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Somehow my first thought was: Oh, cool, divs!
The Carrion Crown that sits on Carrion Hill sends out a Carrion Call to the Carrion King... not to be confused with The Vulture King of course.
Hehe. Was going to post something similar remembering the rumblings about "carrion" in the Carrion Crown AP foreword...
Here's hoping Paizo is writing this as a legit high-level experience, not a cakewalk filled with breezy encounters and an anticlimactic boss battle.
With Nic Logue as author, I don't see that happening. Looking forward to this one!
Another thing could be they do the burglary and meet Jubrayl's gang shop lifting poor old Ven. Might be interesting to see who is going to frame whom for what...
Completely from my point of view and how I run the campaign:
To me your attempt looks great!
But why the pain? This is how I do it:
Awesome!Any ideas whether Kingmaker elements will come into play?
Definitely re-subscribing for this one.
Latrecis, are you actually playing in my group? *grins* We must have very similar players...
As to your question, Samuel Penn:
Think about it, if my assumption about Tobyn are true, this will confuse/shock him mightily.
An analysis by him of what went wrong might look like this:
I think, he opted for C): indoctrination! (Repent your sins, Nualia, prove your worth..., etc.).
He's totally blind and insensitive to what Nualia needs: a loving, caring (foster) parent unreceptive to what she might actually want: making her own decisions.
Storm Sorcerer Arcturus wrote:
It's awesome to finally see that people other than myself actually like Griffons! Definitely dotting.
Are you kidding me? Griffons (variants with different spelling included) are great and make cool mounts for rangers, paladins, and cavaliers!
It's just that most GMs are afraid handling the--from their point of view--ensuing increase in player/PC power (beware! A martial character that can fly! M-u-s-t p-r-e-v-e-n-t.) that makes it such a rare thing to happen in the first place.
So yeah, you can (potentially) get one via Leadership--good luck with that one.
So congrats to Angry Wizard!
[Edit] After re-reading my post it sounds a little rant-y, sorry for that.
Greetings, fellow traveller.
If you're already following TM's guide you will find that he also gives advice on the standard magic items for a spirit of the beast-type druid. Stick with it and you'll be fine.
As for how to play your druid this is a rather difficult question. I assume you've picked druid for a reason (general nature theme, full caster, animal companion, ...) which will have you headed in a certain direction already.
Be sure to always remember rule #1: EVERYBODY should have fun when playing!
That's a cool idea!
Might have to steal it... and twist it... dark, sinister... a monster!
Greetings, fellow traveller.
I'd suggest having a look at these, free-to-download and short adventures--they are the Free RPG Day modules and are fun and easy to play/GM.
Good luck and have fun!
Now. Back to my game and crossing the trapped bridge.
Thanks again for all your insights, hints and tips! We definitely enjoyed the session.
With the orphanage they would kind of relieve the Turandarok Academy of this service as it functions as orphanage and school in one.
Master Ganethus would imo be the first point of contact in this affair.
Also, if you own the Magnimar book you might wanna check with the plot hook given for the Valdemars there.
You're aware of the bank in the vaults of the townhall (building a proper bank has been delayed for various reasons so far)?
The rest depends imo on how you handle land ownership. If the PCs have to buy the land where they're going to construct their buildings the former owners might want to have a say in what's going to be built.
I've stopped assigning (individual) XP for some time now, doing level ups when I see fit and everybody seems happy with that.
I've also more than once witnessed (as a player) how a gap of 2 levels ruins the game: the lower-level PC is on the verge of being killed by a typical (APL) encounter while the higher-level PCs are bored to death due to too easy challenges--this is especially a problem if the player of lower level is of a martial type.
On the other hand I've heard players complain about easy XP with no risk attached.
So, while I would fully agree to what people said (make him lvl 6 and move on with the fun), I'd suggest talking to the rest of your players, too, asking them what they think (and explain your thinking behind either way of dealing with the situation).
Greetings, fellow travellers.
I've got a question concerning Mythic Bond (3rd tier Marshal, p.42):
The text says my AC gains half my favored enemy bonus, but the text from CRB says:
A ranger's animal companion shares his favored enemy and favored terrain bonuses.
So, does my AC gain half my bonus on top of what it has already gained through the normal bond feature (i. e. if I have fav enemy [aberration] +4 my AC would have a bonus of +6 against aberrations)?Thanks in advance!
Right out of the Bestiary:
PRD, Bestiary section wrote:
My rogue player let himself be led away by beautiful Shayliss and they descended into the basement.
Shayliss is quite angry with the rogue for spending effectively more time with her father than with her. He is now trying to date her but has been turned down by her so far.
Shameless bump for this awesome fanzine!
Plus, I'd like to add to my derro bloodline the following pieces--thanks Will for the encouragement!
Ok, here we go. This piece was discussed with the editor assigned to me, but wasn't included in Wayfinder #9--I still like it better then the included bloodline power:
Alternative 9th level bloodline power:
Mad Man’s Charisma (Su) At 9th level, you can spread your madness via magic. You can modify a spell to also confuse a creature targeted by the spell. Independent on how you aim the spell, when a creature--which you have to specify prior to casting--is affected by the spell, they become confused for a duration equal to the original spell's level in rounds. If the spell allows a saving throw, a successful save negates the confusion effect. If the spell does not allow a save, the target can make a Will save to negate the confusion effect. A confusing spell uses up a spell slot one level higher than the spell's actual level and two uses of your Mad Touch ability. As with similar metamagically enhanced spells, the casting time increases to a full-round action. In addition you gain Spell resistance 11 + your class level.
