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Gold Dragon

Pygon's page

Pathfinder Superscriber; Pathfinder Battles Case Subscriber. Pathfinder Society Member. 1,067 posts (1,111 including aliases). 7 reviews. No lists. No wishlists. 6 Pathfinder Society characters. 12 aliases.


Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

Wow, that's some really nice blog art!

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

I just made a summoner for PFS today and wanted some clarification.

The Bestiary discusses Grab and Constrict, making it pretty clear that a successful bite grab deals immediate constrict damage as well. A maintained hold on subsequent rounds continues to deal both the bite and constrict damage.

The eidolon Grab and Constrict abilities seem more limited:

Eidolon Grab just lets you grab on a successful attack.
Eidolon Constrict, on a maintained hold, lets you deal the damage of the attack that was used to grab.

Is the intent to have an eidolon with bite + grab + constrict only deal the bite damage on a successful maintained hold?

Thanks for any insight.

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

You put me.
On a shirt.
Thanks.

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

WANT!

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

This looks like an interesting distraction.

Any news on when it will be available for purchase?

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

Congrats Jessica!

And to the others. Great costumes!

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

2 people marked this as FAQ candidate. 1 person marked this as a favorite.

I have a hard time combining a couple of abilities and realizing their implications until someone else tells me about it. While at GenCon, I was told there was a vague area about how the Magus can or cannot combine Spell Combat and Spellstrike.

Spell Combat allows the Magus to treat a casted spell as an offhand attack, which in essence lets them cast a spell at -2 to attack where applicable, and also swing with their blade at -2.

Spellstrike allows you to deliver a touch attack using your blade, which gives the spell the advantage of using the crit range of your weapon (cough, keen!).

And in Core RAW, you can cast a touch spell, then step or walk over and perform the touch.

So, to take this combo to the max...

- Can a magus cast shocking grasp, step 5', and use Spell Combat + Spellstrike to swing once with the blade to deliver the shocking grasp at -2 to hit, and swing yet again with the blade at -2 for the second attack, also delivering the shocking grasp if the first attack misses? (bear in mind I assume the blade attacks are actual swings, not simply touch attacks, so I'm trying to hit the full AC of the target here and cause blade damage + the shocking grasp, as long as it isn't already discharged).

What of this combo can I NOT do?

Also, just to be really cheesy...

- If the victim has metal on them, does the blade attack get +3, as in the shocking grasp spell description? (Just a curiosity, I'm thinking no).

Thanks for any help.

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

This will be my first GenCon. I'll be sure to stop by :)

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

"It's in the bone!"

That looks like it hurts.

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

Pachycephalosaurus. See that distinctive dome on his head? Unlike other dinosaurs, his spine lines up perfectly with the base of his skull, so when he bends down, it's perfect for *THUMP*

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

No fair, she has Ptolus.

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

That is a really big octopus humanoid with wings.

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

I picked up my Paizo order (yay!) from my landlord's office, but Save Doctor Lucky was missing from the shipment (cry). All I received was a single UPS box with the book products.

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

Also being called Heroscape set D3.

There are large figures in this set, including a red dragon. But the large figures are no longer on the two-hex bases - they now use the larger single space base found on figures like the Deathwalker from Rise of the Valkyrie.

I presume WotC is now changing the large bases to a single space to further support multiple RPG systems as they did with the base change for small and medium figures in D2 (those bases changed from slightly larger than 1" to less than 1").

However, I also assume that reprinted larger figures of older Heroscape sets (if that ever happens again) will continue to use the double space bases.

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

Starting on 10/10/10 from 7pm EST to 11-12 or so, I plan to begin my Serpent's Skull campaign, run on TTopRPG, my own personal online virtual tabletop.

Currently, as players:

Yasha - playing an Indiana Jones bard
David - a fighter.
Guy Humual - playing a witch. with a broken gun.
Rathendar - playing Lini
Justin Franklin (maybe) - playing.. I dunno.

This game is more of a hop in style, so in the event one of the regulars can't make it, anyone else can hop in with a leveled up iconic and play for a session.

I won't be going heavy on backgrounds at all.

