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Gibbering Mouther

Russ Taylor's page

RPG Superstar 2008 Top 6, Contributor. Paizo Charter Superscriber, Pathfinder Battles Case Subscriber. FullStar Pathfinder Society GM. 2,435 posts (2,438 including aliases). 1 review. No lists. 1 wishlist. 3 Pathfinder Society characters. 1 alias.


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Qadira (RPG Superstar 2008 Top 6, Contributor)

Antoine7 wrote:


That has been discussed a lot up to this point...the MM is wrong and it has been errataed. The sorcerer levels are non-associated.

The associated levels are psion.

That's not in the current MM errata. A monster can easily have more than one associated class level. If you follow back over the discussions here, it's pretty clear that Zyrog's EL is too low for his capabilities, even if the one in the MM is too high.

Of course, it doesn't help that the author and/or editor messed up his DCs - the DCs for the mind flayer abilities need to be reduced by 3, as only racial HD count for those DCs.

Russ

Qadira (RPG Superstar 2008 Top 6, Contributor)

airwalkrr wrote:

I had a problem with the idea of Ixiaxian being a rogue. For maximum flexibility, he ought to be able to fill in the shoes of any party member, not just a rogue. As it stands, he really can't impersonate any other kind of character very well besides a rogue. Since I feel that getting a player in on the conspiracy is the best way to do this encounter, I would prefer to have more choice in the matter to choose the right player. IMC, I just can't see the rogue player doing a good job with it. So IMC I decided to re-build him as a chameleon (Races of Destiny).

I did something similar in the Sodden Hold. Instead of just retooling Ixiaxian, I rebuilt Ixixian plus all of the dopplegangers in the octagonal chamber as chameleons, giving each a single level of fighter (3 of the dopplegangers), monk (1 of them) or rogue (the last) and two levels of chameleon. Each mimiced abilities as appropriate to allow them to mock up the party to some extent. It made the battle much more challenging, but still well within the party's abilities. I treated them as CR 5, since they had no equipment.

Russ

Qadira (RPG Superstar 2008 Top 6, Contributor)

apprenticewizard wrote:


Try quickened+twinned+maximized enervation + twinned+maximized+empowered enervation. You opponent gains 16+1d4 negative levels/HD in one round. You just need a rod of twin spell and a rod of maximize to do it at 13th level.

Higher than that - you can't use two rods on one spell. Quickened enervation is already 8th level, so not usable until 15th, and putting another feat on it makes it epic level.

Combos always need to be checked for legality - several of the "broken" ones I've seen are actually impossible.

Russ

Qadira (RPG Superstar 2008 Top 6, Contributor)

Cardinal_Malik wrote:
as the champion games finale is a prophecy for the age of worms, if your pc's take out the apostle...your games story is doomed. However, it sounds like you have a group full of folks who just smash stuff, so keep running the adventures, they probably won't notice the story holes.

Actually, there is more to the prophecy than that. This sounds like it might be from a player, so I won't go into spoilerific detail, but the outcome of the Champion's Belt does not derail the Age of Worms.

Russ

Qadira (RPG Superstar 2008 Top 6, Contributor)

Tensor wrote:
Vic Wertz wrote:
Can you solve the mystery?

I have to admit though, that Vic's comment that it did not matter which language you spoke caused me to move from alphabets to numbers and that was keeping me out. But, now I understand what he meant when he added not(Elvish or Klingon). Vic it would have been better if you had said not Japanese or Chinese. I am just gripping now, because it took me so long to get to the answer - it is all your fault!! :)

It's more misleading than that. It works in English, German, or French but not Esperanto, Romanian or Spanish. Whether or not it works in a given language is very up in the air.

Russ

Qadira (RPG Superstar 2008 Top 6, Contributor)

Vic Wertz wrote:


It is apparent to me from your comments that you used a different technique to solve the puzzle than was intended—not that there's anything wrong with that! But I can assure you that the colors *do* have meaning, and if you use them as intended, you don't need to have any knowledge of the English language.

-Vic
.

Hmm. I may have solved it the wrong way too, but I have to say, I would not have gotten the right answer if I only spoke, say, Spanish.

Russ

Qadira (RPG Superstar 2008 Top 6, Contributor)

Hey folks. Just confirming - it can be solved. Keep at it. Good puzzle, Titan Games.

