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Ron Lundeen's page

Contributor. Pathfinder Adventure Path, Card Game, Class Deck Subscriber. FullStarFullStar Pathfinder Society GM. 504 posts (1,081 including aliases). 2 reviews. No lists. No wishlists. 18 Pathfinder Society characters. 2 aliases.


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God Callers
After completing Adventure 0, the characters receive powerful fragments of a benevolent deity to help them in times of need. At the beginning of each game, each character gains a cohort to represent the godcalled eidolon bound to that character. Use the Unfettered Eidolon henchman card for this cohort (although they have no powers on that card, are cohorts instead of monsters, and have none of the powers Padraig or other eidolon cohorts do). Each character receives only one of these godcalled eidolon cohorts. They are returned to the box after each scenario (or if banished) and then added to the character’s starting hand at the beginning of each scenario.

Unlike normal cohorts, godcalled eidolons don’t have any predetermined powers; they instead use the powers that the character has chosen for them. Print out a Godcalled Eidolon Powers Sheet for each character. When the character gains his godcalled eidolon at the end of Adventure 0, he immediately checks off two boxes to reflect his godcalled eidolon’s basic powers. These initial powers must be on two different lines; they can’t be a power and an upgrade to that power. At the end of each adventure, the characters gain a “god caller feat.” This allows the character to check off another box on the Godcalled Eidolon Powers Sheet, which can be a basic power or the upgraded version of an existing power, just as with a normal power feat selection.

A godcalled eidolon provides only those powers selected by the character when it is played. For example, even if Seelah gives her Unfettered Eidolon card to Alain, when Alain uses it, it functions based on Alain’s choices, not Seelah’s.

[ ] You may display this card to reduce all damage dealt to you before you act or after you act to zero ([ ] or all damage dealt to you) to zero. While this card is displayed, reduce damage dealt to you before you act by 1; if you have a role card, reduce damage dealt to you before you act by 2 instead.

[ ] You may display this card to succeed at your check to defeat a non-villain, non-henchman barrier ([ ] or to banish a non-villain, non-henchmen barrier displayed in front of any character or any location). While this card is displayed, add 1 to your checks to defeat barriers; if you have a role card, add 2 instead.

[ ] You may display this card to succeed at your check to defeat a non-villain, non-henchman monster ([ ] or a non-villain monster). While this card is displayed, add 1 to your checks to defeat monsters; if you have a role card, add 2 instead.

[ ] You may display this card to evade a monster ([ ]and you may put it on the top or bottom of its location deck, if it came from one). While this card is displayed, when you would evade a monster or barrier, you may also move; if you have a role card, you automatically succeed on any checks required to move.

[ ] You may display this card to choose a character at your location and shuffle 1d4 cards from that character’s discard pile into his deck ([ ] and shuffle 2 cards from your discard pile into your deck). While this card is displayed, when you would shuffle one or more random cards from your discard pile into your deck, you may choose 1 of those cards; if you have a role card, you may instead choose up to 2 of those cards.

Contributor

Okay, I've been doing some writing and testing. My first big catch was that "god callers" is two words, not one! (Although I'm still calling the new cohort type "godcalled eidolons.") The new God Callers rule will follow in the next post; comments welcome!

Contributor

Mavaro just seems much too fiddly to me, and too likely to have the right card in his deck but not in his hand when needed.

In one of the run-throughs we've just started, another player is playing Mavaro. So I'll see him in action and judge whether cartmanbeck's praise is well-founded. :-)

Contributor

Mal_Luck wrote:

So to be clear, because I was slightly confused when reading this, the players keep none of the gear acquired in Part 2 or Part 3? So is the only permanent reward in the Dreamlands the +2 bonus to stats?

I have 3 players in my game instead of 4, to balance the reward for the party should I make the rewarded bonus a +3 instead?

Correct about the gear. I wouldn't increase the stat bonus for 3 players, but that's up to you. A +3 bonus shifts works out to their key attribute being one "plus" higher for about half the campaign, so it's not inconsiderable.