Plus, what's a derro without a fitting little companion?
Alternative class feature:
This replaces a sorcerer’s 1st-level bloodline power, a witch’s familiar class ability, or a wizard’s arcane bond class feature.
Prerequisite: able to cast 1st-level arcane spells, ability to acquire a familiar, Cha 18, derro
Benefit: The creature gains a strange, sickly-looking patch of fungus or mold—in fact a sentient cytillesh—as familiar as a wizard equal to her caster level. For this purpose, her caster levels stack with any sorcerer, wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have multiple familiars or both a familiar and a bonded item.
Statblock of the familiar:
Sentient cytillesh CR 1/8
Statblock of the improved familiar:
Advanced sentient cytillesh CR 2
This patch of sickly looking fungus clings to the wall of a dark, dank cave giving of a blue-tinged light like a torch. Small tendrils seem to sift the air for sustenance.
CN Tiny plant
Init +0; Senses darkvision 60ft., low-light vision; Perception +7
AC 14, touch 12, flat-footed 12 (+2 natural, +2 size)
hp 13 (3d8)
Fort +3, Ref +1, Will –1
DR 5/bludgeoning; Immune plant traits; SR 14
Speed 5 ft.
Melee tendril +2 (1d2–4)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 3rd, concentration +5)
Constant—speak with plants
At will—touch of madness (DC 13)
3/day—calm emotions (DC 13), touch of idiocy (DC 13)
Special Attacks confusion, feed
Str 3, Dex 10, Con 10, Int 15, Wis 7, Cha 14
Base Atk +2; CMB +0; CMD 10 (cannot be tripped)
Feats Skill Focus (Perception), Ability Focus (Confusion)
Skills Knowledge (dungeoneering) +5, Perception +7, Sense Motive +1, Stealth +10; Racial Modifiers +4 Stealth
Languages speak with plants, telepathy 100 ft.
Environment any underground
Organization solitary or grove (3–12)
Treasure none (incidental)
The Cytillesh can expel a cloud of spores in a 5 ft. burst which lasts until the Cytillesh’s next turn before automatically dissipating. A creature standing within this burst must make a DC 15 Will save or become confused for 1 round. This is a mind-affecting effect. The save DC is Charisma-based.
By settling upon a helpless or willing target, the Cytillesh can feed. At the end of an hour of feeding, the victim takes 1d6 points of both Constitution and Intelligence drain, and the Cytillesh heals 2d6 points of damage.
An advanced sentient cytillesh can be gained as a familiar via the feat Improved Familiar at 7th level and if matching the cytillesh’ alignment.
Finally, if you're in search for a scaly challenge at mid-levels for your PCs, you might wanna check out this piece of work which I had submitted but didn't make the cut due to all the other awesome new monsters in Wayfinder #9!
Deep Earth Drake:
Deep Earth Drake CR 7
Fiery veins of molten lava zigzag across this beast’s body as it perches atop an outcropping of rock at the far side of a lava lake. As it gets up and unfurls its powerful wings, two malevolent, dark-red glowing eyes take in every movement underneath. With a powerful roar and a graceful dive, it vanishes into the lake below.
CE Large dragon (earth, fire)
Init +5 Senses darkvision 90 ft., low-light vision, scent; Perception +11
AC 21, touch 10, flat-footed 20 (+1 Dex, +11 natural, -1 size)
hp 84 (8d12+32)
Fort +12, Ref +7, Will +6
Immune fire, paralysis, sleep
Weakness vulnerability to cold
Speed 20 ft., fly 60 ft. (average)
Melee bite +12 (2d6+5 plus 1d6 fire), tail slap +7 (1d8+2)
Special attacks pyroclastic breath
Str 21, Dex 13, Con 19, Int 12, Wis 10, Cha 13
Base Atk +8; CMB +14; CMD 25 (29 vs. trip)
Feats Great Fortitude, Flyby Attack, Imp. Initiative, Power Attack
Skills Acrobatics +9, Climb +11, Fly +11, Intimidate +12, Knowledge (dungeoneering) +7, Knowledge (local) +5, Perception +11, Sense Motive +8, Stealth +10, Survival +8, Swim +10
Language Ignan, Draconic
SQ speed surge, superheated
Environment any underground
Organization solitary, pair, family (2 adults and 2-4 offspring)
Treasure standard (double coins)
Pyroclastic Breath (Ex)
A deep earth drake can, as a standard action, breath a cone of fire and slag. This attack has a range of 120 feet and deals 8d6 points damage. Half the damage is fire damage while the other half is bludgeoning damage (DC 18 Reflex half). Once a deep earth drake has used its pyroclastic breath, it cannot do so again for 1d6 rounds. The Reflex save is Constitution-based.
Speed Surge (Ex)
Three times per day as a swift action, a deep earth drake may draw on its draconic heritage for a boost of strength and speed to take an additional move action in that round.
A deep earth drake’s bite attack deals an additional 1d6 fire damage.
Deep earth drakes share a magma dragon’s jet-black scales with in-between visible glowing rivulets of lava, whereas the membranes of its wings lack this resemblance. A deep earth drake is rather large and stands out with its compact physique when compared to other drakes. They reach heights of up to 15 feet and weigh up to 3,500 pounds.