting first on the first round meant their sneak attacks were highly efficient.)

Name: Uššannar Haptessu
Race: Half-Elf
Classes/levels: Fighter (lore warden) 10/Warpriest of Bes 1
Adventure: Secrets of the Sphinx
Location: The Sightless Sphinx
Catalyst: Two cultists of Areshkagal taking the group by surprise

The group had dealt with the bodaks with great tactics, triggering them one by one and destroying them swiftly. They were getting ready to cautiously proceed further into the Sightless Sphinx, where they had heard some incanting seconds ago. The invisible cultists of Areshkagal attacked before they could get further, though. Swift as the wind, they cut down Uššannar before anyone could react.

Before Uššannar's soul could depart for Pharasma's realm, the group's Oracle, Sharifa bint Hasina Fal'as ad-Dīn, breathed life back into him.

(Surprise round and highest initiative with 5 sneak attacks on a full attack for two rogue cultists is very difficult to survive if you don't have uncanny dodge… Killing PCs with rogues taking the group by surprise is turning into a theme too.)

Name: Nekepti Balāt Aššarratum
Race: Human
Classes/levels: Bard 11
Adventure: Secrets of the Sphinx
Location: The Sightless Sphinx
Catalyst: Heqet and destruction

Empowered by the destruction of her bodaks, the undead priest of Areshkagal burst out of her tomb to meet with the heroes of Wati buffed to the gills. Her first move was to cast destruction on the bard, Nekepti, who proceeded to fail her save. Unholy fire consumed her completely and all that remained of her was a small pile of ashes.

Her bodyguard, Uššannar, carefully scooped up what was left of her and the group, beaten down, retreated back to Wati to get her true resurrected.

(What can I say? destruction… The last two were during the same deadly session.)

Pathfinder Adventure Path, Modules Subscriber
Sara Marie wrote:
Olwen wrote:
Should I be worried that I never received the email spawning the order for my December subscriptions? There is a December subscription order showing as pending in my history, though, so I'm not quite sure what to make of it.

Sent 12/04/15 10:50 AM

1 Emailed

If you did not get the email, I would check spam folders on your email account. We've also done some email server updates so it could be that it didn't make it through because of that. If you don't get a confirmation email again next month, let us know.

Thanks Sara, and sorry about that, I did find it in my spam folder. First time it happens, which is why I didn't look there in the first place. :)

Pathfinder Adventure Path, Modules Subscriber

Should I be worried that I never received the email spawning the order for my December subscriptions? There is a December subscription order showing as pending in my history, though, so I'm not quite sure what to make of it.

2 people marked this as a favorite.
Pathfinder Adventure Path, Modules Subscriber

I bought all the APs and I ran about a quarter of them. But I've read almost all of the ~100 volumes published by Paizo. The pleasure I get in reading the AP volumes is a major reason why I am still a subscriber and happily buy them each month. So I fall straight into the category James describes. More importantly, if they weren't enjoyable to read and get into, I probably wouldn't run them either! So making them easy to read is certainly important to me.

I tried reading some more structured modules from other publishers and, more often than not, I can't get beyond a few pages because the very structured and supposedly helpful format makes them boring to read, even with the goal to run them. And if the GM is bored when reading the module, I can't imagine a good outcome at the table later on…

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With my group, it usually takes us 150-200 hours of gameplay to wrap up an AP. We finished 3 so far.

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Moonbeam wrote:

Name: Professor Reidod Heggikrek

Race: Dwarf
Classes/levels: Earth Elementalist Wizard L7
Adventure: Curse of the Lady's Light
Location: M3: Sorshen's Boudoir
Catalyst: The group's Bloodrager failing her save against a Confusion spell
The Gory Details: During the confrontation against Ashamintallu, most members of the party failed their save against the opening Confusion spell.
Sadly for Professor Heggikrek, that included the group’s Bloodrager.
Sadly, she rolled “attack nearest target”.
Sadly, Professor Heggikrek was the nearest target.
Sadly, the Bloodrager rolled a critical hit and a regular hit against him… for a total of 92 points of damage.

