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Sargavan Pathfinder

Serum's page

FullStar Pathfinder Society GM. 903 posts. 1 review. No lists. No wishlists. 8 Pathfinder Society characters.


1 to 50 of 903 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Shadow Lodge

Major_Blackhart wrote:
He still wants the warhammer, so he'll probably just go for the Adopted by Dwarves racial trait.

Which doesn't get him what he wants, since racial traits are not race traits.

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Charon's Little Helper wrote:
The Fox wrote:
Finlanderboy wrote:
What is so wrong with treating people how they want to be treated...?
Quoted for truth!

Depends somewhat how they want to be treated.

I want to be treated to apple pie and by everyone giving me $50 each time they see me.

So far I am dissapoint.

...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!

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Spook205 wrote:
And unlike a fiend, he again has the benefit going for him that parties don't tend to load up on axiomatic weaponry any more then they load up with anarchic weaponry. The only part member who defacto hits him at full strength is the monk.

And anyone with a +5 weapon.

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Aelryinth wrote:

Ah, so the paladin acting on his Detect Evil to guide his actions is okay, but the barbarian trusting the paladin and his own instincts to back them up is not.

Mmm, yes. Double logic standards, here.


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.

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Aelryinth wrote:
Ashiel wrote:

I'm also in agreement that Witchfires are a sick joke. An 8d6 touch attack with a DC 22 save or become vulnerable (+50% damage) to their attack is harsh to begin with (especially combined with their formidable defenses), but if you meet one with the Vital Strike feats, just run for your lives.

The standard witchfire qualifies for vital strike, which allows her to smash someone for 16d6 fire damage as a standard action. Then if you fail a DC 22 Will save after the touch, you're effectively getting smashed for 34d6 fire damage every round thereafter. At CR 9. Yeah...

EDIT: Which is coupled with at-will SLA invisibility, the ability to summon 0-2 will o' whisps, and a +10 Initiative. An invisible incorporeal creature is effectively super-invisible since they don't make sound unless they desire, they have no scent, they don't move objects, and now you can't see them, so they're pretty much certain to get the opening attack, and kill someone on round 1.

Surprise: Witchfire moves up to the party's Fighter under cover of invisibility with a +39 Stealth (and scent, blindsense, and blindsight do nothing) and smashes said warrior for 16d6 (56 average) damage on round 0.

Round 1: A weak-willed character is probably going to fail a DC 22 save at this level, so on the next round, the warrior gets smashed for an average of 84 damage, for a total of 140 damage, then the witchfire sinks into the ground gaining total cover.

Round 2: The witchfire, while chillin' in the ground, becomes invisible again and using its brilliant intellect decides to screw with the party by letting them buff up and get ready to fight, and then just not fighting them, wasting their resources.

Round ??: The witchfire follows the party and waits until they rest. A 16d6 coup de grace is pretty much 100% foolproof.

I'm pretty sure you can't Vital Strike a touch attack or a ranged touch attack, both attacks the Witchfire has are those. If you can, then Shocking Grasp and Ray-users just got a...

Vital Strike requires the attack action. Abilities that involve touch attacks are their own, separate, standard actions.

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SCPRedMage wrote:
Serum wrote:
Regarding Gods' Market Gamble:** spoiler omitted **

/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.

Frostfur Captives:
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.

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Cleave Through is also useful.

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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):
-use more creatures, higher HP characters. The listed daze effects only last one round. It's a lot harder to mop up everything if they can't kill everything while they are dazed.
-start combat from further away. The listed tactics only work at <30 ft.
-Include creatures with high will saves / channel resistance.
-include more combats in a day to stretch their resources.

Shadow Lodge

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.

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Mistwalker wrote:
Serum wrote:
Regarding Gods' Market Gamble:** spoiler omitted **
** spoiler omitted **

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.
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SCPRedMage wrote:
Finlanderboy wrote:
I have twice had the bad guys defeat the PCs completely and then let them live.

That's pretty much the closest I've ever come to a TPK, myself.

** spoiler omitted **

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.
Shadow Lodge

Now, if Alice was an Otyugh, it would be a different story!

Shadow Lodge

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(Raging) Barbarians can do some crazy things with weapon-based combat maneuvers:

+1 Furious Dueling (PSFG) Weapon gives a +9 (combined luck & enhancement) to all combat maneuvers that can be performed with that weapon (excluding bull rush, grapple, overrun, steal and drag) all by itself.