Russ

Qadira (RPG Superstar 2008 Top 6, Contributor)

Crazy Duck wrote:
This might have come up before, but does anyone have an idea as to how the grimlocks are to manage attacking the parties light sources? I ran part of the caverns last week and had them do just that, but afterwards I've heard grumblings from the players (rightly so) that the grimlocks shouldn't have been able to do that.

By shape, mainly. It should be easy to tell a lantern, torch, candle, or even sunrod from other equipment. Also by how the party holds the light source, which might help for a an object with light cast upon it, but might not.

No great solution for how they destroy a sunrod, unless you want to rule that the coating is easy to damage.

Russ

Qadira (RPG Superstar 2008 Top 6, Contributor)

Delirium Tremens and Nocturnum are indeed excellent beers. Also partial to Guiness stout, the good draught kind, not the icky extra stout with no nitro. Partial to most beers from the Siletz brewery in Oregon - we're blessed with an abundance of good beer here on the Left Coast.

Very partial to most McMenamins beers - if you are in Oregon, try to make a trip to one of their brewpubs. Particularly recommend terminator stout on nitro.

Russ

Qadira (RPG Superstar 2008 Top 6, Contributor)

Peruhain of Brithondy wrote:
Doppelgangers' disguise ability is achieved through physical shapechanging (that's why they're listed as shapechanger type). IIRC it's an extraordinary ability, but if it's supernatural, it is the equivalent of a transmutation, rather than an illusion, effect. Your inquisitor should get some kind of spot check to notice the disguise, and perhaps a +4 circumstance bonus since he's presumably trained to detect fakery of all kinds. This probably doesn't get him anywhere against the doppelganger's +20 disguise, though.

The doppleganger shapechange ability, per the MM and the SRD, is SU not EX. True seeing does reveal it, which is notable because true seeing cannot see through normal disguises (not that magic is normal). It is a Change Shape ability, which is indeed transmutation-like, not illusion-like.

Russ

Russ

Qadira (RPG Superstar 2008 Top 6, Contributor)

Vigil wrote:


It's to scale. Collosal creatures take up space from 30' x 30' or larger.

It's actually not to scale. If you check out the miniature's manual, it tells you that the base should be considered to be 30x30 for RPG play. Basically, minis could stand one square into the base on each side, so it isn't so bad.

Russ

Qadira (RPG Superstar 2008 Top 6, Contributor)

Vigil wrote:
In my campaign, I'll be swapping one of Dragotha's 5th level spells for Enlarge Monster (hombrew, but the level seems right, duplicates Enlarge Person, but no type restrictions). Dragotha really doesn't need the boost to strength, additional reach, size penalty to AC or boost to grapple checks from the spell, but then I get to use the Icons collosal red.

Have you considered using Righteous Might (Clr5) instead, since red dragons can chose spells on the cleric spell list? Grants DR 9/good, +4 Str, and +2 Con, only drawback is duration rounds instead of minutes.

Russ

Qadira (RPG Superstar 2008 Top 6, Contributor)

office_ninja wrote:

Okay I'm glad to know it's not entirely accidental.

I ended up having it not power attack at all, since otherwise it needed a natural 20 to hit. It ended up doing 1-6+16 per hit, I think, and when you have DR 15/evil, that's not much. I think the quote of the evening was "I've never felt so safe with so few hit points."

Question - are you using the PH errata? Righteous might caps at DR 9 now, not 15 (I suppose there might be some shapechange targets that have DR 15/evil, but the one that leaps to mind is 10/evil)

Russ

Qadira (RPG Superstar 2008 Top 6, Contributor)

High school at Kwajalein High School in the Marshall Islands
Several years of college at the University of Oregon
14 years of makin' stuff work in system administration

Qadira (RPG Superstar 2008 Top 6, Contributor)

Some comments...

THACO is essentially the same mechanic that D&D uses now, lots of discussion about this when 3rd ed first came out. Basically, since the system is now addition based, it's easier on the brain, but with the exception of skipping the 6 repeated 20s (now that WAS an awful mechanic), it is the same odds.

Opening a door is still percentage based, and it is still pretty goofy. 10 points of Strength only gives you a 25% higher chance to open something that's stuck, the die roll is really the deciding factor in 3.5E. One of the worst parts of the system is ability checks.

A gnoll or troll was pretty easy to advance - you just added HD. Actually easier than it is now.

Bill Hendricks wrote:


Please, no... Don't go back...

THAC0 was a terrible concept and difficult to come up with a reasonable stat on the fly.

Multiclassing and Dual-classing was difficult to calculate and often times didn't make sense.