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The Imperator wrote:

The AP says that the NPC that Bindlay is hunting got to the Dimension of Dreams with the Plane Shift spell, but Occult Adventures says that that is not possible:

Occult Adventures wrote:
Regular methods of planar travel like plane shift do not offer transit to the dream world—only specialized means such as the dream travel spell do the trick.
How did these two people, Bindlay and Brix, get to the Dreamlands? Or are the Dreamlands special, and you can use Plane Shift to get there, but nowhere else in the Dimension of Dreams?

The Dreamlands is sprawling with inconstant geography, and it has connections to all sorts of other places. One of the key elements of Dreamlands story is travel, often travel over very long distances or over a very long period of time. I imagined that Brix has been hunting across several planes (which *are* accessible with plane shift), and lucked out in finding one of the rare entrances to the Dreamlands; Bindlay followed her.

From a story perspective, I'd inform PCs interested in returning to the Dreamlands in the same way Brix and Bindlay did, "it took them quite a bit of wandering, across several strange worlds, with a bit of luck thrown in--while that sounds like an awesome adventure path, that's not the adventure path I'm running right now."

Contributor

Why does the Canny Jackal location specify that you must "draw" the ally you acquire? What else would you do with it, except put it in your hand?

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PannicAtack wrote:

I have a question:

** spoiler omitted **

I intended it to persist, and be a permanent reward for all their troubles!

Contributor

Brother Fen wrote:

...to tide me over!

I see what you did there.

Contributor

isaic16 wrote:
I'll be honest, any forced 'undefeated' condition on a villain makes me nervous.

Yes, it might be too brutal, particularly when coupled with the fact that Servitor henchmen don't let you close the location when defeated. Playtesting will be illuminating here.

Contributor

Vandrair wrote:
I'm intrigued. What exactly will the "Servitor" trait mean in your Adventure path?

Servitor demons are shuffled into locations, just like any henchmen (not all scenarios use them, as there aren't very many). From my rules:

Servitor is a trait on some henchmen. Servitors are particularly loyal demonic minions, willing to protect their masters fanatically. If you would banish a henchman with the Servitor trait from a location deck, put it next to the blessings deck instead. When you would defeat a villain while a henchman with the Servitor trait is displayed, return a Servitor henchman to the box and the villain is undefeated.

Contributor

Vandrair wrote:
display the eidolons instead of burying them

This is exactly the solution I came up with last night!

Contributor

Wow, I step away for the weekend and come back to some great ideas and questions! Some of these are things I hadn't considered before, but some of them are already in the works.

First, I don't intend to have Godcalled Eidolons fully balance out the lack of mythic paths. This AP as a whole will be easier, and mythic-fueled characters would wreck it. What I'm trying to do is make sure the PCs are able to handle the monsters and barriers and such that the game throws at you, particularly in Adventures 5 and 6. It doesn't matter if I give you an easier villain and henchmen in Chapter 6 if the ordinary monsters smash you to a pulp!

I've already got a comprehensive list of cards that need to be removed from the WotR box because they don't fit with the adjusted rules (but props to Vandrair who mentioned Elemental Bombardment, which wasn't on my list!). That leaves a lot of gaps that need to be filled in, and I'm filling them in with Skull and Shackles cards. The largest switch is to remove all Blessings of Ascension from your WotR box and replace them with Blessings of the Gods from your S&S box. But there are other switches, too. You'll need both sets to play, but you won't need any cards other than those found in those sets.

To Longshot, Doppelschwert, Brother Tyler, and others: no armies, no Arboreal Blights, and no Demonic Hordes (the latter because the "Servitor" trait means something different in my set, so there are no servitor demons). I agree with you that removing them is a good way to smooth the difficult curve.

I really appreciate all the thoughts about the Godcalled Eidolon powers specifically. I'm revising these, and I'm also adding a minor incentive to use them: while the card is buried, it provides some static bonus (like adding +1 to your checks to defeat barriers), so there is a disincentive to hold onto them all game (but not really an incentive to bury them at the first conceivable opportunity, either). I won't be tying this to mythic charges specifically, since there are no such things in my AP, but tying it to the adventure deck number somehow seems prudent--it should definitely scale up.

I wasn't aware that there were any ways in WotR to pull buried cards back into your hand; I'm not really designing this for every possible class deck character too. That said, concerns about, e.g., Miscibility Master Damiel is something I need to consider. Thanks to Hannibal and Doppleschwert for pointing this wrinkle out.