Shadow Lodge

bbangerter wrote:
Samasboy1 wrote:
bbangerter wrote:
Where is this stated in the rules?


Spells Copied from Another's Spellbook or a Scroll wrote:

In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells might cost significantly more.

The text is on page 219 of the Core rulebook.

Happy to help.

Thanks, there it was 2 paragraphs above where I was reading.

(Wonders if that should include the original scroll cost, as economically it doesn't make sense for a wizard who is a stranger to random PC #3 to say, well it cost me 2000gp to get this spell in my spellbook, and I could make a scroll to sell you for 1600gp, but I'll let you copy straight from my book for a mere 180gp - unless of course the selling wizard expects to get so much volume on renting their spellbook out to make up for that while still having their time free to not spend all their days crafting scrolls).

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.

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wraithstrike wrote:
seebs wrote:

They still have to pay the normal cost for scribing, they just don't have to pay the extra cost to borrow someone else's books, or find someone else who knows them.

Mythic also lets you learn arbitrary spells; take archmage, take wild arcana, use mythic power to cast a spell, scribe a scroll, which requires that you be able to cast the spell to do it. Then you have a scroll and can add it to your spellbook.

It is not so much the money, but that you can learn a lot of spells every day that way, assuming it only takes an hour to scribe one spell into the book. If you can only learn one spell a day then it is not as bad as I thought, but still not something every GM will allow.

(one hour per spell level to write)

Shadow Lodge

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.

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The bloodline class ability explicitly states that you cannot.

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Kolokotroni wrote:
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.

Shadow Lodge

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?

Shadow Lodge

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?

Under the lifting and carrying rules.

Lifting & Carrying wrote:
A character can lift as much as double his maximum load off the ground, but he or she can only stagger around with it. While overloaded in this way, the character loses any Dexterity bonus to AC and can move only 5 feet per round (as a full-round action).

Added to this rule under the fly skill

fly skill wrote:
a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed.

A creature who's strength is dropped enough (especially a flyer who isn't known for having high strength to begin with) is suddenly completely over-loaded with 1 casting of the OP's ray of enfeeblement (minimum 7 points max 12 or 15 if empowered).

Per the encumbrance rules not only does that target all but +1 from his dexterity bonus (which is what Fly is based on) they also suffer a -6 to all fly checks and that's just if they are carrying less then twice their new maximum load.
Now for any character other then the strength based martial the OP's will drop their strength to a 1 or 2 meaning 21 lbs keeps them from moving at all.
With the sheer number of str 8 casters out there this drops them below 0 and invokes this rule

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).

Shadow Lodge

Mathwei ap Niall wrote:

Load up on a few Rays of Enfeeblement in those little used 1st level slots.

Remember a flyer cannot fly if their encumbrance is at a heavy load and they get terrible penalties if they are at or over medium.
(A medium or heavy load counts as medium or heavy armor for the purpose of abilities or skills that are restricted by armor.)
Hit a wizard/sorcerer with this spell and you can actually strip them of their ability to cast spells (impose an arcane spell failure check on every attempt to cast a spell).

A metamagic'ed (empowered or persistent or quickened are best) can take a flyer completely out of the fight in 1 round.

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?

Shadow Lodge

Snorter wrote:
The Morphling wrote:

While the code discussion is outside my understanding, Nefreet's diagram does illustrate a problem I have with cones; namely that according to RAW, a caster can't stand against a wall, and fire along the length of the wall, unless they forfeit a large portion of the spell area.

I'd like to be able to do this:


Why can't you do this? You can choose the intersection which is the origin point - what is stopping you from doing exactly what you described?

Because the cone is now pointed towards one of your other vertices.

Shadow Lodge

Neil Spicer wrote:
Phillip0614 wrote:
I have a question about the fight with the arctic tatzlwyrm....Under "Tactics" in the tatzlwyrm's stat block, it states that it pounces and rakes before grappling. Pouncing requires charging, which requires at least ten feet of movement. However, this fight takes place in a deep snowdrift, which counts as difficult terrain....Nimble Moves doesn't let the tatzlwyrm ignore more than 5 feet of difficult terrain, though, so what allows it to charge in this situation when normally you can't charge through difficult terrain?