Dwarves couldn't just put on a magic item and use it.

There were very few, if any, (good) item creation rules -- especially for non-wizards.

Many of the abilities were percentage based which meant that the big burly fighter with a 20 strength (with magic assistance) had a chance to fail to bust down a door while a wizard with a 6 strength had a chance to succeed.

Gnolls and Trolls and most other creatures couldn't be (easily) advanced.

Qadira (RPG Superstar 2008 Top 6, Contributor)

windnight wrote:


with a 15 food square on the ground, He's at least 30 feet tall, if you think about it. :)

That's actually his base,representing the area controlled when moving about in combat, not the literal amount of space he takes up. A 6 foot tall medium humanoid has a 5 foot base. Giants aren't a bad guidelines - cloud giants are 18 feet tall, storm giants 21 feet tall, and titans 25 feet tall, all are size Huge.

Russ

Qadira (RPG Superstar 2008 Top 6, Contributor)

Paradisio wrote:


Because they are...? Every DM I know has metagamed NPCs, giving them insight and knowledge not possible (like the complete abilities of someone who just joined the game) and putting me at a huge disadvantage. Regardless of my attempts to hide my class(es) or abilities. The enemy always know I'm a weak spellcaster; regardless if I am in full plate, monks robes, or I've never cast a spell in the party/adventure/region thusfar.

Just a comment on that particular tactic - I see people trying that sort of thing a lot, but rarely with any ranks in Bluff or even Disguise. It might full the gullible, but someone with a decent Spot or Sense Motive is going to know you're putting on an act. Disguise self and hats of disguise don't really go all that far without Bluff or Disguise to back them up, at least not vs. foes with decent Sense Motive and Spot.

Russ

Qadira (RPG Superstar 2008 Top 6, Contributor)

Aubrey the Malformed wrote:

It wasn't first written there (maybe in a Sage Advice column?) but it is clarified in the Complete Arcane that any spell that requires a To Hit roll will deal sneak attack damage.

Sort of - any spell that requires a hit roll and does damage. This does include spells like enervate, but not spells like ray of enfeeblement (which actually applies a penalty, rather than causing damage). Spells that cause ability damage, drain, or negative levels just cause hp damage, not extra ability damage or levels. This is explained on pages 85 and 86 of Complete Arcane. A critical section is on page 85, which explains that a weaponlike spell is any spell that required an attack roll _and deals damage_ (emphasis mine). Damage is then defined as normal hit point damage, nonlethal damage, ability damage, or energy drain. By the way, such spells can also crit.

Also, you can't apply more than one set of sneak dice per casting, so if you cast a scorching ray, you get the extra damage once.

Russ

Qadira (RPG Superstar 2008 Top 6, Contributor)

Goth Guru wrote:

Want to talk internal consistancy?

All arcane spells are written in Draconic.
How can the same spell written in Filge's spellbook be different in a PCs spellbook?
Just let characters take 20 to understand any spell they
have unlimited access to for at least a day.
I tried to think about it and my brain threw up yet again.

This is explained in the SRD:

To record an arcane spell in written form, a character uses complex notation that describes the magical forces involved in the spell. The writer uses the same system no matter what her native language or culture. However, each character uses the system in her own way. Another person’s magical writing remains incomprehensible to even the most powerful wizard until she takes time to study and decipher it.

So, the notation Filge uses is not identical to the notation another wizard would use.

Also, taking 20 is not possible when there is a chance of failure, and not understanding a spell consitutes failure. You are also unable to prepare a spell that's not already in your own spellbook (mastering a spellbook, per Complete Arcane, is another option but is time-consuming)

Russ

Qadira (RPG Superstar 2008 Top 6, Contributor)

crazy bloke wrote:
can any1 suggest a quest or adventure for 6-11 players lvl 3 that include lizardfolk.

An oldie but goodie (you would need to bring it from 1st to 3.5E) is Danger at Dunwater, the 2nd Saltmarsh module, and one of the first non-hack and slash mods. Series U, number U2, levels 2-4.

Russ

Qadira (RPG Superstar 2008 Top 6, Contributor)

dungeonblaster wrote:

Out of general curiousity, how many players are there in your group? What is the total number of characters including active NPCs?

I've got three players, although I'd prefer to have four or five, and 4 PCs. No NPCs, yet.

Seven players, one who is fairly inactive, and one NPC (Melinde), so 8 total (1 PC each). Thinking of formally dropping the inactive one, and adding two more players, making it nine total.