Currently, I have all the players I need. The best way to see about availability is to pay a visit to the Paizo Chat Room, or just stop in to say hi anyway! Chances are most of the time the players will be chat room regulars. This thread is a placeholder to record our intrepid explorers' exploits.

Pre-gens page

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

"Shut up Wesley!"

I mean ... cool!

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

Wow, just wow.

Wow.

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

Quick, someone stat up a smoke monster!

*crash* woooooo....

tchtchtchtch... tchtchtchtch...

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

As suggested, the adventure is broken up into 4 sub adventures, for 10th, 14th, 17th and 22nd level. There will be level gaps in between.

I just picked it up today and have been thumbing through it.

It continues on the events of Return to the Tomb of Horrors.

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

Werewolf with Lycanthropy, Mind flayer with mind control, Ogre, Goblin squad, Warforged, Elemental Summoner...

Oh, and the single-space bases are smaller now to support 1" grid placement for other games.

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

yay Blazej!

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

I ordered the Friends & Foes face cards Deck (PZO3010) with my order, but instead I received a Kingmaker Item Deck.

What do I need to do? Thanks!

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

Plenty of interesting new mechanics in this one.

The hydra can attack 4 times from a distance (not the same as a range attack - the hydra can only attack a certain number of hexes away, up or down). It loses an attack for every life it loses.

The Wyvern can snag an opponent and drop them adjacent to where the Wyvern stops.

The drow chain fighter can yank enemies to him.

The air elemental's vortex ability can prevent movement within a certain distance.

This set probably has more new mechanics than any other I've seen.

Be warned - latest reports are that the cards that come with the packs are messed up (some are missing, some duplicate, etc.)

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

For those who enjoyed The Deed of Paksennarion, a new book from the same author is due to arrive on shelves next month.

The Oath of Fealty takes place soon after Deed, unlike the prequels also penned by Elizabeth Moon. Paksennarion returns, but only as a supporting character.

For those who haven't read Deed, I highly recommend it.

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

Wahoo!!

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

I noticed my cart no longer subtracts the Pathfinder Advantage discount. Is this because there is no Pathfinder AP volume shipping this month?

"To qualify for the Pathfinder Advantage, the most recent volume of the Pathfinder Adventure Path must have been shipped to you (or, if you have multiple subscriptions with combined shipments, the most recent volume must be waiting to ship with your other subscription products)."

I just want to be sure about the rules, since I'm planning to subscribe to Chronicles and RPG as well as buy up an older Chronicle that I missed. I'll just wait until next month if the system won't subtract the discount.

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

Will the poster maps of Westcrown be a different rendering than the style presented in the inside covers of the adventures and the Cheliax companion?

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

Most of the RPG is looking consistent and very well done. I've found very few holes that I'd have a problem with. One thing did stick out however: In the Glossary, there is a discussion about Invisibility.

The discussion talks about both noticing that an invisible creature is there and pinpointing their location.

The table's progression of modifiers doesn't seem to make a lot of sense, and I'm not sure if it is meant to notice that an invisible creature is there, or to pinpoint their location (I'm tending towards pinpoint, since talking would make it very easy to notice someone...).

In any case, the modifiers become more and more negative as a creature is moving faster, then become REALLY negative the moment the creature stops. Then there is a Steath Check +20 for using Stealth, etc. Trying to make heads or tails of this table, I don't feel that it makes its purpose clear. The heading is "Perception" - is this a modifier to the DC, or the penalty to the check? Do any of these circumstances stack? Are some numbers negative when they should be positive, etc.

Any amount of clarification would be appreciated, along with some examples. Thanks!

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

(I don't know if there was already a thread like this - initial searches came up empty)

I thought of a very demeaning way for someone to die in 3.5 due to its qwirks, so I figured I'd start a thread. How many deaths like these can you think of?

* The party is in a sewer. The water is 2 feet deep. A party member is knocked unconscious and falls into the water. By RAW, that PC is dead next round from suffocation rules.

* A 16th level PC is down to 2 hp and suffers 1 Con damage. -14hp. Dead.

