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Charon's Little Helper wrote:
...are you giving others apple pie and $50 every time you see them?
If not, I think you may not be reading all of the statement!
If the paladin had swung his greatsword at the mayor and split his head open in the middle of the feast...I think we would be saying the exact same thing.
Vital Strike requires the attack action. Abilities that involve touch attacks are their own, separate, standard actions.
/shrug. She's in a position with cover and a cloak. It's unlikely the witnesses ever see anything except for said cloak.
Anyway, this has all been covered in the Gods' Market Gamble GM thread. I was just pointing out that if a BBEG's entire motivation for being in a fight with the PCs is to kill the PCs, it's probably not in character for him not to kill the PCs.
Consider the final encounter for this scenario, where their enemies specifically don't care whether the PCs live or die, as long as the goblins die.
Built a dwarf fighter using a large (2hd) warhammer. Gained the name "Goblin Crusher". Wondering about feats moving on.
Gregory Connolly wrote:
Anything immune to mind effecting is gonna ruin them.
Nothing in the OP's list of tactics is mind affecting.
Things that will work against the current tactics (not so much against Dazing Fireball):
Neil Spicer's suggestion of giving the arctic Tatzylwyrm a burrow speed in place of his poison breath (I so hope I get to pull the sorcerer beneath the snows).
Like I suggested in the Snows of Summer thread, I would replace the climb speed with the burrow speed, so that the tatzlwyrm can drag the wizard 10 feet and deal strength damage instead of raking (which will quickly kill him outright). Otherwise, you're likely to force a return to home or a player death on the third encounter of the day.
True, and I believe that's what happened when I ran it as well. The guards take minutes to show up even after the PCs win. After the last PC went down, I decided that I would roll the d4, and if it showed a 1, the guards would show up while she was trying to finish them off and have to run away. It wasn't a 1.
Regarding Gods' Market Gamble:
This is actually one situation where I would have the BBEG kill everyone after they fall unconscious. If she was just going to skip town with the goods, then she would have done it already. Instead, she's set up this ambush specifically so she can kill everyone who could provide evidence against her. She's not going to let them live after she has won, especially since it takes almost no time at all to fill them with arrows from afar.
Tactics 101: Tark spends four thousand three hundred and eighty words talking about combat maneuvers. Still not done.
It takes zero effort on the lender to lend his spellbook. If he's busy with other things, it might be more economical to just lend out the spell book as opposed to spending the time to write a scroll.
(one hour per spell level to write)
The red flag I see with this whole DC 10 to catch yourself on the slope while adjacent to it, is still the fact that, a normal pit without the slope has an adjacent flat surface, which should be even easier to catch oneself.
I haven't seen anyone state that they should be allowed a DC 10- Climb check when they fail the reflex save to avoid a pit trap.
The summoner in my mind supports the eidolon. He buffs, heals or uses control spells to cover its back. If resources are tight he might take a pot shot with a ranged weapon. But mostly i'd get him a wand of enlarge person/another useful buff(s). And use his spells for battlefield control and healing the eidolon.
Just a note, wands of enlarge person/shield/etc won't work on the eidolon, as wands aren't affected by the share spells class feature.
So, a large portion of the summoner's power is his eidolon. However, post of this advantage is the increase in the player's action economy, which means ideally the summoner should be doing something while the eidolon does whatever.
Obviously, he has spells, but, just like all of the other 3/4 casters, he doesn't exactly have enough spells to be using them in every round.
What else do you have your summoner do in combat?
Mathwei ap Niall wrote:
Hovering is a DC 15 check. The fly spell gives +4+1/2 CL (minimum +2 at level 5). At level 12 that the OP is talking about, this is +10 from the spell, +1 from Dex, -6 from encumbrance, +4 (minimum) from the fly skill that the wizard probably put at least a single point in; this is a total modifier of +9, or a 75% chance to stay aloft, at double maximum load.
Not bad for a single 3-5 level spell (depending on the metamagic).
Mathwei ap Niall wrote:
Where does it say in Pathfinder that a creature cannot fly if they are restricted by heavy/medium armor (Barding and its restrictions only applies to mounts)?
What spell failure chance does a medium load create?
Because the cone is now pointed towards one of your other vertices.
