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Sniggevert's page

Goblin Squad Member. Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules, Comics, Pawns, Battles Case Subscriber. FullStarFullStarFullStar Pathfinder Society GM. 1,299 posts (1,905 including aliases). 3 reviews. No lists. 1 wishlist. 8 Pathfinder Society characters. 4 aliases.

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***

Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules, Comics, Pawns, Battles Case Subscriber

Congratulations both of you!


Np. Also, a side note, I'm going to be out of town this upcoming weekend as well, starting Friday morning. I won't be able to post till I get back home once I'm on the road.


Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules, Comics, Pawns, Battles Case Subscriber

Write a review of Pathfinder Society Scenario #4–20: Words of the Ancients (PFRPG) PDF!

There is actually no messageboard box for reviews until you click on the link on the review page. The link is found right below the line:

Average product rating: ****( ) (based on 4 ratings)

on the review page.

***

Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules, Comics, Pawns, Battles Case Subscriber

They are limited as stated in your quote:

ahayford wrote:


Guide to Pathfinder Society Organized Play, p. 7,
"Select your character’s class and race from the choices
offered in the Core Rulebook. You may also select aasimar,
tengu, or tiefling as your character’s race with access to
the proper Additional Resources book.

To get anything beyond these races, and even the last 3 of these races, you need to examine the Additional Resource guide. All other races that are playable are indicated with the relevant books that have their descriptions, and list the requirement to have a matching boon to play those races.

Such additional races are not included in the Guide, to keep the Guide down to the specific always available items/races and basic rules needed to play. If you want to go beyond what is spelled out in a particular section, you need to check out the other resources for PFS.

***

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Oversized wrote:
Anyone have any idea when the cost adjustment is going to happen and when BFA's may become legal again in PFS? Just trying to figure out if I should start saving up anytime soon.

I would start with assuming never, and that way you can be pleasantly surprised if you're proven wrong.

It something that'd have to be changed in the actual print product, so unless the design team also thinks its an issue it won't get changed. Even if they do, it won't have a chance to get changed until the next printing of the product it released in and they don't release those until after they've already happened.

***

Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules, Comics, Pawns, Battles Case Subscriber

For PFS? Levels 3-5.

For normal home play? It starts at level 1 and takes you through level 5.

The part that's sanctioned for PFS play as a stand alone module is the latter portion of the AP book, not the entire thing. It's not an even 1/3 of the book break down, but it's pretty close to 1/2~1/3 of book 1.

For something like this, always go with the information given by the PFS specific instructions/support, rather than the general play information.

I hope this helps.

***

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doc the grey wrote:
kinevon wrote:
doc the grey wrote:
Which mission gives this to you? I have a half-orc dungeon delver who would kill for a legendary owlbear to roll with. It would even replace his loyal giant slug speedy.

Given the date mentioned, and certain other sthings mentioned in passing:

** spoiler omitted **

Hmm that makes sense. I've picked it up for free rpg day and was planning to run it but haven't checked out the boons sheet for it. Welp know what I'm running today.

So do they have the handout sheets up for download yet? I didn't see them on the additional resources.

The chronicle for WBG2 has been on the product page since last Thursday IIRC. It may not be added to the AR until it gets updated with this month's products after their street date.

***

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Got back late last night, and finally recovering after a long sleep. Had an awesome time at my first Origins, and ran tables for some excellent players. I'm definitely going to have to try and add this as a regular to my con schedules.

Things were well organized and from a GM's perspective ran pretty much flawlessly. Well done Michael and his crew manning HQ.

***

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Congratulations Michael! It is well deserved, and it has always been a blast to sit at one of your ables. Well done indeed.


Well said Mahath.

***

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Seth Gipson wrote:
John Compton, Blogger Extrordinaire wrote:
We are allowing GMs to do something special for these two scenarios. Anyone who GMs the scenario can apply the sheet to a character of level 8+ even though the character would not normally be eligible to receive credit. This Chronicle sheet includes the experience point, Prestige Points, items, and gold for Subtier-6–7.