* A gargantuan dragon uses a crush attack (4d6) against a fighter, then takes flight again. The wizard blasts the dragon, kills it, and it falls on the fighter, flattening him because it's now an object (20d6).

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

Greetings.

I have been learning PHP/MySQL over the past week and have hammered together a basic forum (TTopForums). It supports the virtual tabletop I wrote (TTopRPG).

I've asked a few people to join and try it out to look for problems, attempt to break it, get past profanity filters, etc. If you feel like doing any tinkering, I'd appreciate anything you'd like to attempt.

Even if you're curious about TTop and want to ask questions there, I'd be happy to answer them.

Thanks!

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

Just a friendly welcome for David Eitelbach and Hank Woon from the Paizo Chat Room!

Stop by anytime! And welcome to the Paizo team!

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

This is a limited re-release of an expansion that was released a couple years ago.

This expansion has some of the best figures in the game. Every pack in Wave 2 has at least one very competitive army in it (Knights of Weston, 4th Massachusetts Line, Minions of Utgar, Krug and Me-Burq-Sa all rank highly).

Gets yours before they disappear, possibly forever!

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

...without the movie announcer guy :(

http://movies.msn.com/movies/article.aspx/?news=328895&GT1=28101

This was a shocker.

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

This thread will detail the misadventures of our heroic quintet as they face the challenge laid before them in LB1: Tower of the Last Baron.

I'm posting the house rules for this campaign as a link to my own site for now, which will allow me to make changes as necessary (blast you 1.5 hour edit timer!): LB1 House Rules

This campaign will possibly begin in two weeks, maybe three.

The campaign will use the Pathfinder RPG Beta rules. I will be posting any resulting feedback for the ruleset in a separate thread in the Beta forum.

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

I'm curious how everyone feels about their GenCon PFS experience, and the PFS handling in general. Was it everything you hoped for? How was it as a DM? As a player?

Stories! Opinions! Feedback!

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

Those of you planning to play in my campaign, BACK! Back I say!

...

The town information for Piren's Bluff states a population of 210 (pg. 4).

According to the Barracks description (p. 18), there are 90 primary guards and enough militia and conscripts to bring the total defense population to 200.

This would leave 10 adults in the normal population, and whatever non-adults also live there??

Am I misinterpreting these numbers?

If not, I don't plan to take them literally. I was just hoping for some clarification on how these numbers were reached, especially since I want to allow the PCs full exploration freedom of the town, and I want to express the ratios realistically.

Thanks for any feedback or help!

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

FYI for those who missed it in the main thread:

Due to some goof, the first day of voting for the ENnies was reset.

Vote again here!

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

Greetings all.

In the same vein of online tabletop RPG emulators like GlitterComm and MapTools, I've been developing an emulator of my own that suits my purposes. I expect it to run on Windows XP and Vista. A few people have run it successfully, and I'm even using it to take one of them through Red Hand of Doom.

Here's how it looks (don't mind the blurry background, it's just a reprocessed jpg): TTopRPG 2.0 screenshot

But I've run into a problem. On some machines (20-30%?), for an unknown reason, the app just crashes. It doesn't run. Unfortunately I am currently unable to replicate the trouble on my own machines, and I can't seem to get the app to provide any meaningful debug information that tells me exactly which part of the application is having trouble. Basically, what is happening is the main form is first created, then deactivated, then all the controls are being placed on it, then finally, when the form is activated, the app crashes. So I'm assuming that one of those controls is causing a problem on some machines, but there is no immediate way to determine which one is causing the trouble.

What I want to do is ask anyone who is willing to download the app and try to run it. If it runs, great: go ahead and use it if you like. So far it serves my purposes just fine. However, if it crashes the moment you run it, then you are who I need. Once I have a few people who it crashes for, I will change the app, removing controls here and there until it successfully runs for you. When it successfully runs, then at least I'll know more of which controls are causing the trouble. With continued effort, I will hopefully be able to nail it down.

I'd appreciate any assistance in the matter. It will involve some updating of your OS before you can run it, however (it uses .NET 3.5 and requires some runtimes for Visual Studio 2008 C++ Express, which I provide the links for on that page). The updating could be as fast as 5 minutes or as long as 30 minutes, depending on how much updating is necessary.