Russ

Qadira (RPG Superstar 2008 Top 6, Contributor)

It's true that cases GENERALLY have unique rares, but for Wardrums, I did get the same mini twice in one case (the warbound impaler)

Russ

Qadira (RPG Superstar 2008 Top 6, Contributor)

As far as Greyhawk sourcebook goes, pretty much all of them, plus Living Greyhawk material. I have a disturbingly complete Greyhawk collection.

For player use:
Complete Adventurer, Arcane, Divine and Warrior plus Races of Destiny, Stone and Wild, with some material banned or slightly altered
Masters of the Wild (Deepwood Sniper only)
Spell Compendium
All items from outside of the PH need approval.

It's likely I'll allow in some of the feats and classes from Draconomicon and Libris Mortis, but I wanted a fairly normal starting set. Normal races only. Some of the classes (in particular warlock) are disallowed as a blanket rule.

On the DM side:
Libris Mortis
Book of Vile Darkness
Savage Species
Draconomicon

I've been doctoring the feats and spells on the foes the party faces. At some point, will likely also alter the items.

Russ

Qadira (RPG Superstar 2008 Top 6, Contributor)

Stop! Drop! and Roll! wrote:

I'm a huge fan of Greyhawk and refuse to DM for any other setting, but something that has always bugged me is the misuse of titles in the world. If Zeech is a Prince, then who is the King? And to what Kingdom?

Can Zeech not assume the role of "King" as it might seem too bold to Iuz, who still holds some sway in the Bandit Kingdoms? It seems a bit demure for the mighty Zeech, ruler of his own lands, to retain the title of "Prince", when surely he'd prefer a grander title.

So, why is Zeech still a Prince?

It's not actually misuse. The major eastern kingdoms of old in Oerik were the Great Kingdom, Keoland, and (eventually) Nyrond. The titles of many nations reflect their old status under one of those kingdoms, i.e. the nation of Urnst which became the Duchy of Urnst (palantine) and the County of Urnst when it joined the Great Kingdom. The palantine status for the Duchy refers to it having retained self-rule. Zeech doesn't really have the power, influence, or holdings to claim to be a king, but he could claim to be a prince, making him the ruler of the Principality of Redhand.

There are modern sovereign nations that are royal yet not ruled by a king. These include (in Europe)the principalities of Liechtenstein and Monaco, and the Grand Duchy of Luxemborg. They are ruled by princes and a grand duke respectively, and they do not owe fealty to a king.

Russ

Qadira (RPG Superstar 2008 Top 6, Contributor)

Phil. L wrote:


Buy a mirror of opposition and show it to Dragotha. Hey presto, two Dragotha's who hate each other's guts. Then, when the battle is over just mop up the spoils.

Well, he does have to see the reflection. So while the party is attempting to mount the mirror on the wall and activate (it does need to be mounted on a surface before speaking the command word), Dragotha closes his eyes, and tests how the mirror handles 22d10 fire at DC 44. Or just smashes it to flinders, courtesy of blindsense and tons of attacks (50% miss chance ony goes so far).

Cute, though. Just only works if you'd consider an Int 26 critter likely to fall for looking into a magical mirror.

Russ

Qadira (RPG Superstar 2008 Top 6, Contributor)

Smilinggm wrote:


Yes but There are several easy ways to buff touch AC. Mage Armor, Rings of Protection, Anything that gives a deflection bonus. Heck with just mage armor alone this would boost his touch ac up to 16. I know 16 is low compaired to 57, but it is an easy improvment to make. I also have a problem with giving every dragon a Dex of 10. Just because they are amoung the biggest creatrues around does not mean that they can not have a better Dex. In my home games I always give any dragon encounterd differet stats than the ones listed in the book, then I apply their racial and size mods. I will also mix up breath weapons just for fun.

The touch AC in is 12: 10 (base) - 4 (size) +2 (Dexterity) +4 (deflection, shield of faith at caster level 17). Mage armor doesn't help touch AC - perhaps you're thinking of the aid that it (and other force effects) give against incorporeal touch attacks. In any case, there is already a +8 armor bonus [force] from bracers of armor +8. The only "normal" bonuses that would help would be an enhancement bonus to Dexterity (for up to +3 more) or an insight bonus to AC, such from an ioun stone. It's not going to get much higher, the -4 penalty is a killer.