On the bright side, the professor had enough Hero Points left to turn this into a mere near-death experience, so he can continue on with the campaign.

Hey Moonbeam!

I fondly remember this fight with my group too and how many problems confusion caused to them. Lost the barbarian to it (see above in the thread), which turned into an incredible race against Ashamintalu all throughout the dungeon so the group could recover his body and the loot!

Any chance you're doing a journal for this campaign? :)

Pathfinder Adventure Path, Modules Subscriber

Yep, looks like you should talk to your GM instead of blaming the writers. :)

Pathfinder Adventure Path, Modules Subscriber

Okay, great! I guess I really wanted to get the free pdf as a subscriber… ;)

Thanks for the quick reply and for sorting it out!

Pathfinder Adventure Path, Modules Subscriber

I see two Strategy Guides listed for my March order but I'm pretty sure I only pre-ordered one. Is this a bug in the display or a double confirmation when pre-ordering? Either way, is it possible to correct this so I only get one Strategy Guide?


Pathfinder Adventure Path, Modules Subscriber

Yes, Kingmaker looks like a good fit for your needs. Most of the AP takes place outdoors and mounted PCs can have a real good time! There's also a few very mean dragons or dragon-like creatures towards the end.

Pathfinder Adventure Path, Modules Subscriber

Well done wrapping up the AP! It's one that I'd really like to GM for my group but, unfortunately, most of them already played it.

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Pathfinder Adventure Path, Modules Subscriber

Except that WotC will never allow it. They already didn't allow Paizo to release the pdfs of these Dungeon issues. So the only option we have is to go back to the magazines. :)

Pathfinder Adventure Path, Modules Subscriber

Yes, that's correct.

Pathfinder Adventure Path, Modules Subscriber

Got it, thanks! :)

Pathfinder Adventure Path, Modules Subscriber

I played this AP with 4 players and a 15-point buy. It was sometimes a little tough at times in the first book or two but it worked great overall, especially since this AP is set up to have a lot of one-encounter days for which the PCs can use most/all of their ressources. That de facto makes them more powerful than in a regular game when they'd likely have to manage their spells and abilities more cautiously.

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I'd be interested too, if you don't mind (nmartin at mac dot com). :)

Pathfinder Adventure Path, Modules Subscriber

You should probably contact customer service, Lisa. Dropping a message in the customer service part of the forum is usually quicker than sending them an email.

Pathfinder Adventure Path, Modules Subscriber

Thanks for the quick reply and replacement! :)

Pathfinder Adventure Path, Modules Subscriber

Hi Paizo!

It's been almost two months, now, and I still haven't received my September subscription package (AP#86 and Undead Unleashed) so I fear it unfortunately got lost somewhere. I did receive my October subscription which was sent a month later, though. Can anything be done about this?

Thanks! :)

Pathfinder Adventure Path, Modules Subscriber

Have you thought about simply keeping them on the Medium experience track instead of the planned Fast track of RotR (or the equivalent if you're not using XP)? That should keep them about one level below requirements after level 3-4 and could well compensate for you having 6 players with a 20-point buy.

Pathfinder Adventure Path, Modules Subscriber

You can run Shattered Star without having ran the other three APs. It helps to flesh the background and the main NPC's motivations, but it's really not an absolute necessity. When I GM'd ShS, we had only ran half of RotR and I roughly explained the outcome of CotCT and SD, keeping it vague enough so that we could play these at some point if we want.

1 person marked this as a favorite.
Pathfinder Adventure Path, Modules Subscriber

Well done! How did the final fight against Nyrissa go?