You can get the application here: TTopRPG 2.0.

If you manage to get a meaningful log.txt when the app crashes (showing line numbers, etc.) you can email to cyack@gamemodel.com.

I'll be happy to answer any questions you have.

I'll continue posting my progress here and let you know when I have a new version up for testing. Thank you all for your assistance!

Current version: v 0.94, dated 6/29 3pm.

If it crashes for you on startup, please post in this thread!

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

For those that have yet to get the print issues for AoW, this thread is for showing you where you can get the "unavailable" ones.

With a bit of luck I was able to get 125, 126, 131 and 132 through a few different sources:

First, the sources I can't recommend:

131 - This one I acquired from a fellow at a local FLGS that had a few issues saved for himself to purchase, but he was willing to part with it.

125 - I acquired this from a FLGS a little out of town - I even got it for half price since it was pre-2007. I should have checked there first, but I had ordered the others online already.

Now, some places where you might be able to get them:

First, the obvious one:

eBay - Try searching on phrases like "Dungeon #126", "Dungeon magazine lot", etc. You might locate one of them. Another method is to watch on eBay for the "stores" that sell the magazines and try to access their site and see if they have a shop.

One such place: Hieroglyphs Books - In their shopping section, I managed to procure #132. Alas, they're out of stock on it now, but perhaps they may get more?

Another: Atlantis Games and Comics - I found these guys on a lucky Yahoo search ("dungeon magazine #126 buy"). Last time I checked, this place still has #125 and #126, but not many (5 or less). Be warned, though - I ordered #126 from there a week ago, but had to call them to coax it into the shipping phase (or at least, they said they shipped it already, but the tracking number they finally provided me suggested it shipped the day after I called them). The magazine hasn't arrived yet, so I can't 100% recommend them yet.

If anyone else has any suggestions for those looking for the hard to get AoW issues, please share!

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

In yet another of my "just for kicks" mode of thinking, I figured I'd attempt playtesting with some PC's I made. I used treasure found only in the STAP path (which surprisingly follows the wealth by level table VERY well until you get to Scuttlecove, where it goes way overboard), and I will put them up against Khali at the end of City of Broken Idols.

The reason I'm doing this is I really don't think they will be able to face him very effectively. But, we'll see. They did real well playtesting the attack on Farshore, but this fight will test their mettle to the limits, I think. This thread is mostly an experiment, so I might abandon it at any time (but not without saying so). I'm assuming they managed to kill all other kopru and that troublesome Onailati, so they only have to deal with Khali, his 6 pets, and the wastrilith.

These builds are core only, and come from PC builds I would like to use as my next party someday.

I'm using Monte Cook's Damage Reduction Redux to ease up on DR requirements. I also allow re-rolling of low dice numbers for hp, so their averages are a little higher. Finally, I replaced the pearl of power (4th level) in the bat god's cave with a special headband of intellect +4 with +2 resistance to saves, since the ST path has very little Int love. Their ability scores are 28 point buy.

The players:

Borigard

LG male medium humanoid (human)
14th level paladin
Init +0; Senses normal; Listen +2, Spot +2
Aura good aura, 10’ radius +4 saves against fear
Languages Common
-------------------------
AC 23, touch 12, flat-footed 23 (28 with longsword) (AC 28 with shield)
hp 136 (14 HD) (average)
Fort +16, Ref +8, Will +10
Immune disease, fear
-------------------------
Speed 30 ft (6 squares)
Melee +1 holy greatsword +20/+15/+10 (2d6+7/17-20 plus 2d6 holy) or
Melee mwk longsword +19/+14/+9 (d8+4/19-20)
Ranged +1 composite longbow +15/+10/+5 (1d8+3/x3)
Base Atk +14; Grp +18
Special Actions Turn Undead
Atk Options Power Attack, Cleave, Mounted Combat, Blind-Fight
Combat Gear boots of speed, +1 animated tower shield, dusty rose prism ioun stone (+1 AC), oil of keen edge, gargoyle crown
Spells
3/2/1; DC = 12 + spell level; as 7th level caster
. 1st- divine favor (luck +2 attack/damage, 10 rounds), protection from evil (deflection +2 AC, saves), bless weapon
. 2nd – shield other, resist energy (20, 80 minutes)
. 3rd – heal mount
Spell-like abilities
. At will – detect evil, lay on hands (56 hit points/day)
. 3/day – smite evil (+4 attack, +14 damage)
-------------------------
Abilities Str 19(+1), Dex 10, Con 16, Int 10, Wis 14, Cha 18(+2)
Feats Power Attack, Weapon Focus(greatsword), Cleave, Mounted Combat, Blind-Fight, Improved Critical (greatsword)
Skills (51) Diplomacy +17+4, Ride +17+0, Swim +17+6-12
Possessions combat gear plus +4 mithril breastplate, +1 holy greatsword, masterwork longsword, 20 arrows, cloak of charisma +2, ring of protection +2, belt of giant strength +4, boots of speed, +1 composite mighty longbow (+2 str), amulet of natural armor +2, bracers of health +2
Turn Undead – 7/day, Check d20+4, damage 2d6+15 as 11th level cleric
-------------------------
Hook Fights for the cause, willingly goes anywhere that two rival factions are doing battle, to take the side of good in the struggle
Strategy Works best using Power Attack as long as target AC is low

Sarah

NG female medium humanoid (half-elf)
14th level cleric of Heironeous
Init +0; Senses low-light vision; Listen +0+7+1r, Spot +0+7+1r
Aura Good priest
Languages Common, Elven
-------------------------
AC 23, touch 12, flat-footed 23
hp 93 (14 HD) (average)
Immune sleep, web, slow and paralysis (ring of freedom of movement)
Fort +10, Ref +4, Will +15; +2 saves against enchantments
-------------------------
Speed 30 ft (6 squares)
Melee +2 flaming burst longsword +13/+8 (d8+2/19-20 [+1d10 fire on crit] plus 1d6 fire)
Ranged light crossbow +10 (d8)
Base Atk +10; Grp +10
Special Actions Turn undead
Combat gear wand of cure light wounds, wand of cure moderate wounds, wand of aid, string of prayer beads (heal, bless), slippers of spider climbing
Spells
6/8/8/6/6/5/5/3; DC = 16 + spell level; SR check d20+18
. 0 - cure minor wounds, detect magic(x2), light(x2), read magic
. 1st – divine favor(x2)(luck +3/+3, 10 rounds), remove fear (x2)(4 targets, 100 rounds), sanctuary(x2), shield of faith(deflection +4 AC, 14 minutes), protection from evilD(at 15th)
. 2nd – aid (at 15th), bear’s endurance, bull’s strength, hold person, silence, resist energy (30, 90 minutes), spiritual weaponD(x2)(longsword, attack +16/+11, damage d8+4, touch AC 12, one attack first round and any round it changes targets, 14 rounds)
. 3rd – dispel magic(x2), prayer, protection from energy(x2)(120 points, 140 minutes), magic circle against evilD(x1)(150 minutes)
. 4th – greater magic weapon (enhancement +3, 14 hours), neutralize poison(x2), holy smite(at 15th), divine powerD(x2)(base attack +14/+9/+4, enhancement +6 Str, 14 rounds)
. 5th – dispel evil(x2, at 15th), righteous might (enlarge, size +4 Str, +2 Con, enhancement +2 natural armor, DR 6/evil, AC and attack rolls -1, 14 rounds), spell resistance (SR 26, 14 minutes), flame strikeD
. 6th – greater dispel magic(x2), heal(x2), blade barrierD(15d6, 15 minutes)
. 7th – holy word (at 15th), destruction, power word blindD
D: Domain spell; Domains: War, Good (good spells cast at +1 level)
-------------------------
Abilities Str 10, Dex 10, Con 12, Int 10, Wis 23(+3), Cha 14
Feats Combat Casting, Weapon Focus (longsword)B, Improved Turning, Brew Potion, Spell Penetration, Greater Spell Penetration
Skills (34) Concentration +17+2, Spellcraft +8+0, Diplomacy +0+2+2r, Gather Information +0+2+2r, Heal +2+7, Knowledge (religion) +7+0
Possessions combat gear plus +4 chain shirt, +2 bashing light shield, +2 flaming burst longsword, light crossbow, 20 bolts, silver holy symbol, necklace of adaptation, ring of protection +2, ring of freedom of movement, periapt of wisdom +4
-------------------------
Spontaneous casting – any non-domain spell can be cast as a cure spell of equal spell level
Turn undead – 5/day, turn check d20+2 as 15th level cleric, turn damage 2d6+17
Hook Devoted follower of Heironeous, thrills in battle but strives as an effective combat medic when needed