Emphasis mine.

Are you purposefully not mentioning the boon because level 8+ members of the factions who get the GM credit dont get the boon?

I would assume more it's because the boons are not related to level of subtier, and everything he called out is. Without a post stating otherwise, I'd treat it as any other normal GM chronicle, which does include boon access.


Hey guys, I'm going to be out of state at Origins the rest of the week. I probably won't be able to post till next Monday. Please NPC Quzman as needed.

Thanks.

***

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1 person marked this as a favorite.

But those are the regular rules for how an incorporeal undead work, as spelled out in the relevant rules books. If they add those two lines, what other "simple two line explanation" are they going to have to add for each and every other possibly mis-understood rule that will be touched on during the course of a scenario's play?

I'm not being snarky, and I apologize if this comes across as such, but sometimes GM's make mistakes and run things incorrectly. I doubt if there's anyone out there that knows every single rule, and can spout it on demand. Mistakes happen. This was one of those times. Next time, the GM will hopefully know better how incorporeal creatures are treated.

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Originally, channeling positive energy was lumped in with all other spell effects, and the 50% reduction in damage for incorporeal creatures. The current rule is that channel does full damage, like force effects, to incorporeal.

I 'think' that's what he's trying to say when he's talking about dodge bonuses and such.

***

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As any PFS scenario, the amount of money/items on a chronicle sheet are based on what is found/encountered during the play through of the scenario. If you leave early, you just do so with what you find during the scenario being your reward on the chronicle.

***

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Eric Saxon wrote:


What happens is that at that altitude they can't breathe and everyone who fails their checks can eventually become exhausted due to lack of breathable air, which possibly leave them open to SUPER failure due to -6 STR/-6 DEX or what not.

BTW- This should only ever leave the PC's fatigued, not exhausted. You just can't shake the fatigue (via non-magical means), until you go down the mountain and get to more breathable air. It's a debuff on the party, but not as bad as the -6/-6 you have, only -2/-2.

***

Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules, Comics, Pawns, Battles Case Subscriber

You make a good point about the creators casting stat and not the item. I was putting my own spin on there somewhere. The casting stat DC appears to solely be minimum, regardless of creator.

I could be doing the same on wand/scroll things too. However, I haven't found such straight out not being the caster language as I did about the DC's. (Then again, I haven't found the language I thought was there to support my initial assumption either).

Either way, I do think Andrew's point about a PC's items not being affected by the SR. Why could an Aegis of Recovery be able to heal you, but a wand not?

I'm basing the Aegis off the language that SR never interferes with an character with SR's spells, items or abilities. The Aegis is simply a worn necklace slot item of a character.

***

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nosig wrote:


Actually, while the potion says that you are considered the caster, wands and scrolls do not (as far as I know). So my PCs with SR cannot actually use a wand (or scroll) on themselves.

The rule: "The drinker of a potion is both the effective target and the caster of the effect (though the potion indicates the caster level, the drinker still controls the effect)." makes a special exception for Potions, I do not beleave there is one for wands or scrolls...

In fact, because you DON'T use the CL of your PC or the casting stat of the PC to calculate the DC when you are using a wand/scroll, you can actually tell that the wand/scroll is outside the SR (and you would need to overcome the SR for it to work, using the CL of the wand/scroll).

I could be wrong on it, as I say, I couldn't find the reference I was sure I had read about the reader of the scroll and the wand wielder being considered the caster. However, in response to:

Quote:
In fact, because you DON'T use the CL of your PC or the casting stat of the PC to calculate the DC when you are using a wand/scroll, you can actually tell that the wand/scroll is outside the SR (and you would need to overcome the SR for it to work, using the CL of the wand/scroll).

The same thing is true for potions as well. You use the CL (or lower) and casting stat (assumed minimum) of the potion maker to determine the DC (if necessary) of a potion. Most potions are made of spells that don't require a save is all.

I am a lot less sure about that wand/scroll thing, but might try and look it up after work this weekend.