Russ

Qadira (RPG Superstar 2008 Top 6, Contributor)

Party make up, going into Three Faces of Evil. A very vanilla group, as I'm encouraging sticking close to the core rules.

Alessa Beck, female half-elven monk (3rd)
Aust, male half-elven druid with owl companion (2nd)
Oleander, wood elf ranger (3rd)
Padr Beck, male human rogue 1/diviner 2 (3rd)
Timtom, male tallfellow halfling sorcerer (3rd)
Vasel Sharn, male human cleric of Lydia (3rd)
Wyndham, male human paladin of Heironeous (3rd)

Timtom's familiar is a toad, Padr's is an owl. The druid is currently attempting to raise an owlbear cub.

In terms of background, the setting is the World of Greyhawk, year 596 (to keep in sync with Living Greyhawk). Many were from Diamond Lake itself. Aust is a druid of the Bronzeowood Lodge. Oleander worked under the elven mine manager (and has since quit). Padr is a local trouble maker who has been apprenticed to Allustan, Alessa is his half-sister, and a monk at the Twilight Monastery. Timtom was employed for a pittance at the Hungry Gar. Wyndham is from the Free City of Greyhawk, Vasel is a wandering cleric just arrived from the Duchy of Urnst.

Russ

Qadira (RPG Superstar 2008 Top 6, Contributor)

Two of my characters play siblings. One is a human rogue/wizard (a n'er do well turned apprentice of Allustan), the other his half-elven half sister (shared mother), a monk at the Twilight Monastery.

Russ

Qadira (RPG Superstar 2008 Top 6, Contributor)

YuKyDave wrote:
Ah yes, now its a Talisman of Reluctant Wishes.

This is one of those confusing SRD-vs-core books differences. It's still a talisman of Zagyg in the core books, but the SRD has removed all proper names.

Russ

Qadira (RPG Superstar 2008 Top 6, Contributor)

Patman wrote:
He wants to design a new spell, have his headband of intellect magicked up, find an Orange Ioun Stone, increase a fighters sword to +4, etc...the heck with that...they are supposed to be "heros" trying to avert an apocylyptic event...we're not taking a month to do stuff like that...If he insists upon it, then they will find that Dragotha found the phylactery, and it will get that much harder. And being the RB that I am, will make sure he dies at least once..

As a balancing factor, keep in mind that the latest Wormfood article encourages PCs to spend some down time crafting - and the items in question take some serious time. This crafting is likely meant to take place between Kings of the Rift and Wormcrawl Fissure, but keep in mind that the series designers wants the PCs to be able to craft.

Russ

Qadira (RPG Superstar 2008 Top 6, Contributor)

Zaister wrote:
Russ Taylor wrote:

I've just posted mine to the site mentioned in the other posts. It's based on the DM's guide, with the more sensitive information removed.

Russ

There seems to be something wrong with the upload, the file shows up as being 0k in size, and there is no download link.

No idea why. I've just tried to reupload it, without a space in the file name. In the mean time, my email address is on the file that is there, so feel free to request it by email, and I'll send it along.

Russ

Qadira (RPG Superstar 2008 Top 6, Contributor)

Jonathan Drain wrote:

Azhrei: The combo does work. He takes a -20 penalty to his base attack, but negates that penalty with the +20 insight bonus from True Strike.

...
now to be fair here, I'm assuming that this also applies to natural attacks which add 1.5x Strength modifier.

All natural weapons are considered light weapons, regardless of how much bonus damage they get from Str. Under normal conditions, this would mean no bonus at all from Power Attack, but there is a specific exemption for natural weapons in the feat - "You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks)", so they add +1 to damage per -1 to hit.

Qadira (RPG Superstar 2008 Top 6, Contributor)

Geoff Watson wrote:

Has anyone put together introductory information for the players about Diamond Lake and the surrounding area?

Geoff Watson.

I've just posted mine to the site mentioned in the other posts. It's based on the DM's guide, with the more sensitive information removed.

Russ

Qadira (RPG Superstar 2008 Top 6, Contributor)

Erik Mona wrote:
matt_the_dm wrote:


The only thing from Celene so far in the AoW is the the mine manager Moonmeadow.

And the dryad ambassador from my "Wormfood" Dragon article.

--Erik

Also, the elven team in the Champion's Belts of made up of exiles from Celene.

Qadira (RPG Superstar 2008 Top 6, Contributor)

We just started Age of Worms a month ago. Three sessions in, the group is about to solve the riddle of the lantern chamber. Quite a long ways to go :)

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