Fipple Firestorm

CG male small humanoid (gnome)
14th level wizard
Init +1; Senses low-light vision; Listen +0+2+2r, Spot +0+2
Languages Common, Gnome, Elven, Orc, Draconic
-------------------------
AC 19, touch 15, flat-footed 18; +4 dodge AC against giants
hp 85 (14 HD) (average)
Fort +9, Ref +7, Will +13; +2 against illusions
Immune magic missiles (brooch of shielding)
-------------------------
Speed 20 ft (6 squares)
Melee quarterstaff +7 (d4-1) or
Melee dagger +7 (d3-1)
Ranged light crossbow +9(d6)
Base Atk +7; Grp +2
Combat gear wand of enlarged fireballs (7th), wand of mage armor, cloak of the manta ray, pearl of power(2nd), boots of levitation, lesser silent metamagic rod
Spells
5/7/13/7/6/5/5/3; DC = 16 + spell level (+1 evocation, +1 illusions); SR check d20+16
. 0 - dancing lights, light, detect magic, prestidigitation, ray of frost
. 1st- grease(x2), magic missile(x2), feather fall (14 rounds), color spray(x2)
. 2nd – scorching ray(x6), web, mirror image(x2, d4+4, max 8, AC 12), glitterdust(x4)
. 3rd – fireball(x2), dispel magic(x3), haste, displacement
. 4th – empowered scorching ray(x2), ice storm, greater invisibility(x2)(16 rounds), dimension door
. 5th – widened web, empowered fireball, overland flight, cone of cold, break enchantment
. 6th – disintegrate(ranged touch +9), chain lightning, mislead, greater dispel magic(x2)
. 7th – quickened fireball, mordenkainen’s sword(60’ range, attack +24, 4d6+3/19-20, 14 rounds), reverse gravity (7 10’ cubes, 14 rounds)
Evokist; prohibited schools Necromancy, Enchantment
Spell-like abilities
. 1/day – speak with burrowing animals (1 minute)
-------------------------
Abilities Str 8, Dex 12, Con 16, Int 23(+3), Wis 14, Cha 8
SQ +1 attacks against kobolds, goblinoids
Feats Combat Casting, Scribe ScrollB, Spell Focus(evocation), Empower SpellB, Improved Counterspell, Spell Penetration, Craft Wondrous ItemB, Quicken Spell
Skills (92) Concentration +17+4, Craft(alchemy) +0+3+2r, Decipher Script +14+6, Knowledge(arcana) +14+6, Knowledge (the planes) +14+6, Spellcraft +17+6, Tumble +8*+1 (note: extra skill points from raising Int to 18 at 8th)
Possessions quarterstaff, light crossbow, dagger, bracers of armor +4, brooch of shielding, portable hole, ring of protection +3, headband of intellect+4 with +2 saves, ring of wizardry(2nd)
Spellbook
. 0 - acid splash, arcane mark, dancing lights, detect magic, detect poison, disrupt undead, flare, ghost sound, light, prestidigitation, ray of frost, read magic, repair minor damage, resistance, mage hand, mending, message, open/close
. 1st – grease, comprehend languages, magic missile, mage armor, feather fall, color spray
. 2nd – scorching ray, web, mirror image, glitterdust
. 3rd – fireball, dispel magic, haste, displacement
. 4th – ice storm, minor globe of invulnerability, greater invisibility, dimension door
. 5th – cone of cold, break enchantment, overland flight, transmute rock to mud
. 6th – chain lightning, mislead, disintegrate, greater dispel magic
. 7th – Mordenkainen’s sword, reverse gravity, ethereal jaunt, delayed blast fireball
----------------------
Hook Fascinated with anything involving energy, similarly curious about the Outer Planes and dragons, would love a pseudo-dragon familiar