EDIT: And Andrew makes a good point about the "items" mention in SR too.

***

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The Monk's Robe is on the "lists" of "or by capitalizing on his fame within his faction." The Fame table is for ALL other legally available items under a set gold piece value.

***

Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules, Comics, Pawns, Battles Case Subscriber

In this case, I think Andrew was right. The guide is very specific in this case.

The Guide wrote:

• +1 weapons (2,000 gp + 300 for the masterwork weapon

cost + item cost)
• +1 armor (1,000 gp + 150 for the masterwork armor cost
+ item cost)
• +1 shields (1,000 gp + 150 for the masterwork armor
cost + item cost)

It lists out the actual costs for what constitutes an always available weapon or armor.

***

Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules, Comics, Pawns, Battles Case Subscriber

Fame chart 5-3 gives maximum gold piece value of items that can be purchased that are NOT on the always available list or your Chronicle sheets.

The line about being outside the limits is being limited by Fame gold value, always available, or Chronicle sheet. As long as the item can be purchase via one of those three restrictions, you can buy it.

In short, your interpretation was right. The player was twisting the language just a little bit too much in this case.

***

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Fromper wrote:
I would assume this applies to "always on" items like armor, weapons, etc. I don't know if it applies to potions and wands that you happen to own, since they're casting spells on you from a source outside yourself.
Potions wrote:
The drinker of a potion is both the effective target and the caster of the effect (though the potion indicates the caster level, the drinker still controls the effect).

I know I've read similar for wands and scrolls and the user being the caster, but not finding them right now.

EDIT:Emphasis added

***

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Andrew Christian wrote:


This is so not true.

You can't cast spells on yourself if you have SR, without overcoming your own SR. So what makes you think a potion would work?

SR never affects spells you cast yourself. Wands, potions, scrolls all have the user/imbiber/reader as the caster. Therefore, as long as you're the one using the item, you do not have to beat your own SR.

A creature's spell resistance never interferes with its own spells, items, or abilities.

***

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Tim Vincent wrote:
First Steps are technically modules as well.
Cover of First Steps Part I wrote:
A Pathfinder Society Scenario for Tier 1

bolded for emphasis

They're scenarios. They're listed as scenarios. They call themselves scenarios.

Modules for PFS play are listed completely separately on the website and call themselves modules on their covers.

In general, they are 2 totally separate beasts in terms of how they're handled.


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Robert A Matthews wrote:


If I'm not mistaken, that would make a heavy spiked shield deal 2d6 damage.

YES.

Scarred Wanderer wrote:
Melee +5 bashing spiked heavy shield +31/+26/+21/+16 (2d6+11) or +5 bashing spiked heavy shield +29/+24/+19/+14 (2d6+11), +1 adamantine dwarven waraxe +25 (1d10+4/×3)

***

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Tim Vincent wrote:
Netopalis wrote:
The list of replayable tier 1 scenarios is limited to three: The First Steps Series.
Incorrect.

No. This was correct.

There are other MODULES that can be replayed currently (Tier 1-2 modules), but no other SCENARIOS are available at this time at Tier 1.


Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules, Comics, Pawns, Battles Case Subscriber

Looks good to me. A 12 CON is fine for PFS. My first character was a bard with an 11 CON, and he's only died once in 9 levels so far. You can shore it up with either ability bumps at later levels, or just get a belt of constitution later. The Toughness feat, if it can be worked in will help too.

Lowering WIS isn't the best, but to add to the background of the character, it fits well IMO. Again, a feat, Iron Will, or a headband with WIS will help shore up that negative. Or, of course, there's the ever present cloak of resistance that helps all the saves.

The main thing I've found is, build the character you WANT to play, not the one folks tell you you HAVE to play. PFS can be a lot of fun overall.

***

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Fromper wrote:
Michael Brock wrote:
After reviewing the feedback, I consider it for a bit, make a list of pros and cons, and whichever list outweighs the other is what I go with. That is how I resolve most issues that are divisive in regard to OP.
While I might not always agree with your decisions, I do respect that they're well thought out and reasonable.

