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Grigori

RainyDayNinja's page

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16. RPG Superstar 2013 Marathon Voter, 2014 Dedicated Voter. FullStarFullStar Pathfinder Society GM. 2,533 posts (2,903 including aliases). No reviews. No lists. No wishlists. 8 Pathfinder Society characters. 16 aliases.


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I'd pay for a parasol as well and list it in your inventory, and just describe it as being a combined item. I don't foresee any situations where that would give you any kind of advantage.

And if someone complains, spend 20 gp on some alchemical glue, and just glue your sword cane to your parasol. Problem solved.

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Generic Dungeon Master wrote:

El ingenioso hidalgo don Quijote de la Mancha

Don Quixote

(Alonso Quixano, when he is living out his dream)

Don Quixote is definitely a Paladin who dumped Int AND Wis.

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1: Your gun has gotten you everything you have. Isn't that true? Hmm? Well, isn't it true?

2: Sure. Everything. After a while, you can call bartenders and Faro dealers by their first names. Maybe two hundred of 'em. Rented rooms you live in, five hundred. Meals eaten in hash-houses, a thousand. Home, none. Wife, none. Kids, none. Prospects, zero. Suppose I left anything out?

3: Yeah. Places you're tied down to, none. People with a hold on you, none. Men you step aside for, none.

4: Insults swallowed, none. Enemies, none.

3: No enemies?

4: Alive.

1: Now that's the kind of arithmetic I like!

3: Yeah. I did too, at your age.

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BaronBytes wrote:
Kennethray wrote:
I understand you point I just completely disagree with your first example. In my view the paladin would no way kill an innocent. Even to save others. He would sacrifice himself before doing such an evil thing.
The train dilemma is a good example of what Scarletrose means by a binary choice. If the only way to save a group of five persons is by redirecting the train on a byway with five other persons(Insert reasons why it's binary). If the Paladin decide to not touch the lever, he should not fall IMO. Looking for a third way is nice but sometimes no third way exists

But outside of hypothetical scenarios, there's no way to know that no third way exists. If the train scenario happened in the real life, even if there was no third way, I think most people would scramble about looking for a third way (such as screaming yourself hoarse, looking for a radio to tell the engineer to look out and sound the horn, etc.).

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Romance subplot musings:
From the trailer, it looked like they might have been setting up Black Widow as a romantic interest for Cap, but I'm glad they didn't go that way. He needs a more old-fashioned girl to help him feel more at home. I don't know anything about Sharon Carter's character from the comics, but it would be fun to see her doing her bad-ass secret agent stuff at work, then go into June Cleaver mode at home.

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"Listen, I watched four episodes of 'Lassie' before I figured out why the little hairy kid never spoke. I mean, he rolled over, sure, he did that fine, but I don't think he deserved a series for that."

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You know, at first glance, I thought "Of course not!", because piloting a glider is different than flying in the normal sense. But if you can pilot it using the Fly skill, it's hard to argue that you can't train in Fly while using it.

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Quirel wrote:

After a long night and early morning, you arrive at the table ready to start a new campaign. And you find that you only have tax forms and W2s with you.

With dawning horror, you realize that you mailed in your character sheet.

I've heard of character audits, but this is ridiculous!

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My cleric started at a 17, and at level 11 I just picked up my +6 headband for a 25 Wis. He's had a long and glorious career of casting save-or-suck spells (dismissal on the scary boss, chains of light to paralyze a hezrou and set it up for CdG from the rogue, plane shift away that big dumb monster, etc.).

Of course, he could be squeezing out another +1 or 2 on that DC, but not going that high means I had the Str for decent armor, the Con to stay alive, the Cha to channel well, and the Int to invest in the skills I want.

** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

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Personally, I've seen exactly zero benefit from the ITS. The people faithfully recording their purchases on it were faithfully recording purchases on their chronicles before anyway, and the ones who aren't, weren't.

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Vivisectionists aren't legal anyway, so it's a moot point.