Pathfinder Adventure Path, Modules Subscriber

Let me join the chorus and congratulate you on finishing this campaign! :)

I still hope to run it myself, one day, maybe using Mythic Adventure to convert the final NPCs to Pathfinder… One day… Maybe…

2 people marked this as FAQ candidate.
Pathfinder Adventure Path, Modules Subscriber

Is the "Strong Life" ability of the spiritualist investigator archetype supposed to be a level 2 ability? Contrary to the usual format, this ability does not have the "At x level,…" phrase.

Pathfinder Adventure Path, Modules Subscriber

Or closing your eyes and fighting blind. One chance in two to hit instead of one in number of images.

Pathfinder Adventure Path, Modules Subscriber

Well done!

How did it go in the last book and encounter? My group and I found it was a little too easy towards the end but we still had a lot of fun throughout. :)

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Pathfinder Adventure Path, Modules Subscriber

Well done! It's always quite an achievement to finish an AP, especially Kingmaker! :)

Pathfinder Adventure Path, Modules Subscriber

If I'm to GM this campaign, I would likely only be giving half the planned Mythic tiers so the PCs end the campaign at level 20/tier 5. I would also likely tweak a few feats, like Mythic Power Attack so it's doesn't yield additional damage on a critical hit.

Pathfinder Adventure Path, Modules Subscriber

If the weapon is under the effect of a nondetection, shouldn't this be visible as an illusion aura under detect magic, which someone must have cast to identify the magic weapon? It won't thwart the spell, but it may help your character convince his or her companions that there's something fishy going on.

Pathfinder Adventure Path, Modules Subscriber

It's a table that's in every Bestiary, towards the end of the book. You can also find it on the prd, here

Pathfinder Adventure Path, Modules Subscriber

Well done on finishing the AP! It seems like the final fight was a lot of fun, even if the BBEGs didn't have much of a chance against your powerful PCs. It's great they were able to turn some of the enemies because of what they had learned before!

Pathfinder Adventure Path, Modules Subscriber

Same for me. My subscription items are shipping and this didn't unlock the access to the PDFs.

Pathfinder Adventure Path, Modules Subscriber

I could imagine the final encounter (among others) getting very cramped if you use 5-foot squares. Same thing for the tombs' mummies (E10), or the drake lair E1. Before this, the part of the abbey with the ettins (A15) may also be too tight for them.

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Orthos wrote:
I find it utterly hilarious that this thread is going on at the same time the thread in the Wrath forum is going on about how Mythic makes Wrath way too easy and people are curbstomping their way through every encounter in two or less rounds.

Yep! It just goes to show that Paizo's probably doing about right with the difficulty of their APs.

Pathfinder Adventure Path, Modules Subscriber

Except that you are playing with a group of 5 (or 6?) PCs and 20-point buy, magnuskn, aren't you?

Pathfinder Adventure Path, Modules Subscriber

That looks like a group my players could come up with. Thanks for the info!

Pathfinder Adventure Path, Modules Subscriber

Kevin, could you give us a little more information on your group that finished the AP? Number of players, how experienced they were, point-buy, etc.

It looks like the AP is problematic for large and/or experienced groups, but the GMs of these groups are also the more vocal so it would be good to have more data points.

Pathfinder Adventure Path, Modules Subscriber

All of them for all 3 APs I GM'd to the end so far. That's what raise dead, resurrection, and reincarnation are for!

Pathfinder Adventure Path, Modules Subscriber
voska66 wrote:
I don't see a problem with the Mythic Tiers. I'm currently nearing the end of the Sword of Valor and things are going quite good.

How experienced are your players, Voska? You mention GM'ing multiple APs; is it with the same players?

Pathfinder Adventure Path, Modules Subscriber

I'm thinking of doing this if we play WotR with my group. Basically only giving half the mythic tier and maybe also limiting the mythic stat bonuses to a +1 instead of a +2.

I'm also wondering whether that would be enough to balance the AP for my group of experienced players.

Pathfinder Adventure Path, Modules Subscriber
Alexandros Satorum wrote:
CAn somebody explain how "fame" works? Not sue if I am understand it.

Here are the rules for fame.