What an awesome community. I'll post more of my design pieces on this new AP shortly, after incorporating the above!

** Contributor

Tyler Beck wrote:
To have our names listed just below new Five-Star GMs is way more recognition than we deserve for our meager involvement compared to theirs, I assure you. We're just playing a game that we all love with awesome people who make that game. Thank you for mentioning us, Tonya.

Agreed! I appreciate 5-star GMs and the long hours and thankless work they put in. They really add 2 dice and the Magic trait to Organized Play. I'm just happy to be throwing in my 1d4-1. :)

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Frencois wrote:
Found a mistake in 6C : in the version I have, location The Old Light is used twice.

I think you have an old version, then; V2 is up on the website and lists that scenario setup as:

Villain Wendigo
Henchmen Viorian Dekanti, Highlady Athroxis, Khalib, Simulacra of Vraxeris
Players Locations
1 The Old Light
1 Mountain Peak
1 Shrine to Lamashtu
2 Death Zone
3 Dam
4 Farmhouse
5 Habe’s Sanatorium
6 Wooden Bridge

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I know, I know. I *said* I wouldn't make a variant adventure path for Wrath of the Righteous, but I'm now doing so. My bad.

I thought long and hard about what I didn't like about WotR, and it came down to (i) overly difficult early scenarios, and (ii) mythic stuff trivializing everything in the later scenarios. So in my variant WotR AP, I'm removing mythic altogether and being careful to smooth the difficulty a bit.

That doesn't change the fact that WotR is *hard*, and the characters need boosts to help them overcome challenges. I'm doing this in two ways. First, I'm being more generous with feats. Second, I'm providing powerful once-per-adventure benefits that hinge a bit on the story I'm telling.

The AP will be called "Godcallers of Sarkoris," and it takes place in Sarkoris before the Worldwound opened (or, alternatively, in a Sarkoris where the Worldwound never opened at all). There's plenty of demon cults and such running around, so there's no end of adventure there using WotR cards.

The characters all get a special cohort throughout most of the AP that is their own fragment of divinity. (Sarkorians call summoners "godcallers," and consider their eidolons to be "mini-gods" at their sides--I'm running with this awesome idea.) Everybody gets one, not just Balazar.

Here are my rules for this, as currently drafted. Comments, suggestions, etc. welcome:

Godcallers
After completing Adventure 0, the characters receive powerful fragments of a benevolent deity to help them in times of need. At the beginning of each game, each character gains a cohort to represent the godcalled eidolon bound to that character. Use the Unfettered Eidolon henchman card for this cohort (although they have no powers on that card, are cohorts instead of monsters, and have none of the powers Padraig or other eidolon cohorts do). As with all cohorts, each character receives only one of these, and they are returned to the box after each scenario and added to the character’s starting hand at the beginning of each scenario.

Unlike normal cohorts, godcalled eidolons don’t have any predetermined powers; they instead use the powers that the character has chosen for them. Print out a Godcalled Eidolon Powers Sheet for each character. When the character gains his godcalled eidolon at the end of Adventure 0, he immediately checks off two boxes to reflect his godcalled eidolon’s basic powers. These initial powers must be on two different lines; they can’t be a power and an upgrade to that power. At the end of each adventure, the characters gain a “Godcaller Feat.” This allows the character to check off another box on the Godcalled Eidolon Powers Sheet, which can be a basic power or the upgraded version of an existing power, just as with a normal power feat selection.

A godcalled eidolon provides only those powers selected by the character when it is played. For example, even if Seelah gives her Unfettered Eidolon card to Alain, when Alain uses it, it functions based on Alain’s choices, not Seelah’s.

Godcalled Eidolon Powers Sheet
[ ] Bury this card to reduce all damage dealt to you before you act or after you act to zero ([ ] or all damage dealt to you) to zero.
[ ] Bury this card to succeed at your check to defeat a non-villain, non-henchman barrier ([ ] or to banish a non-villain, non-henchmen barrier displayed next to any character or any location).
[ ] Bury this card to succeed at your check to defeat a non-villain, non-henchman monster ([ ] or a non-villain monster).
[ ] Bury this card to evade a monster ([ ] or, if you fail a check to defeat a monster, bury this card to reduce damage dealt by that monster to 0 and evade that monster).
[ ] Bury this card to choose a character at your location and shuffle 1d4+1 cards from that character’s discard pile into his deck ([ ] and shuffle 2 cards from your discard pile into your deck).