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Divine Interference. No one within 30 feet of you will get critted again! (Mostly)

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LoneKnave wrote:
Dylos wrote:
If you have the Quick Draw feat, you can holster a onehanded firearm as a free action as long as you have at least 1 grit point.
Whelp, there goes the weapon cord nerf!

Well, at least this costs a 4-feat investment (Weapon Focus, Dazzling Display, Gun Twirling, Quick Draw) instead of a few cp of leather.

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I think you're confusing caster level with spell level. Varisian Tattoo boosts your caster level (which is irrelevant to ray of frost). It's still a cantrip, aka 0-level spell.

You're correct about the damage boost from the Orc bloodline, but the gold draconic bloodline only boosts damage of fire spells. You'd need to pick white or silver to boost the damage of ray of frost.

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nosig wrote:

"What does your character bring to the table to make the game more fun for the other people there?"...

breath of life

** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

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Discerning Wayfinder (5PP) lets you use detect magic instead of light, which is great for characters who have Spellcraft but no cantrips, like Alchemists, Lore Wardens, Superstitious Barbarians, Rangers, etc.

"I roll a 23 to identify that potion."

"Aren't you a Fighter?"

"Yeah. What's your point?"

** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

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master_marshmallow wrote:
RainyDayNinja wrote:
master_marshmallow wrote:
Anzyr wrote:
master_marshmallow wrote:
RainyDayNinja wrote:

@master_marshmallow:

master_marshmallow wrote:
The Synthesist is the perfect example of why point buy is such a flawed system. It is practically inferior to its base class, and yet ends up being mechanically superior due to an unreasonable exploitation of an already flawed system.
Can you show us an example of how some other stat generation system would lead to a more balanced Synthesist build than one made using point buy?

Balance is relative, and also I already said I personally don't give a flack about balance.

You are asking me to disprove my own point about balance not needing to be imposed, which it being imposed is the very purpose of the point buy system in the first place.

A simple "No, I can't, because another stat generation system wouldn't help." would have sufficed don't you think?
Probably, but I really do hate being asked Loaded Questions as if that isn't what it is.
Since when is asking for evidence to back up your claim considered a loaded question?

Because your question made the assumption that 'balance at all costs' was my goal when my thesis upthread was that 'balance at all costs' being the goal is 'the real problem' with the Synthesist Summoner.

Balance is not the goal, and when something(in this case the Synthesist) uses your infallible point buy system and ends up disproving your stigma that point buy is infallible then you ban the class and call it OP or unbalanced.

BS.

I never claimed that "balance at all costs" was your goal. But I did quote you when you complained that the Synthesist was "mechanically superior" to the base Summoner. And complaining that one option is mechanically superior to another is the very definition of complaining about balance. So you're contradicting yourself.

And again, you insist that the Synthesist "proves" that point buy is flawed, but refuse to provide any examples or explanation to back that claim up, because apparently that would disprove your other claim that you don't care about balance. So again, you're contradicting yourself

Add that to all the strawman arguments you're throwing out to attack anyone who questions you (like claiming that I think point buy is "infallible"), and it's abundantly clear that you're just blowing smoke.

** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

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master_marshmallow wrote:
Anzyr wrote:
master_marshmallow wrote:
RainyDayNinja wrote:

@master_marshmallow:

master_marshmallow wrote:
The Synthesist is the perfect example of why point buy is such a flawed system. It is practically inferior to its base class, and yet ends up being mechanically superior due to an unreasonable exploitation of an already flawed system.
Can you show us an example of how some other stat generation system would lead to a more balanced Synthesist build than one made using point buy?

Balance is relative, and also I already said I personally don't give a flack about balance.

You are asking me to disprove my own point about balance not needing to be imposed, which it being imposed is the very purpose of the point buy system in the first place.

A simple "No, I can't, because another stat generation system wouldn't help." would have sufficed don't you think?
Probably, but I really do hate being asked Loaded Questions as if that isn't what it is.

Since when is asking for evidence to back up your claim considered a loaded question?

** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

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master_marshmallow wrote:
RainyDayNinja wrote:

@master_marshmallow:

master_marshmallow wrote:
The Synthesist is the perfect example of why point buy is such a flawed system. It is practically inferior to its base class, and yet ends up being mechanically superior due to an unreasonable exploitation of an already flawed system.
Can you show us an example of how some other stat generation system would lead to a more balanced Synthesist build than one made using point buy?

Balance is relative, and also I already said I personally don't give a flack about balance.

You are asking me to disprove my own point about balance not needing to be imposed, which it being imposed is the very purpose of the point buy system in the first place.

If you don't care about balance, then why do you complain about point buy leading to a "mechanically superior" Synthesist?

** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

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...the GM has actual minis for the monsters, and not just empty token bases.

...the players coordinate beforehand to make sure all the party roles are covered, and everyone is willing and able to switch out if they have to.

...you recognize the name of one of your teammates from the forums.

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He hasn't been mistaken for a Paladin, but my Fighter gets some confused looks from the GM about halfway through the session, after he attempts all the knowledge checks, identifies the magic items, deciphers the ancient glyphs, and attempts to recognize every spell cast.

Lore Wardens: better than Bards.

** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

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Jiggy wrote:
Andrew Christian wrote:

Teaching an animal kung fu is ridiculous.

Teaching an animal IUS is also ridiculous.

I have a friend who trained her dog to respond to "It's movie time!" by opening the fridge, grabbing a drink, closing the fridge, turning out the lights, and bringing the drink to the person.

That person is now my friend as well.

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The Swiss Family Robinson. I spent that whole book just waiting for the pirates to show up; as it turns out, that was an invention of the movie.

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Randarak wrote:
The GM has a Core Rulebook, and all the players have a Player's Handbook, and none of them are v3.5...

I carry my (now dusty) character sheet from an old Shadowrun Missions campaign in the same binder as my PFS characters. So far, no GM has been open to me playing my elf social adept/motorcycle stunt driver in one of their games... :-(

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter 2013, Dedicated Voter 2014 aka RainyDayNinja

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I picked Daughters of Fury as well. And now I can't stop picturing Samuel L. Jackson watching over a brood of young girls in eyepatches...

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Jiggy wrote:
Lamontius wrote:

Jiggy, you may want to look at the Lore Warden archetype for the Fighter class. Bonuses to CMB/CMD and added knowledge-skill utility in exchange for a loss of medium/heavy armor and shield proficiency, while still having feats galore. Since you'd probably do light armor with a Brawling enchant anyway, that's not really an issue.

That still leaves me with the "I have to use potions to deal with obstacles" issue, which has me feeling very hesitant. Maybe I'm addicted to magic? Or too jaded by GMs who cry foul if you attempt to overcome something creatively instead of with a spell whose sole purpose is to overcome that specific obstacle? Or maybe both? Hrm.

If you invest in Int, you can dump Cha, take the Pragmatic Activator trait, and get a solid UMD for magic items.

** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

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...you know the boss is incorporeal, and only one of the PCs has a magic weapon.

...the party finds just the right magic items they need to overcome the boss, but no one is capable of identifying magic items.

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This is an idea I've been refining for a while, and I think I just about have it down, but I'm looking for any tweaks to make it work any better. I'm going to start playing it at level 6 with GM credit, so I don't have to worry about the early levels.

Tiefling
7/19/14/18/10/5
(7/22/14/20/10/5 at level 6)
Traits: Student of Philosphy, Reactionary
Swashbuckler 1: (Weapon Finesse), Piranha Strike
Magus(Kensai) 1: EWP (wakizashi), Weapon Focus (wakizashi)
Magus 2: Armor of the Pit
Magus 3: Magus Arcana (familiar, greensting scorpion)
Magus 4: Arcane Strike
Magus 5: Combat Reflexes
Magus 6: Extra Grit/Panache, Magus Arcana (Empowered Magic?)
Magus 7:
Magus 8: Weapon Specialization (wakizashi)
Magus 9: Magus Arcana (???)
Magus 10: Lunge?