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Pathfinder Adventure Path, Modules Subscriber

In the Inner Sea Bestiary, the veiled master has the following languages line:

Languages Aboleth, Aklo, Aquan, Azlanti, Undercommon; telepathy 300 ft.

It also has Int 21, so Ongonthunn should have another one. Maybe Common? Except if you'd rather she spoke Thassilonian, which, I think, would make a lot of sense.

Pathfinder Adventure Path, Modules Subscriber

I have to admit to myself that the amount of work required to prepare this AP prevents me from keeping up with the journal.

That said, my players had a first stab at the big event of Act IV and that was quite a fun session.

The 4 PCs got inside the castle as members of the Merry Men, sneakily explored the castle to find the access to the secret tunnel they had uncovered on their first night in town, got caught but bluffed their way out of it, went into town disguised as adventurers to stock up on area of effect scrolls, prepared the room in (now flammable) oiled decoration cloths soaked in perfume, and, as everyone was enjoying the play, they stroke. Two fireballs, one stinking cloud, two stone calls, and one confusion later, maybe half of the castle's soldiers were dead and the villains could escape unhindered, without anyone noticing they used the secret tunnel. Not bad for a first stint.

None of the major NPCs died so far (except for Varning, whom they dealt with on an ambush outside of the castle), but that was a very effective assault on the troops.

Now they'll have to deal with the castle being locked down…

We'll see how it goes from there!

Pathfinder Adventure Path, Modules Subscriber
Kevin Mack wrote:
Impresion I got playing through and reading these threads is that deciding that 1 tier= half a lvl in power was possibly the main problem with it being closer to 1 tier = 1 lvl.

Given this, do people think WotR would be better balanced for an experienced group if the PCs only earned half of the listed mythic tiers? I.e. ending the campaign at level 20/tier 5?

Pathfinder Adventure Path, Modules Subscriber

I played it by the book so the bonuses didn't stack. Either way, it doesn't make much of a difference by this point.

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CNB wrote:
Thomas Long 175 wrote:

A well power gamed character can take a few above that. For a well built team, CR=ACL+3 should be relatively easy encounters.
So the designed encounters for the Adventure Paths are useless, then?

No, but it strongly depends on the number of characters, the experience of your players, and the point-buy you allowed. The APs are written assuming 4 PCs, players who have maybe played through another AP, not much more, and a 15-point buy. Any deviation from these will mean more work for you, the GM, to taylor the campaign to your group.

I personally played Shattered Star as written with a group of 4 experienced players with a 15-point buy and it worked very well, if a little rough for the PCs.

Pathfinder Adventure Path, Modules Subscriber

The caster level comes into play when you determine the variables of the spell, not it's DC. For instance, in the case of major image, it means that the range of the spell is 400 + 25*40 = 1400 feet.

If a Shard were to allow you to cast, say, chain lightning (not saying one Shard does this), the damage would be determined by the caster level, resulting in 20d6 of damage, with a range of 1400 feet, and hitting up to 25 secondary targets. That would hurt…

Pathfinder Adventure Path, Modules Subscriber

Yes, that was indeed from Dungeon 119. I actually did check… and then wrote down the wrong number.

MrVergee wrote:
So, you've got your PCs eating goblin now? I hope he at least had some flesh around his bones. Probably tastes like frog legs ... I don't know if you play with minis, but if you do, I can certainly see the appeal of playing this adventure. DND goblins weren't very attractive, but Pathfinder goblins absolutely ROCK! I'd be thrilled just placing the figs in the table ...

I'm French, and I can tell you that frog legs are quite good if they are well seasoned. It may well be the same for goblins! :)

To the PCs' defense, they were hungry and had nothing else to eat…

We don't play with mini, but we play online with Maptool so, yes, everyone gets to see the funky looking goblins. Paizo did a wonderful job rebranding the little buggers.