Couldn't have said it better myself. I don't always agree with the way things shake out, but I respect the way you handle the decision making process.


Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules, Comics, Pawns, Battles Case Subscriber

They've never come out and given a specific FAQ for it, and I had always gone with James' post till recently. In the NPC Codex, the 20th level barbarian has a spiked heavy bashing shield where everything stacked, so there is some in print precedent that they will stack.

Whether this was intentional, or slipped through the cracks, or not is another story, but there is now some printed basis for them stacking.


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Eric Saxon wrote:
Jiggy wrote:
Also note that cure light wounds' level-based bonus caps at +5, so your example is a bit off.
I thought it capped at +15, where is that rule, not home so don't have books on me.

In the text for the Cure Light Wounds spell. It's generally +5*level of cure spell as the capped bonus you get added to your die roll for the cures.


Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules, Comics, Pawns, Battles Case Subscriber

This really is a Rules Forum question...

But,
1) It gives the +50% to both the static number and the die roll, so in your example it would heal 18 points.

2) The ability Healer's Blessing calls out in the ability's text that it does not affect cure spells used to damage undead.

EDIT: If you are actually using the metamagic feat: Empower Spell, instead of the ability noted in #2, then you would treat damage to undead as empowered as well.

***

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There's been a lot of debate about magically enhancing items not on the always available list (guns is the other one that comes to mind).

You can buy a mwk dragonhide BP with 2 PP, or wait until you have enough fame to make the purchase in gold (9 Fame).

My take on the enhancing was since the base item is not always available, the entire enhanced item counts as not being always available, so you would need the actual fame to upgrade your BP bought with PP to +1 (i.e. 13 Fame).

Some argued that once you bought the BP, the +1 add-on was always available. I'm not sure if anyone from the campaign staff ever weighed in on which reading was correct or not.

***

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Fromper wrote:

Any word on when Bonekeep, part 2 and the Season 5 Special will be available for download, since I'm scheduled to GM both at GenCon?

I normally like to have at least a week per scenario of prep time, and given everything else involved in preparing for GenCon, including refreshing my memory on the two other scenarios I'm GMing that I'm reading and prepping months in advance, I'd really prefer at least 3 weeks prep time for these.

Last year, we got the special the Friday night before GenCon, so about 4~5 days to prep. I think they're hoping to get them out earlier this year, but it has usually been rough for them to push the deadlines with everything else that needs prepped on their end for GenCon.


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Correct. And since charge is a full round action, that would be all creature 1 could do for the round.


Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules, Comics, Pawns, Battles Case Subscriber

The fighter's Archer archetype gets the ability to do so. Otherwise, no not by RAW I don't believe so. Though there might be another archetype that gives you that ability...

***

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I have a question about the scaling of the wave attacks. Should there be a different threshold for tables of 4 vs. tables of 5 or 6?

I know you scale down the starting numbers per wave, but both sets being able to get down to the same level seems counter-intuitive on what's been going on this season in my mind.

***

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Your GM is right.

You may only use the feats listed in a Bestiary if it is specifically granted by another legal source (i.e. Improved Natural Attack is legal for a Natural Weapons Ranger via the APG)


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Calex wrote:

um. page 112 CRB under feat prerequisites, it says "A character can gain a feat at the same level at which he gains the prerequisite."

Doesnt that indicate a player can hold off taking a feat until he can qualify for it?

No, it means things like Vital Strike with a BAB +6, can be taken at 6th level by a fighter, which is when he gains the prerequisite of a +6 BAB.

It says nothing about holding feats gained at levels before you reach a prerequisite.


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There's the Bloatmage PrC from the Kaer Maga supplement (City of Strangers) that uses the a bloodpoint pool to power their expanded magical abilities. They waddle, but can make up for with extra spells per day.


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My Aldori Swordlord (2 level MoMS dip) currently has Combat Expertise, Crane Style, and Defensive Parry currently has an AC of 28 vs. melee (27 otherwise) with only having a +1 Mithril Kikko for armor (+6 from that) at 7th level. He fights defensively and with CE going for -3 to hit and +6 AC currently.