Skills: Acrobatics, Bluff, Diplomacy, Knowledge (arcana, dungeoneering, planes), Perception/Sense Motive, Spellcraft/Sleight of Hand

When I start at level 6, she should have about 27 AC, before using a wand of shield, plus good saves and decent HP (although I'm using the FCB for skills). She'll also be attacking with a +2 keen agile wakizashi with a +11 for 1d6+14/15-20.

I'm still a bit iffy on the arcana and the higher-level feats, since I've never built a magus before. I want this character to focus mostly on combat, with spells as a back-up.

Any suggestions?

** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

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If you have other plans for the gloves slot, you can instead get spellguard bracers. That's +2 to cast defensively, and 3/day you can roll twice and take the better result. It's good for clerics, who occasionally need to wade into melee to deliver a heal or breath of life.

Don't forget all the ioun stones out there either:
Tourmaline Sphere, 1000 gp: treat your Con as 2 points higher to determine when you die.
Tourmaline Sphere (cracked), 800 gp: +1 to saves against death effects
Dusty Rose Prism (cracked), 500 gp: +1 init
Pale Green Prism (cracked), 4000 gp: +1 to all attack rolls, and another for +1 to all saves
Not to mention all the +1 to skills for a measly 200 gp each.

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Xzaral wrote:
You sit down at the table in your Star Fleet outfit and see the GM dressed as a Jedi.

When I was at Dragon*Con a couple of years ago, I played with a guy dressed as Captain Kirk, and his green-skinned space babe girlfriend.

** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

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...when the barbarian says "I don't need armor; my hit points are my AC. You have a wand to heal me with, right?"

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...when asked for player introductions, someone begins "He was born on the shores of Lake Encarthan..."

(Actually my girlfriend did that. When we played our second game together, and the GM asked for introductions, she pulled out the half-page backstory I had written at her request and started to recite it)

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter 2013, Dedicated Voter 2014 aka RainyDayNinja

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I assume my lifeless body was lying slumped in a corner somewhere in one of those scenes, right?

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...two minutes before the game is scheduled to start, one of the players says "Oh, I was supposed to level up after the last game. How do I do that?"

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Sissyl wrote:
Yes. Lots of questions. No reasonable answers.

Yep, that's Umbriere for you.

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Skeld wrote:
Rysky wrote:
Mikaze wrote:

Yup, which means it was Vin Diesel who

** spoiler omitted **

:D

Right in the childhood... *sniff*
Iron Giant came out well after I was out of college and that scene still gets me misty-eyed.

I rated it 5-stars on Netflix, and in response they asked me "Do you often like Movies For 8-10 Year-Olds?"

I want to find the Netflix employee who classified The Iron Giant as a little kids' movie, and punch him in the face.

** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

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Even if my weapon is Adamantine and we're not on a time limit, I'm not allowed to tunnel through the stone walls of the villain's lair to sneak up on him.

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Just remember that every time someone tells you we need a new World War to purge the world of People Like You, an angel gets its wings.

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Expletive wrote:
Can they? Is it a rare vestigial ability like it is in humans? If it isn't possible through conscious effort, what about reflexive? If you were to jump out and shout 'Boo' at an elf would their ears move in surprise? If it is possible with conscious effort, could an Elven bard use Perform (Percussion) with chimes/bells/etc. attached to their ears?

I'm not sure which is scarier: the idea that this is a key component to some power-gamer build, or that this is a key component to your elaborate character backstory.

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...everyone is bragging about how lucky they were when rolling stats.

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Memento Mortis wrote:
Your GM preemptively asks everyone's Flat-Footed Touch AC.

...the GM pre-emptively asks everyone's Knowledge (nobility) bonus. Oh, you can't make it untrained? *scribbles note*

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Keep in mind that while undead are common enemies, they're rarely tough enough that you need the extra bonuses. They rarely have SR or energy resistances, paltry DR if any, and unremarkable AC and saves. It's their attacks you have to worry about, and Favored Enemy doesn't help your defenses.

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Charlie Bell wrote:
IDK if it's been brought up, but a stunstone acts like a combined 10-foot radius faerie fire and [/i]sound burst[/i]. At 350 gp, it's great for dealing with invisible, blurred, or displaced bad guys. And anybody can use it.