Neil Spicer wrote:
Having run this encounter with this suggestion, I instead recommend just replacing the climb speed with a burrow speed (in snow only). It doesn't get to pounce, but the party instead gets a perception check when it pokes its head out of the snow as it waits for the party to go into the deep gullies. If they don't notice it, combat isn't started until it actually makes it adjacent to its target anyway.
The reason why I suggest this is that losing the poison gasp means that the tatzlwyrm really has no reason not to include its automatic rake attacks after it successfully maintains its grapple (and since it attacks the least armored character, the rake damage is going to frequently hit, and even more so when the character falls unconscious).
I had to essentially decide that the tatzlwyrm stopped using its rake attacks after its target fell unconscious (and under the snow), because continuing to do so would kill the target without much chance of retaliation from the rest of the party. Even after I decided this, the tatzlwyrm did so much damage that the party had to head back home after this encounter, as they were out of healing resources once they got the sorcerer back to 0 hp, while the wizard was still at -12.
Instead, keeping poison gasp allows the tatzlwyrm to replace its rake attacks with the strength damage fort save. It ends up doing smaller amounts of hp damage, but the strength damage there sticks around. They can continue the adventure (or be forced to wait several days waiting for their ability damage to recover) without risking falling over from a stiff, needle-pointy breeze.
Orfamay Quest wrote:
This is the exact sort of thing that Kirthfinder does.
A creature with the Rake (Ex) special attack gains two free claw attacks against its target under special conditions (generally pounce & grapple). Looking at grapple in particular, it looks as if it gets these two attacks in addition to anything else the creature wants to do after it successfully maintains the grapple:
eg. The creature who started its turn grappling its target successfully maintains its grapple. It then decides to pin the target, and also gains two rake attacks against it.
Is this correct? If so, it should also be able to instead move itself and the target (as part of its standard action action only), and also use its rake attacks. It would also have a move action to do whatever it wanted.
The other side of this is that anyone who actually has said plank should probably be allowed to place it over the pit without being required to make a disable device roll.
In my opinion, the difference between neutral and evil is that an evil character thinks nothing of (or even takes pleasure in) harming others to further his selfish goals. A neutral character has some trepidation in doing so, if they plan on doing so at all.
There's of course some inconsistencies here. A thief is commonly regarded as being chaotic neutral, even though he's indirectly harming someone by lowering their quality of life when he steals from her. I think the key word is "suffering". Does a rich person suffer if 20gp is stolen from him? Not especially, while stealing that amount from someone for whom it is their life savings is a much darker path.
I believe the desire for personal power and glory falls outside of alignment. How a character goes about gaining said power and glory is much more important. See Alain, the iconic cavalier who is LN, seeking glory for himself by wandering around the world challenging worthy opponents to duels.
And then, when they reprinted it in ISG 3 years later... they didn't change to be based on spell level.
James Risner wrote:
Good to know that barkskin does nothing to anyone who doesn't have at least a +1 natural armor bonus.
Well, the pinned person's ability to escape being pinned doesn't change from his ability to escape being grappled, and since the grappler needs to make a CMB check every round anyway, he's effectively trying maintain his pin, even if he gets to tack on something extra. Otherwise the grappler couldn't move anyone around once he's pinned him.
So, I can't use my highest iterative to attack with the dagger, then my second iterative to attack with the cestus, when they're both in the same hand?
My big idea right now is to have a Winter Fey / Witch encampment on the other side (why would they fortify only one side of the portal?), and the Black Rider trying to fight his way through.
A couple fey would try to come to the Taldor side to request help from Teb only to find he's in the middle of his own fight (or dead, if the PCs have killed him outside and are now staring at the portal). Looking through allows them to see the encampment and the sight of battle, and if they succeed at a perception check, the sound of battle.
When they go through, they find the Black Rider in all his glory trying to fight his way to the portal, leaving carnage in his wake before eventually succumbing to his wounds.
I will be starting to GM Reign of Winter soon, and I am looking to minimize the role of the Dancing Hut's keys (in order to reduce the effects of plot coupon mentality), and the effects of the Black Mantle or maybe removing it entirely.
Note that this entire post has spoilers running through it for the entire AP.
I'm sorry for the disorganization of the following. It's mostly my rambling thoughts, presented here in case anyone else desires to contribute or that it provides ideas for those thinking along the same lines.