MrVergee wrote:
Still, it must have been a hell of a fight: your PCs had not found a chance to rest yet, they were ill-equipped and they were already running away from a near-lethal encounter. Again you have three PCs in their negatives, ouch! Fights on the edge are always very exciting, but I bet your players are craving an easy victory by now.

Well, I wanted to make them realize that escaping Branderscar Prison was close to impossible and only they could do it and I don't think the guards would have just let them escape, so I decided to keep the pressure on for this session. I also wanted to convey that evil PCs couldn't expect much help from anyone. It turned out well in the end, even though it was quite a difficult session for the PCs and goblins playing stupid sure helped me not kill a PC (which would have been quite bad for the second session). The players were super-happy that their PCs were able to rest at the end of this session and recover their abilities!

I'm known to GM difficult games and I guess these two sessions show that. As for easy victories, they may have to wait until the next session, because session 3, played entirely by the book, was also quite difficult (although no one fell unconscious).

Pathfinder Adventure Path, Modules Subscriber

The following contains spoilers for Unfamiliar Grounds by Christopher West and published in Dungeon 121.

Ale-marinated goblin

Rova 23, 4714 AR — The Moor


Through my scrying pool, I saw them temper the portcullis mechanism and rush down the road to the village. The guards and their dogs weren't far behind, but the blocked portcullis gave the villains a few precious minutes. Beyond a curve, they removed their prisonner's rags and forcefully convinced the hostage to wear them and carry on towards the village. Maybe that would distract the dogs. Using the veil one final time, they conjured up some more mundane clothes that they swiftly covered in mud before wearing. The scheme did worked, at least for a time, and it is with a significant headway that the prisoners escaped on the moor. Sadly for them, they had little idea of the direction they needed to follow and, with the distant barking of dogs indicating that they were hunted, the villains focused most of their efforts on crossing streams and large puddles. If they benefited from the moonless night, the slowly rising mist made it utterly impossible to use the stars for guidance. The group fumbled and tumbled on the moor for quite some time.

I wanted to see how they fared and, Father, you say they are supposed to be champions, but, really, they did not behave or look as such. So I only contacted them when the guards got a little too close to them. I was invisible, of course, and it took some convincing, but I could persuade them to strike a deal with me: I would indicate them the direction to the natural caves next to my lair, a perfect hiding place for them, if they were to get rid of the green pests (goblins, as they call them) that currently lived there. I think they realized that I was an imp, which saddened be. Why couldn't I trick them longer? It was fun when I was just a voice in the night. I might have pouted. Of course, I didn't tell them that I was bound by the stupid Neegla. I wasn't allowed to and it was more fun like this anyway!

The villains easily found the entrance to the cave, beyond a small lake they swam through to muddle their tracks. Despite sneaking close to the entrance, they were spotted by the goblin sentinel who raised the alarm inside the lair. But goblins are dumb, and only a small group of them jumped on the villains when they snuck in. They were pathetic. That said, so were the "champions." Swinging their sword to slice through thin air, stabbing at nothingness. The witch was mildly efficient with your hexes, putting the goblins to sleep. I know they were tired, had escaped Branderscar, and, yes, fine, the hunter, Mordrick, did skewer a goblin with one swift stroke of his longword, but still, Father, I wasn't impressed. On the other hand, the goblins were even worse. Gah! I hate these pests! So the villains slowly made their way through the tunnels and caves, eventually dealing with two small groups of defenders until they reached the main cave.

There, Neegla, pathetic little thing, attempted to organize the rest of the tribe, but giving strategic orders to goblins is like flying in a blizzard: it's cold and it doesn't work. In the end, she conjured a magical mist to block the advance of the villains and all the goblins scattered around. Neegla fled to my tower — or at least its basement since that's all that's left of it now — through the tunnels the goblins had opened from the caves. In my lair… Well, the former tower of my former necromantic master, but since he has been dead for more than a century, the tower belongs to me! So, in my lair, she forced me to do unsavory things: to get invisible and to wait for the villains to destroy them with my powerful magic. Oh, Father, why did you let this pitiful creature bind me?