*jawdrop*

I think I might have to buy that PDF just for that one item.

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Damalon01 wrote:

The scenario you're thinking of where the npcs tells you that you should use alchemists fire on swarms is The Confirmation I think. If I were GMing and you showed me the Chronicle sheet after asserting that you know that i'd be satisfied because I know that it happens.

I do not run PFS though an this sort of thing is part of the reason.

So you don't do PFS because you don't have the freedom to say to players "Hey, you never made a Knowledge check to know how to deal with swarms! Cross those alchemist's fires off your inventory and find something else to do while these spiders eat your face."?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter 2013, Dedicated Voter 2014 aka RainyDayNinja

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So I decided to break away from the grid paradigm with my map, and used a Jackson Pollock painting instead. How do you think that will play with the voters?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter 2013, Dedicated Voter 2014 aka RainyDayNinja

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Well, it's out there now...

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter 2013, Dedicated Voter 2014 aka RainyDayNinja

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The Heretics' Necropolis
==========
In the final days of the Chelaxian civil war, the agents of House Thrune dumped the bodies of their fallen enemies into mass graves in this field. When Thrune secured its power, it continued to be used as a potter's field, for those deceased who were deemed insufficiently devoted to their Hellish masters to merit burial in the main cemetery alongside the faithful of Asmodeus. However in such a cosmopolitan city, especially under the lax rule of Mayor Jilia Bainulus, what was meant to be a censure eventually became a sacred final refuge for freethinkers who bristled under Infernal rule.

Some wealthy citizens built mausoleums for their families, even disinterring long-dead ancestors to be moved there, where altars to forbidden gods are kept behind closed doors and away from the prying eyes of the Inquisitors. These tombs often serve as secret meeting houses of underground cults to the gods of chaos, and are popular with visiting sailors who wish to make supplications to Desna or Besmara before they take to the open sea again. Just as frequently, however, they serve as laboratories of dark magic that even the devil-worshipers find abhorrent. It is generally considered polite to ignore other mourners, in case they are Hellknight spies in disguise, or necromancers looking for a fresher corpse.

One crypt in particular looms over the Necropolis in reputation, if not in size. The Bernigot family always secretly honored Calistria in recognition of their elven ancestry, however rumors emerged that their recently-deceased patriarch, Tremol Bernigot, turned his pleasure-seeking toward more gruesome hungers of the flesh. The wizard was said to dabble in necromancy and worship Urgathoa, and though a sudden illness ended his life, most in-the-know citizens were not half as scared of him in life as they are in death. In the wake of his passing, they wait with trepidation to see what horrors might emerge from his tomb.

Guarding the Gluttons (CR 6)
==========
The howling wind has driven away any sleepless mourners or midnight trysts, leaving the Necropolis empty of any movement besides the bucking of a few scattered trees, whose scraggly limbs seem to clutch at the air. Gravestones adorned with a dozen different holy symbols spread out across the field, bathed in a bone-white light from the stars and quarter moon in the clear sky. The ornate stonework chimeras of the Bernigot mausoleum stare into the night with grotesque expressions, hinting at the monstrosities inside.

The rumors of Tremol's interest in undeath are true; later in life, he turned his devotion to the Pallid Princess, and began pursuing the study of necromancy. However his health failed him, and he died before he could secure his future as an eternal devotee of Urgathoa. A ghoul ally of his, a cleric of Urgathoa named Vergison, now seeks to animate his body into undeath and restore its power through a gruesome ritual.

The ghoul stares out from under its heavy hood and cloak, turning against the wind. "This should be easy money for you," he says. "You only have to guard the tomb for the next half hour or so; once the ritual is complete, Bernigot will be more than capable of defending himself." He reaches inside his pocket and produces a smooth wand of bone. "This will help you remain vigilant in the dark. You can keep it when you are finished; its power is beneath us." With a sneer, Vergison turns and retreats into the candle-lit maw of the mausoleum.