Positives that need to be accounted for in my final version:
The keys give a reason for the PCs to be in such wild locations. They provide the trail for the PCs to follow toward Baba Yaga, without letting the players know where each teleport will take them, so that books 4 and 5 are a massive surprise for players who haven't read the books.
One large thing about how the keys allow the Hut teleport across the universe is that the players don't know where they will end up (aside from the two clues in the keys themselves). This keeps each of books 3,4, and 5 a surprise.
Negatives that I wish to reduce:
The keys (and the pieces in book 6) are blatant plot coupons that serve as the ultimate goals of books 3 and 4. Book 4 feels like filler. The fact that there are only two sets of breadcrumbs (one to Triaxis and one to Russia, with Baba Yaga straight out telling the Riders to start at Artrosa) is kind of flimsy. Either Baba Yaga should have laid an excessively long trail of breadcrumbs, or she should have provided the full information for her Riders right in Artrosa. At least Artrosa is related to Baba Yaga; no one on Triaxis knows she exists except for any minions with the winter generator at the pole.
Related to the keys: book 3's hut only purpose seems to be giving clues to the keys' locations, unlike the other four configurations. Perhaps I can remodel this as the location she uses to test a potential Rider's worthiness.
Spread out the Black Rider's exposition over books 1 and 2. By the end of book 2, the PCs must know:
The presence of the portal, and lack of anything in the camp that looks like it could close it, should be enough to convince the PCs to go through the portal. Perhaps the sight of trees on the other side will help confer that the other side isn’t completely inhospitable (like say, the boundary between the elemental planes of air & water). Perhaps Teb or one of the other fey can shout something about the Pale Tower, or maybe Rohkar has some correspondence with Radosek stuffed somewhere in the Sentinel’s Lodge. One the other side of the portal the PCs watch the end of a battle between the Black Rider and some of Nazhena’s minions ending in him killing them all but a final ice spear fatally wounds him and his essence enters the nearest artifacts of Baba Yaga, reactivating the two keys in a way obvious that makes them obvious to the PCs.
Find reasons for the PCs to go to Artrosa and Triaxus aside from getting the keys. Since the PCs are travelling space (and possibly time!) I can try to borrow heavily from Dr. Who: the doctor frequently shows up in a location that needs his meddling. Artrosa is easy: the Riders have been specifically told to go to there to find her if she doesn’t appear on time. Since Kostchtchie's minions have invaded the place, helping Jadrenka out will help prove that the PCs are on her side and allow her to tell the PCs what’s going on. Triaxis is harder: no one knows who Baba Yaga is, and no one really cares. Both sides get a key as a gift from her in disguise for no real reason aside from wanting to make it difficult for her riders to find her. I guess the point could be to make it difficult for “the assassin’s” followers to find and destroy the keys: although, at this point they would have had to kill the Riders, learn that Artrosa is the next step, and wreck Artrosa and kill Jadrenka to get here.
I'd say that the "miss chance" for a Ranged Touch is so low in most encounters that it shouldn't really factor, but it's not a point I'm willing to argue. :)
Unless you're willing to invest in the point blank shot -> precise shot -> improved precise shot chain, especially at low level, a party with a melee character is frequently going to have its spellcaster take -4 to an effective -8 on its ranged attack rolls.
I don't care that you're only targeting touch. Scorching ray at level 3 at a -1 to -5 ranged touch attack modifier isn't hitting anything with any degree of accuracy.
So, your example is that the rogue is receiving buffs from someone else, while the bard is casting them on himself? The rogue is sucking up party resources, while the bard is providing them himself.
You don't think it's a little lopsided that, in the rogue's party, someone is casting heroism on everyone (costing 4 spells), while in the bard's party someone is casting heroism on everyone except the bard (costing three spells), and the bard has to cast something on himself instead?
The spell gives a +10 bonus due to being a polymorph spell. It does not gain additional bonuses to offset the penalties for other things just because the spell lets you change size. That was already in the +10. You would get the +5 minor changes if you looked like another human (if you started out human). Using the spell to make a human look like a goblin results in: +10(spell) -2(race change) -10(size change) = -2.
You're not disguised as a different size category, you are a different size category, so you don't get the -10. Race change penalty would still apply, since you still have the human subtype.