Contributor

I'm just theorycrafting here, without playing this, but I had a few thoughts.

First of all, this is a character I'd play. he can run with bows for most combat checks, but whip out the blast if he doesn't have a bow in hand. He's *very* heavy on the extra explores, which I like; I prefer characters that have allies and blessings as a high percentage of their decks, and Matamba fits that very well for me.

I don't see a favored card type listed; I suppose it's probably allies.

Eventually, he has a strong tie to Wysps. Seems like you'd have to carry Wysps with you when playing this character, the same way Lirianne has to carry guns with her. It seems almost like you're designing a class deck here, rather than a single character.

In your base powers, I'm not sure that adding to a combat check "against a bane" is a useful qualifier. The times you make combat checks against boons (e.g., some allies) or against locations seems so rare that you might as well drop the qualifier to make the power more streamlined. Or do you have a specific case in mind where you don't want this power to be used?

Treating displayed cards as if they're in your hand seems cumbersome to me, and opens up all sorts of rules interactions that require thought and, possibly, more words (must you discard them as damage if you're hit? can you hand them to other characters prior to your move step and, if you do, are they still displayed for that character?). I think you should eliminate that concept entirely and let "displayed" mean "displayed," not "displayed or maybe in your hand too."

You've cleverly named your wysps; I like that "hail" is the combo of Bludgeoning and Cold, for example.

Thanks,

Ron

Contributor

Leedwashere wrote:

I want to say that this is, hands down, my favorite book of all the AP books I've read so far, and I am so very much looking forward to when I get to run it. Each of the dream-quests evokes the same feeling from me that I get when drawing an Other World encounter in Arkham Horror. They're short, sweet, bizarre, alien, and I love them all to pieces.

Major props to Ron Lundeen for this book specifically, and to all the others who have worked so hard to make Strange Aeons as a whole more than this Dreamer could have ever hoped for in a Lovecraftian Adventure in Pathfinder! :D

Thanks! I had an absolute blast writing this, and I'm glad it's so well received!

Contributor

Generic Villain wrote:

By a wide margin, my favorite adventure event was...

** spoiler omitted **

I'm glad you liked it--that was one of my favorite scenes to write!

Contributor

Add more super awesome, 'Sani. It's a good place to go nuts, and really give some powerful toys a test drive.

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Virtually all of our organized play is unreported. I keep all our play in a journal with scenario played, upgrades, and so on, but I rarely found the time to input those into the system.

It's particularly frustrating when I just keep getting the "character ineligible" over and over, when we play through with different characters. That was sensible for the RPG but not the card game. Being told I my entries were invalid when I took the time to input the information really killed my incentive to input the information again.

Contributor

Eliandra Giltessan wrote:
Are we supposed to assume the picture on the adventure sheet replaces the picture on the card?

Yes, normally. There's only limited amount of art I'm permitted to use under the Community Use Policy, so I often have to make do with something similar rather than exact.

Contributor

You found me! Honestly, this has been a writing challenge for me all along. I want to present both the set-up and the ending in the narrative text, but not assume any particular outcome. Normally, the next scenario begins with the assumptions of the last one ("Once you'd beaten some information out of so-and-so, you learned that the McGuffin was taken to the spooky forest! As you approach the spooky forest...").

Although I like the closure provided by the text at the end of the organized play scenarios, I don't love them. First, we forget to read them more often than not. Second, they seem to repeat all the information that just goes into the start of the next scenario anyway.

But on balance, I've been leaning toward including a "conclusion text" in my scenarios going forward, even if it's only a sentence or two. I can certainly make room for that, even with my half-page format.

And while I've got you, and anyone else that's played Shield of Rannick or Bloodlust Corsairs (or even Mhar of Leng), what do you think about the half-page layout format? I've aimed for something that's not too page-intensive and readable on a tablet, but if everyone hates that format, I want tohear about it.