Deylah

CG female medium humanoid (elf)
14th level rogue
Init +14; Senses low-light vision; Listen +15, Spot +19
Languages Common, Elven, Draconic, Goblin
-------------------------
AC 23, touch 17, flat-footed 18; improved uncanny dodge
hp 86 (14 HD) (average, 1’s re-rolled)
Immune sleep
Fort +7, Ref +15, Will +5; +2 against enchantments, evasion
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Speed 30 ft (6 squares)
Melee +1 keen rapier +14/+9 (d6+2/15-20) and
+2 human bane dagger +15/+10 (+17/+12 against humans) (d4+3/19-20 plus 2d6+2 to humans)
Melee +1 keen rapier +16/+11 (d6+2/15-20) or
Melee +3 longsword +14/+9 (d8+4/19-20) or
Melee +2 anarchic spear +13/+8 (d8+3/x3 plus 2d6 against lawful)
Ranged +2 evil outsider bane longbow +17/+12 (d8+2/x3 plus 2d6 to evil outsiders) or
Ranged Nimbus bow +17/+12 (d8+3/x3 [+2d10 electricity on a crit] plus 1d6 electricity)
Base Atk +10; Grp +11
Combat Gear ring of invisibility, Nimbus bow (control winds, summon flame hawk, warp wood)
Special Actions Sneak attack +7d6, Opportunist, Crippling Strike
Atk Option Combat Reflexes
-------------------------
Abilities Str 12, Dex 21(+3), Con 14, Int 14, Wis 10, Cha 10
SQ When pass within 5’ of a secret door, automatically searches, DC >20 trapfinding
Feats Two-Weapon Fighting, Weapon Finesse, Improved Uncanny DodgeB, EvasionB, Combat Reflexes. Improved Two-Weapon Fighting, OpportunistB, Crippling StrikeB, Improved Initiative
Skills (170) Climb +13+0, Disable Device +17+2+2t, Escape Artist +14+5, Gather Information +14+0, Hide +17+5, Listen +13+0+2r, Move Silently +17+5+5i, Open Lock +17+5+2t, Search +17+2+2r, Spot +17+0+2r, Tumble +14+5; t = tools, r = race, i = item
Possessions +1 keen rapier, +2 human bane dagger, +2 anarchic spear, masterwork thieves’ tools, 50’ rope, grappling hook, +3 studded leather, +3 longsword, +2 evil outsider bane longbow, Nimbus bow, 20 arrows, elven boots, ring of invisibility, ring of protection +2, amulet of health +2, cloak of resistance +1, gauntlets of ogre power, decanter of endless water, ring of the ram (not worn)
----------------------------
Opportunist (Ex) 1/round - If an adjacent enemy suffers melee damage, can take a free swing at them as an attack of opportunity. Combat Reflexes does not increase this limit.
Crippling Strike (Ex) When dealing sneak attack damage, the attack also deals 2 points of Strength damage.
Hook Devoted to allies, serious combatant, but occasionally mischievous

What, you never gave all the crap to your rogue?

Those look lovely! On to the testing. This may take a while.

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

As I continue my meandering through the various Savage Tide adventures, I noticed something in the final installment, Prince of Demons (Dungeon 150).

On page 92, in the table that lists the effects of the negative levels on Demogorgon's stats, between NL 6 and 8, his DC1's drop from 34 to 26 (a difference of 8). All the other entries reduce the DC1's by 4 at a time. His AC changes significantly as well between those two values, but that's because he loses mage armor.

Is this an error, or is it a reward for PC's able to force 8 NL's on him, or is there something else I missed? If it's an error, what are the correct DC1 values for the table?

Thanks.