That was an oversight on my part. For some reason, I was imagining Nimble Moves allowed enough movement to charge through difficult terrain. In actuality, it's only the gateway feat to Acrobatic Steps (which would allow that tactic to be carried out). Personally, I think the best way to salvage the integrity of that encounter is to reinterpret the arctic tatzlwyrm as a variant of its kind. My suggestion would be to drop the poison breath attack and give it Acrobatic Steps as a bonus feat with an assumed burrow movement rate in deep snow only. That would give it the ability to pounce from the snow and grab a victim. Then, with opposed combat maneuvers, it could drag someone under the snow via its burrow ability.

My two cents,

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.

Shadow Lodge

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using blink as a defensive buff spell actually becomes completely usable, since magic missile is unaffected by the blinking.

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Orfamay Quest wrote:
Lincoln Hills wrote:

Slightly related notion - I always thought it would be intriguing if most 'simple' weapons had an 'upgrade' that only kicked in if you had them as martial (or exotic) proficiencies as well; things like:

Dagger (simple): The dagger is melee only.
Dagger (martial): The dagger is throwable.
Dagger (exotic): The dagger provides +2 to Feint checks.

Staff (simple): The staff is treated as a two-handed weapon.
Staff (martial): The staff may instead be treated as a double weapon.
Staff (exotic): The staff gains the 'trip' quality and may be thrown like a spear (10' increment).

I like that idea as well, although it should of course probably apply to martial weapons; a sword (exotic) might also be usable to do bludgeoning damage via a pommel strike.

This is the exact sort of thing that Kirthfinder does.

Shadow Lodge

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.

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Jiggy wrote:
Serum wrote:
FuelDrop wrote:
How to 'disable' a pit trap: Lay a plank across it.
Good to know that Disable Device allows the user to pull 11 foot planks out of thin air.

Maybe it allows them to take the materials being used to cover the pit (if it wasn't covered, it wouldn't be a trap) and fashion them together into something to help you get across.

Or, you know, you could continue to deliberately try to concoct the most ludicrous explanation you can think of in an attempt to make someone else's position look bad.

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.

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FuelDrop wrote:
How to 'disable' a pit trap: Lay a plank across it.

Good to know that Disable Device allows the user to pull 11 foot planks out of thin air.

Shadow Lodge

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.

Shadow Lodge

I'm confused as to the purpose of this thread.

Is this where we go to bash the developers about the summoner class? There's not much else to do, since the OP said himself that we all have apparently agreed what the problems are.

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Sarrah wrote:

... you read it again
Mark Moreland (Paizo Developer): "Were we to reprint the book, we would change the Glorious Heat feat to grant the fire spell's spell level in healing instead of character level. This keeps unlimited use orisons from being spammed, and 1st level spells from being abused at higher levels. This clarification will appear in the July update to the Pathfinder Society Additional Resources document." Healing#73
Jason Bulmahn (Paizo Developer): "Unlimited healing at the cost of a feat and an orison slot is just too good. This is a fix. It is neither elegant, nor my preferred solution (which would have been to catch this before it went to print, but mistakes do slip through), it is simply a fix for the OP system. This fix will go into official campaign documentation, unless Mark and Hyrum decide that instead a ban is more appropriate."

And then, when they reprinted it in ISG 3 years later... they didn't change to be based on spell level.

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James Risner wrote:
James Risner wrote:
seebs wrote:
I've seen plenty where +0 doesn't get you anything, but still procs side-effects
Welcome to extreme table variance then, because this concept was a dinner discussion for us tonight after the game. The whole table felt the concept of getting a benefit from +0 is not going to happen at any table they are GMing. Clearly you differ. So you will see no uniform agreed interpretation for the rules on this matter.

Good to know that barkskin does nothing to anyone who doesn't have at least a +1 natural armor bonus.

Shadow Lodge

Temporary bonuses only affect what the rules say they affect. For intelligence:

Temporary increases to your Intelligence score give you a bonus on Intelligence-based skill checks. This bonus also applies to any spell DCs based on Intelligence.

Spells/Extracts per day is not on that list.

Shadow Lodge

It seems odd that if you're not aiming at an enemy, it hits a vertex, but if you miss your throw when you target an enemy, it hits a square.

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I don't know. Fly up + AMF is pretty effective at keeping you away, which is its goal, really.

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You only cast a given spell once, no matter how many times it deals damage. You get 2 damage per spell, not 2 damage per damage source.