Comments about the illustrations, with their pithy captions, also welcome. They're pretty time-consuming to find and lay out, but I think they break up the text well. But I'd like to know if people think they're lame.

Contributor

Frencois, this is some very good, specific analysis. Thank you. Let me take a look at this and work on a revision here.

Contributor

Frencois wrote:
k7e9 wrote:


How would you rate the difficulty of Shield of Rannick in comparison to RotR?

A little harder but great... up to 6A.

6A is, for a 6 players game, even worse than the terrible AD0 scenarios in WotR.
Get me right: Ron's job is awesome. The idea for this scenario is awesome just like the rest... it's just VERY difficult. Or to put it differently, you need to be very lucky.
You start playing with a hand of 2 cards. As soon as a character encounters an henchman, pretty much everyone else only has 1 card left and a hand size back to 2. So out of your 30 turns, you can count half of them lost minimum. Closing everything in 15 turns (2 or 3 per player) takes a hell of luck and may be frustrating (restarting many times the game just to play a couple of turns...).
May be the only scenario needing a fix.

I'll admit that I didn't playtest that scenario with 6 players, so a change may be warranted. I'm happy to entertain suggestions...what do you think would work best for it?

Contributor

Doppelschwert wrote:

Are there (m)any basic boons in AD1?

Otherwise I don't really get the purpose of Sunburst Market, since the cards with the basic trait are exactly the ones you can build your starting deck with.
Will probably take another 3 weeks before I have both access and time to get my base set from my local vendor.

This will be valuable for us, as we play with the suggested starting deck lists.

Contributor

skizzerz wrote:
Examined cards go back on top in the order you examined them. So, you'd shuffle the weapon in, then place Chakram on top and Baited Jewel Box as the second card. The exception is when the card that lets you examine specifies otherwise (Kohl may be such a card; don't have it on me right now), in which case do what it says. See also this post by Vic.

That does answer it! Thanks! As Vic posits there, an "ask various unrelated questions about Mummy's Mask" has indeed obscured this response.

Contributor

We had a question come up in our game last night that I wasn't quite sure how to solve.

A character discards Kohl of Uncanny Discernment to examine the top two cards of her location. The top card examined is a Chakram--no problem. The second examined card is a Baited Jewel Box. Yikes! The character has to shuffle a weapon into her location deck.

...but what happens to the Chakram and the Baited Jewel Box? Do they go back on top in the player's preferred order once the shuffling is done, or do they all have to get shuffled, along with the weapon?

Contributor

Calthaer wrote:
...a combo of Channa Ti, Simoun, and Amhotep...

I just picked up my second box (and character add-on deck), since it seems we'll have two different groups running through this. I used to try to run 2 groups out of 1 box for Wrath of the Righteous, but I was doing so much bookkeeping that I just bought a second box early in Deck 3, and I didn't regret it. So I'm starting out that way here.

I quote your above party because our first group is already started with Channa Ti, Simoun (me), and Estra.

For the other group, I want to play Amhotep, or maybe Drelm. I'll let you know what that party is once we start (either this coming Monday, or two weeks from then).

To answer the initial questions more fully, we're adding no character deck characters or cards, or any cards from any other set, and only the Mummy's Mask-labelled promos.

Contributor

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Theryon Stormrune wrote:
elcoderdude wrote:
Frencois suggested a nice technique for not gaining knowledge you shouldn't have. Pull the blessings from the blessings deck, check them to make sure they aren't sandstorms, then put them with the blessings in the box and draw the same number randomly from that deck.
That is a good technique.

Agreed, but it's a technique necessitated by an assumption in the rules that I'm still not convinced is correct. (Vic being in that other thread, by itself, does not give it the authority of a resolution.)

I suspect that the phrase "retrieve the blessings from the blessings deck" was written before there was ever an option for anything else to be in the blessing deck except for blessings; it's a carry-over from the Rise of the Runelords rules text. I think it's too much to read into it "retrieve blessings only, ignoring all other cards that aren't blessings in some unspecified way you devise from the blessings deck." Other places in the rules go out of their way to explain what to do with cards you might get at in ways that aren't expected; they don't leave it open what to do in those cases. Frencois' technique is a reasonable solve to mask knowledge, but I'm not yet convinced it's right to seek a technique for this.