The PCs are tasked with guarding the mausoleum during the ritual (as followers of Urgathoa themselves, or simply mercenaries with no moral compass). Vergison provides them with a wand of perceive cues (Advanced Player's Guide 235) (CL 3rd, 12 charges) to assist in keeping watch. Strong winds (Core Rulebook 439) extinguish any mundane flames and impose a –2 penalty on all Perception checks, and the area is in dim light. The ritual takes 15 minutes to complete.

The doors to the mausoleum are slow to move, and require a full-round action to open. There is no lock, however the door handles allow the PCs to supply their own chain and lock if they wish. If they choose to search the perimeter, they find no windows on the crypt, and no obvious sign of structural weakness. A DC 15 Knowledge (engineering) check confirms that the building has not been tampered with, and that there is no indication of tunneling beneath it. The other mausoleums in the area are both sealed (DC 28 Strength check or DC 25 Disable Device check to open), and contain nothing of note besides 150 gp in jewelry in each.

Creatures: Two grymps received word of the rumors surrounding Tremol and chose to investigate the mausoleum. Ten minutes after the ritual begins, they arrive and begin to scout out the tomb. They use Stealth (Perception DC 26 to detect) to hide among the gravestones as they search for the best avenue of approach. Hiding from the grymps requires a DC 18 Stealth check. When they finish a circuit around the mausoleum (taking 2 minutes, which leaves 30 rounds before the ritual is complete), they identify the best opening to use Stealth to slip past the PCs, and use their meld into stone spell-like ability to pass through the wall; if discovered, they ignore the PCs and rush to get through the wall.

Grymps (2) CR 6
XP 1,200 each
hp 33 each (R2)

Once inside, the grymps begin slaughtering the human acolytes of Urgathoa to attempt to disrupt the ritual; between the two of them, they can kill one acolyte per round. When slain, an acolyte’s cries can be heard clearly by the PCs outside. Because they were willing sacrifices, they make no move to defend themselves, and their deaths do not interfere with the ritual. Once the acolytes are slain, the grymps move on to Vergison (flat-footed AC 16, hp 45, Fort save +6), who focuses all of his attention on completing the ritual. Vergison does not need to make concentration checks to maintain the ritual, but cannot move or take any actions. If Vergison is killed, the ritual abruptly ends with no effect. If he completes the ritual, any remaining acolytes are killed instantly.

The grymps rely on their spell resistance to protect them from magical attacks by the PCs, but if they are challenged with physical attacks, they retaliate and use their vanish spell-like ability to gain sneak attack damage; when these abilities are used up, they take to the air and refocus on Vergison and the acolytes with their bows (the ceiling is 15 feet high). The grymps are wholly dedicated to their cause, and fight to the death rather than flee or surrender.

Hazards: The necromantic energy of the ritual has partially animated the remains of many long-dead Bernigot ancestors in their burial niches. Anyone entering a square in location A is subject to a grapple maneuver by their mindlessly grasping hands (CMB +2, CMD 12). In addition to a combat maneuver check or Escape Artist check, creatures can break the grapple against themselves or an adjacent ally with a sunder attempt against the arms (hardness 2, hp 6).

Development: Once Vergison is slain, or the ritual is completed successfully, the grymps flee through the stone walls as they came. If captured and interrogated, the grymps begin as hostile. A DC 17 Intimidate check, or a DC 22 Diplomacy check after they have been made indifferent, persuades them to reveal that they were tipped off to the ritual by members of the Bernigot family.

If the ritual is completed successfully, Tremol Bernigot is reanimated as a wight, and he and Vergison thank the PCs for their service, promising future work in exchange for riches and power. If the grymps escape, or are captured and released, they alert the local authorities to the threat of the cult of Urgathoa.

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...the most experienced person there still thinks Weapon Finesse adds Dex to damage (true story)

** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

13 people marked this as a favorite.

...Drendle Dreng thinks it's too dangerous for your party to go on the mission.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

3 people marked this as a favorite.

I have witnessed two separate instances of PCs sinking the ship that the rest of the party was busy fighting on.

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