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Nefreet wrote:

I was actually unaware of the conflict surrounding remaining pinned. I've always ran it that you had to maintain the pin every round until your opponent was tied up (or otherwise subdued). I wrestled in High School (a lifetime ago) and figured this to be the common sense application.

But, just like assuming a wolf could trip during an AoO, real world applications don't always translate well into abstract combat systems.

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.

Shadow Lodge

Jim Kiley wrote:
Since I had six players, I encouraged the players (but did not require them) to each take their Black Rider bonus to a different attribute. They were happy to do it, said it seemed like a cool idea, and negotiated it quite pleasantly with one another.

That's an interesting idea.

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blackbloodtroll wrote:
Duderlybob wrote:
Yes, but the feat's requirement shows a precedent. A hand cannot wield two weapons at the same time. A hand can only wield one weapon at a time, that's all I'm using the feat for, it's an example of the RAI that you're arguing for BBT.

I understand.

It just should not be something that anyone should have to prove you can't do.

You can't wield a Dagger clenched between your butt-cheeks, and you can't wield two weapons with the same hand.

No one should have to go to great lengths to have to prove why you can't do either.

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?

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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.

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In the ~3.5 seconds it takes you to swing your readied sword, the caster could've gone immaterial/material 7 times.

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Or the 4th adventure could be set in the thrice tenth kingdom, although isn't Rasputin pretty much invading it in book 5? The logical extension of that would be that the PCs get to earth via the first world instead of the Hut.

Shadow Lodge

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 Black Mantle and the Black Rider give the PCs direction. He specifically tells them to get to the Dancing Hut, throw the two keys that he holds into its cauldron, and find Baba Yaga, since she's the only one who would know enough about Elvanna's ritual to stop it (oh, and then he puts the Mantle on them to force them to do so). He's a massive info dump.

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 Black Rider is a massive exposition dump. In one encounter, the PCs go from being completely clueless about what's going on to knowing their goal for the rest of the adventure path, which is then enforced by the Black Mantle. Over the course of the AP they see first hand how evil/petty Baba Yaga can be, so they ideally they are weighing the evil of Baba Yaga over the fate of their world. The Mantle seems unneeded for anyone but the selfish. The only story piece for it seems to be allowing them full access to the Hut without springing all the wards, since otherwise none of Baba Yaga's minions even know the PCs have the Mantle.

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:
- Elvanna will bring eternal winter to Golarion if not stopped, starting with Taldor and several other locations. They can close the portal to Taldor if they interrupt the ritual in the Pale Tower.
- Elvanna has rebelled against her mother to circumvent her removal from the throne of Irrisen, helping her brother trap her on Earth.
- The winter ritual is complex enough that reverse-engineering it in order to stop it all at once would take years. Baba Yaga, on the other hand, would be able to reverse it almost immediately.
- Travelling in the Dancing Hut is going to be the best way for them to find Baba Yaga.
- anything else?

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.
Once in the ritual chamber in the Pale Tower, another chunk can be given: the PCs see that there are tons of portals all over the world, with more opening.
Need some hooks to go to Whitethrone, perhaps in hopes to stop Elvanna directly before realizing they’re no match for her and need to escape in the Hut before they’re surrounded and killed.

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.
Perhaps, Triaxis is a fallback: Baba Yaga gave these keys away long ago as another means to get to her home world, and something happened in Artrosa that prevented the keys to Russia from working. Maybe the eagle and the bearskin are related to why Yrax started the war in the first place. I would like to have some reason for the PCs to be there other than the second breadcrumb of a two crumb trail.

- bypassing the wards inside Baba Yaga’s hut (due to the mantle)
- keys are the entire reason to go to Artrosa / Triaxis
- the hut configuration sections in books 3 & 4 are used as clues to find the keys in said books
- others?

Shadow Lodge

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Neo2151 wrote:
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.

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Hrothdane wrote:
I haven't seen either yet, but I'm betting Valais will show up in the season 6 plot. It mentions in her backstory that her team was reassigned from Numeria.

That would depend how many groups reintegrate her into the Society or get her out of the city, I imagine.

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Perhaps pounce in general should only apply to natural attacks.

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Distraction is only 1 round. Mad Monkeys only adds an additional condition to it with a different duration.

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Marthkus wrote:
Aelryinth wrote:

Greater Magic Weapon.

Shield of Faith.

Greater Magical Vestment.

Great now both the rogue and the bard have those buffs.

So.. nothing changed!

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?

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Cevah wrote:
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.

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