Contributor

Brainwave wrote:
SBasically when a villain is undefeated can Sandstorms be shuffled in or should we be only shuffling in blessings and leaving all Sandstorms in the blessings deck?

This has been the general consensus, but I'm not sure it's correct; I don't think there's been a formal response on this.

Contributor

I'm virtually certain this situation is answered in the rules somewhere, but I can't for the life of me find it.

What happens if you encounter a Sandstorm in a location deck? (They can get there if you fail to defeat a villain.)

The Sandstorm card is clear about what happens if you examine it, or if you flip it from the blessings deck, but what if you encounter it? Its check to defeat is "none."

Perhaps the broader question is: what happens when you encounter a bane with a "check to defeat" of "None"?

Contributor

If you need full stats fast, the GameMastery Guide and NPC Codex on the prd is your friend. I quickly found the following:

A Sorcerer 14 in the NPC Codex fits your "northern" theme well, and could easily swap a few spells for create undead and similar:

ICE MAGE CR 13
XP 25,600
Half-elf sorcerer 14
NE Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +19
DEFENSE
AC 21, touch 15, flat-footed 18 (+4 armor, +2 deflection, +2 Dex, +1 dodge, +2 natural)
hp 79 (14d6+28)
Fort +6, Ref +6, Will +12; +2 vs. enchantments
Immune fire (120 points), sleep; Resist cold 20
OFFENSE
Speed 30 ft.
Melee mwk spear +7/+2 (1d8–1/×3)
Ranged mwk light crossbow +10 (1d8/19–20)
Bloodline Spell-Like Abilities (CL 14th; concentration +20)
9/day—elemental ray (1d6+7 cold)
1/day—elemental blast (14d6 cold, DC 23)
Sorcerer Spells Known (CL 14th, concentration +20)
7th (3/day)—delayed blast fireball (cold, DC 25)
6th (6/day)—chain lightning (cold, DC 24), elemental body III, freezing sphere (DC 24)
5th (7/day)—baleful polymorph (DC 21), cone of cold (DC 23), elemental body II, summon monster V
4th (7/day)—elemental body I, ice storm, resilient sphere (DC 22), solid fog, wall of ice (DC 22)
3rd (7/day)—fly, lightning bolt (cold, DC 21), protection from energy, ray of exhaustion (DC 19), sleet storm
2nd (8/day)—acid arrow (cold), blindness/deafness (DC 18), fog cloud, gust of wind (DC 20), mirror image, scorching ray (cold)
1st (8/day)—burning hands (cold, DC 19), endure elements, mage armor, magic missile, obscuring mist, shield
0 (at will)—acid splash (cold), bleed (DC 16), detect magic, detect poison, mage hand, ray of frost, read magic, resistance, touch of fatigue (DC 16)
Bloodline elemental (water)
TACTICS
Before Combat The sorcerer casts mage armor and protection from energy (fire).
During Combat The sorcerer casts empowered area damage spells such as cone of cold, freezing sphere, and chain lightning. If forced into melee, she casts elemental body III and transforms into a Large water elemental.
Base Statistics Without mage armor and protection from energy, the sorcerer's statistics are AC 17, touch 15, flat-footed 14; Immune sleep.
STATISTICS
Str 8, Dex 15, Con 14, Int 10, Wis 12, Cha 22
Base Atk +7; CMB +6; CMD 21
Feats Combat Casting, Dodge, Empower Spell, Eschew Materials, Greater Spell Focus (evocation), Improved Initiative, Iron Will, Nimble Moves, Silent Spell, Skill Focus (Perception), Spell Focus (evocation)
Skills Diplomacy +11, Fly +11, Knowledge (arcana, planes) +8, Linguistics +1, Perception +19, Spellcraft +8, Swim +4
Languages Aquan, Common, Elven
SQ bloodline arcana (change energy damage spells to cold), elf blood
Combat Gear potion of fly; Other Gear masterwork light crossbow with 10 bolts, masterwork spear, amulet of natural armor +2, headband of alluring charisma +4, ring of protection +2, 1,413 gp

If you're willing to go with CR 14 rather than CR 13, the NPC Codex has the perfect cleric:

MASTER OF UNDEATH CR 14
XP 38,400
Human cleric 15
NE Medium humanoid (human)
Init +5; Senses Perception +20
DEFENSE
AC 22, touch 12, flat-footed 21 (+9 armor, +1 deflection, +1 Dex, +1 natural)
hp 146 (15d8+75)
Fort +14, Ref +7, Will +17
OFFENSE
Speed 30 ft.
Melee+3 scythe +17/+12/+7 (2d4+6/19–20/×4)
Special Attacks channel negative energy 4/day (DC 18, 8d6), scythe of evil (7 rounds, 2/day)
Domain Spell-Like Abilities (CL 15th; concentration +22)
10/day—bleeding touch (7 rounds), touch of evil (7 rounds)
Cleric Spells Prepared (CL 15th; concentration +22)
8th—fire storm (DC 26), unholy auraD
7th—blasphem yD (DC 25), destruction (DC 24), ethereal jaunt
6th—antilife shell, blade barrier (DC 24), create undea dD, harmD (DC 23)
5th—dispel good, greater command (DC 22), flame strike (DC 23), insect plague, righteous might, slay livingD (DC 22)
4th—divine power, freedom of movement, giant vermin, greater magic weapon, poison (DC 21), unholy bligh tD (DC 22)
3rd—animate dea dD, contagion (2, DC 20), deeper darkness, dispel magic, wind wall
2nd—bear's endurance, death knellD (DC 19), desecrate, gentle repose, hold person (DC 19), spiritual weapon
1st—bane (DC 18), cause fea rD (DC 18), divine favor, doom (2, DC 18), entropic shield, shield of faith
0 (at will)—bleed (DC 17), light, resistance, virtue
D Domain spell; Domains Death, Evil
TACTICS
Before Combat The cleric casts bear's endurance, desecrate, freedom of movement, and greater magic weapon.
During Combat The cleric relies on offensive spells, or on channel energy if he has undead allies.
Base Statistics Without bear's endurance and greater magic weapon, the cleric's statistics are hp 116; Fort +12; Melee+1 scythe +15/+10/+5 (2d4+4/19–20/×4); Con 14.
STATISTICS
Str 15, Dex 12, Con 18, Int 10, Wis 24, Cha 8
Base Atk +11; CMB +13; CMD 25
Feats Combat Casting, Command Undead, Critical Focus, Extra Channel, Improved Channel, Improved Critical (scythe), Improved Initiative, Spell Focus (evocation), Weapon Focus (scythe)
Skills Bluff +5, Intimidate +5, Knowledge (local) +6, Knowledge (religion) +9, Perception +20, Spellcraft +11
Languages Common
SQ aura, death's embrace
Combat Gearpotion of invisibility; Other Gear+3 mithral breastplate, +1 scythe, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, headband of inspired wisdom +4, ring of protection +1, unholy water, cold iron unholy symbol (worth 500 gp), onyx gems (worth 1,000 gp), silver dust for desecrate (worth 25 gp), 2,482 gp

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2 people marked this as a favorite.
Adam Daigle wrote:
Misroi wrote:
Were flying polyps responsible for the disappearance of the Kellid tribes that originally settled in what is now Iadenveigh? Because there seems to be a Star Stelae there.
You know, I'm not quite sure what the intention is with that. It never calls out Starcaller Rock as being a Star Stela, but the big invisible worms seem like it could be referring to flying polyps. James or Ron would be able to more accurately answer this.

I know threads like this are for Adam to answer questions, but I can say I wasn't contemplating flying polyps when I wrote this. Children seeing horrors adults can't see was the creepy vibe I was going for, not any particular creature. Maybe this came from the fact I'd recently seen the movie "Branded" at the time?

For Adam, since it's his thread: are you playing in or running any non-Pathfinder RPGs now?

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elcoderdude wrote:
And you may want to be careful using this power in Mummy's Mask.

"Nonsense!" -Harsk and Alahazra

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Thomas Seitz wrote:

Yes Ron, we mean you. If we didn't mean you, I'd think we'd say "Ron Lundeen's father - insert name."

But again looking forward to other chapters you've written. :)

But my father's name is also Ron Lundeen! No kidding.