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

In my continued interest to someday run the Savage Tide, I was preparing some documents that would assist in the Crimson Fleet attack on Farshore. As I prepared the stat sheet for the Jade Ravens from the Farshore backdrop in #143, I noticed a few problems:

A little creative license:

* Tolin, being a ranger, doesn't have a favored enemy listed. I figured since he has been working for Livinia that his favored enemy might be human to help facilitate dealing with individuals that Livinia might need to send them up against.
* Liamae, the sorcerer, has darkvision and the very same languages as the dwarven druid. I figured this was a cut and paste error (which strangely also appears in the Bullywug Gambit (#140) stats), so I removed darkvision and gave her Common and Draconic.

A few mechanic errors:

* Tolin's longbow attack should be +10/+5
* Zan's dagger has a crit of 19-20/x3. Snazzy. But no Improved Critical or keen ability, so I removed the x3.
* Kaskus' touch attacks in his spell lists are off. I changed them to melee +5 and ranged +6.
* Kaskus' Listen and Spot are +0 at the top of his stat block, but +9 in his skill list

I wasn't planning on making them stars in the Farshore fight, but I at least wanted to prepare some blurbs for when(if) the PC's look over to see what the Ravens are doing.

I figured I'd have the druid's croc waiting in the water for the pirates to land then drag one under while the druid hinders the pirates with spike stones and call lightning. The sorceror could tag a pirate with a spiritual weapon and drop others with Tasha's laughter. The rogue could jump up from behind some barrels and sneak attack a pirate from behind with his shortbow and quaff his invisibility potion to escape being surrounded. Tolin is pretty much just a meleer, so he would be gladly fighting alongside Livinia until the PC's are about to finish off the Vrocks for Vanthus' big entrance.

And that enlarged fireball wand has a range of 1200 feet - cripes!

Anyway, if any adjustments I made seem off, comments are welcome.

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

As I read the higher level adventures for Savage Tide, sometimes my eyes go dry from being opened so wide and I have to blink.

For instance, freeing Shami. A torrent of Styx 40 feet wide dumps into her prison pit (assuming she is still there in the few rounds after she regains herself), which just happens to be... 40 feet wide. On the second round, anyone in the area of effect is automatically hit by the water. Teleport and planar travel are blocked. And, PCs are supposed to avoid this... how?

That's just one example of encounters that can be severely nasty in the 16+ level portions of this campaign. Granted, I've never run a campaign past 14th level, so I don't know what high level play in 3.x can really be like. But holy cripes, I can see where PCs that just passively allow situations to happen and deal with them will suffer a TPK from complications if they don't have the foresight to prepare beforehand, and prepare correctly at that!

Is this common in high level play? How have the higher level portions gone? Has anyone beat it yet?

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

On page 63 of issue 146, there is a tangled mass of ship hulls making up the primary outpost of the Crimson leaders. I managed to conceptualize how the different sections are positioned in relation to each other, but a couple parts have me confused.

1. On the deck of the Baeldictum (100 feet), off its north edge is a ladder that leads to area H1. However, another ladder from I4 also leads to H1. It seems to me the northern ladder doesn't belong, and it doesn't really lead anywhere and should be removed. Does this seem correct? (EDIT: After sketching a 3D representation of the whole thing, I see the northern ladder can descend vertically from Baeldictum to the deck of H1, so I guess that's not an issue anymore)

2. There is also a trap door in the floor of H1 that I can't seem to determine where it leads. There are no other sections that have a trap door C next to the large tree trunk (except the one between F1 and F3). I'm presuming to remove that one as well. (EDIT: Ah ha, it leads to the lower deck in H2. Got it)

Whew, this is a nasty map :) Thanks anyway, problems solved!

Andoran (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

The artwork of Demogorgon on issue #150 was enough to make me want to collect the Dungeon issues for the Savage Tide adventure path :)

I've ordered 145-150 and purchased the 139 PDF, so I have yet to get issues 140-144.

My question is: Can we expect PDFs to become available for those issues as well, and will you be providing supplements for issues 145-150 (the maps with secrets and room IDs removed are wonderful!!!)?

The reason I ask is, since you've clearly moved on from being the publisher for Dragon and Dungeon, does that affect the support and availability you'll provide for the remaining issues?

Finally, what affects when you decide to offer the Dungeon PDF for an issue?

Thanks for your time!



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