The other goblins? Well, one of them attempted to follow Neegla, their leader, but fell to the skeletons that guarded the entrance of the tower's basement. Only myself and Neegla can go past them unharmed, stupid pest! Didn't you know that? Now you do! The other two goblins, the villains hunted down as they explored the other parts of the natural caves, including what they thought was a very nice underground lake. Eventually, as they hadn't found the goblin caster, Neegla, and because they were still bound by our deal, they came into the basement of the tower to track her down. My skeletons defended themselves valiantly, but they were soon destroyed by the villains, who entered my lair. Neegla was there, and so was I, invisible. Snapper, the skeleton of an ogre I had animated (because I'm powerful!) slowly rose from the scrying pool in the middle of the chamber. I couldn't tell it to stop! It was going to wreck my whole plan if it killed the villains!

At first, the "champions" thought I had tricked them into an ambush, but when they realized I was using my very powerful magic against them in a suboptimal way, they realized that I was bound to act against them as long as the goblin spellcaster stood. As Chrism dashed for Neegla, Chloé, Mordrick, and Æthelflæd tried to contend with Snapper. Hmmm, well, it did not go so well for them. It must have hurt, actually. Chloé was the first to fall to the one remaining claw of the ogre skeleton. Given the amount of blood, she can't have been very far from dying. Then Chrism fell to Neegla, but not before she could rip the goblin adept with her claws. And finally Mordrick fell to the goblin too, as he was charging her. But luckily for him, that put too much strain on my hateful master and she collapsed too! Only Æthelflæd was still standing, in front of the skeleton that was twice her size. Whenever I had cast my potent magic against the villains, as I was bound to do, I had made sure to get Snapper in the way (poor Snapper!), but he was still standing tall, towering over the witch and her measly little torch. And this stupid Snapper that just wouldn't listen to me!

In the end, the witch who saved the villains. She hit Snapper with the torch one last time and he collapsed, all bones and dust. Æthelflæd quickly jumped on Neegla and strangled her. I was free! Free! Father, FREE! FREEEEE! Hum… So, yes, okay Father, maybe these champions of yours are not as pathetic as they first appeared to me. Maybe there is potential in them.

The villains spent the night in the cave and, with my scrying pool, we could see the Branderscar guards missing the camouflaged entrance to the cave and aimlessly pursuing the escapees in the wrong direction. They were finally safe. The pool also revealed to them the path to the manor, maybe an hour away to the north-west. The villains found a bottle of fine elven wine among the goblins' treasures and joyfully opened it to celebrate their escape. They were hungry, too, so Chrism started to marinate Neegla in the good ale of a keg they had found next to the wine. A few herbs, a handful of potatoes, a deep pit of fire and embers, and on the barbecue went the goblin! Goblins are not as flavorful and tasty as babies, but the marinade did miracles to quench the stench. Oh, and the fact that Neegla was incredibly clean for a goblin certainly did help too! Everyone should get to eat their master marinated and barbecued. It's such a fulfilling joy…

The villains spent all of the next day sleeping, resting, bathing in the underground lake to remove the grime of the prison and, overall, revelling in their newly found freedom. When the sun set and night fell, we all five cautiously moved outside and made our way to the manor. I, Hezzrack, squire of Dis, was finally free, and so were they.

Largest amount of damage taken from an attack: 10 (the ogre skeleton skewering Chloé with his claw)
Largest amount of damage taken from an effect: 4 (Hezzrack, hitting Æthelflæd with his fire jet ability)
Largest amount of damage dealt with an attack: 21 (Mordrick, killing a sleeping goblin with a coup de grâce)
Largest amount of damage dealt with an effect: none.

• Chloé, falling to the ogre skeleton (–8)
• Chrism, hit by Neegla's magical pick (–1)
• Mordrick, also hit by Neegla's pick (–2)

"Is this rosemary sauce?"

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