But more on point, I'm just as sorry as everyone else to hear about the delay, as I'm really looking forward to seeing how this turned out!

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4 people marked this as a favorite.
Marco Massoudi wrote:
Mr. Lundeen likely has finished writing this long ago.

(* looks around for my father *)

Oh, you mean me! :-)

Yes, and I've written two other AP chapters since!

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Hey, all. I just started Season of the Runelords with some friends, and I've decided to give Raheli a try. What's the best cohort for her? I've used the centipede for a bit of rogue-like oomph, but the extra 1d12 die on combat checks seems like overkill. I've been able to handle fights just fine with her hair and her arcane spells.

Who do you (or would you) bring with your Raheli, and why?

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1 person marked this as a favorite.

I just want to say I'm particularly delighted by all the speculation on the Great Old One the PCs face in this adventure!

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Eric Clingenpeel wrote:
Unless the author pops in I doubt you'll get an "official" answer. I'd use my best judgement on what the players can handle. Remember that once they drop one robot the azers switch sides so I'd probably go with three unless your players can't handle them, but since they only do non-lethal they aren't that tough.

*POP* Use your best judgment on what your players can handle! *POP*

Seriously, I think 3 is probably a reasonable number of robots; I don't recall what my turnover included.

Contributor

I use "bloodied," the 4E D&D term for "this creature is at half its hit points or fewer" in all my games now, even Pathfinder. I figure anyone can, at a glance, tell whether an opponent is above or below this threshold. Other Pathfinder purists (and D&D haters) I know refuse to use the term, but I find it handy.

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WaningMoon wrote:
I also find it strange that one supposedly beneficial item had no actual boon when fighting the boss. It made sense for backstory reasons, but not as a tool for the party.

Which boon do you mean?

Item Spoilers:
If you mean the weapon, it has a spell-like ability that might be helpful against the boss (for lucky PCs). If you mean the item other than the weapon, it's not intended to help against the boss, but against a different creature in the area.

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7 people marked this as a favorite.
djones wrote:
Isabelle Lee wrote:
I can't tell you all how excited I am for this book. ^_^
Boy those contributor NDAs are *strict*

I can neither confirm nor deny the strictness of the contributor NDAs.

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1 person marked this as a favorite.
Joana wrote:
If the choice is a full-price CRB at the LGS or ordering one from Amazon where it's 40% off, that's a no-brainer.

It's a brainer (?) to me. For each game purchase I make, I weigh whether I want to spend extra to support my vibrant local gaming store, or save money (and wait a couple of days) to get it from Amazon.

I used to do more latter than the former; then game store less than a quarter-mile from my house closed. Now I do more of the former than the latter. I recently bought another CRB, and I bought it from a game store.

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thunderspirit wrote:
Ron Lundeen wrote:

That I love being part of them!

#3 in Strange Aeons
#2 in Ironfang Invasion
#5 in Ruins of Azlant

Speaking of which, you've got some autographing to do.

Now, and in the future. ;-)

You got it!!

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6 people marked this as a favorite.

That I love being part of them!

#3 in Strange Aeons
#2 in Ironfang Invasion
#5 in Ruins of Azlant

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I'm going to be at GenCon, but I'm not signed up for any specific ACG events--I instead plan to just drop in with generics whenever I can play for a bit. That worked fine last year. Is that something I'll be able to do again this year (assuming I don't come by when the ballroom is wholly overrun with the RPG players, like in the evening interactives)?

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3 people marked this as a favorite.
Thomas Seitz wrote:

*sings* Monday, Monday...

Still can't wait to see what all comes up in the adventures and stuff.

And I can't wait for y'all to see it!

Contributor

Swarms, which you need to beat by a certain number or they're shuffled back into the deck?

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Such sad news. Steve was critical in my development as a freelancer, encouraging some crazy ideas and being supportive, professional, and friendly throughout. He will be missed by many, including the many whose lives--professional and personal--he touched.

Contributor

Drogon wrote:
MisterSlanky wrote:
I cannot describe the level of disappointment I'm currently experiencing.

)-:

Why?

MisterSlanky is not a fan of some of my previous adventures. We actually had a good talk about it at PaizoCon, where I got the opportunity to listen to some of his concerns in detail.

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