At 9th level, he'll gain Steel Net which removes the remaining -2 from fighting defensively, while adding another +2 dodge to AC, so he'll be -2 to hit then with a +9 AC (another +2 vs. melee attacks from Defensive Parry).

I've broke it down with just a minor investment of +2 armor, +1 ring, +1 natural armor he'll have like a 37~38 AC at 9th level. When the synergies get going, it's easy to bump the AC and make the penalties much easier to deal with.

***

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Yeah, every month they go through this.

It'll say available today until about 9 PM EST, and then they usually got to 'unavailable' for awhile to tweak those waiting, before finally being announced as available and released sometime thereafter.

(That was tongue in cheek, in case it doesn't come across.)

***

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Notate on your chronicle sheet when you blanch your weapon/ammo, and Mark has ruled it will carry over between scenarios. HERE

The only thing you need to do is make sure you keep good records of ammo expended.


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Dekalinder wrote:
Swordlords don't get weapon training, and the only good thing they get is steel net at level 7. Not worth it.

They lose weapon training 1 for disarming strike. They still receive weapon training 2, 3, etc.

I'll also be to differ that steel net is the only thing good about them. Disarming strike allows damage while you neuter most humanoids attacks, and defensive parry is free AC anytime you're full attacking.

Counterattack can also be a good way to stop an iterative attack sequence from someone if you can disarm them on the AoO.

The Swordlord AT, with a couple levels dip into monk (Crane Style synergizes well with the AT), and a single level dip into the PrC can make a very good defensive duelist type character IMO.

***

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1 person marked this as a favorite.
Michael Costello wrote:


@Greg I have similar aspirations for Eyes side quests, however singing is unlikely. :)

Go to Bar Fleet early enough...get well lubricated, and you'll never know you sang until we tell you all about it in the morning...

***

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Melavis Clay wrote:
Yiroep wrote:
Jeff Kosky 360 wrote:
Where does it say this at? I just looked at the part 1 cronicle sheet and it has 0 exp in the exp slot, do I just cross through this then?
Yeah, they used to give no XP but those rules changes and the sheets were never updated, so just cross that out and put 2 XP for the first, and 1 XP for each of the other three.
That means we would be lv 13 for the final 2 parts of the story arc. Since they are written as lv 12 only, where can I find this rules update you are tlaking about?

In the Guide to Organized Play pgs. 27 and 28 in the section on "Beyond Level 11".

It talks about Seekers (12th+ characters) and retirement arcs in general, but currently Eyes of the Ten is the only retirement arc available.

***

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Sitri wrote:
Matthew Pittard wrote:


List of available Gods for Paladin characters (Aroden while also in the alignment zone is kinda dead. Thus no Paladins)

Abadar
Alseta
Andoletta
Angradd
Apsu
Arshea
Bolka
Chaldira Zuzaristan
Dranngvit
Erastil
Folgrit
Grundinnar
Iomedae
Irori
Kols
Korada
Kurgess
Magrim
Ragathiel
Sarenrae
Shelyn
Torag
Trudd
Yuelral

Twice now I have run into people saying Irori doesn't accept paladins, one of them following up with "but abadar does". Neither could cite this. Do you have any idea why this might be said?

From "Faiths of Balance", Abadar is stated to be the only neutral deity that supports a paladin order. This is true of the major deities I believe.

However, this does not mean that Irori does not have paladins. It just means there is no centralized order for these individuals to belong to. Just as Irori was about personal accomplishment, I think this fits the theme very well.


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Jubal Breakbottle wrote:
Paz wrote:
Hi, this thread is more appropriate for General Discussion; this forum is for discussion of topics related to Pathfinder Society Organised Play. I've flagged this thread to be moved.

Huh? While the thread may or may not be better in General Discussion, this forum is not only for Society Organized Play... at least according to its description...

Description of Advice Forum wrote:
Hints, tips, how-to guides, character builds, and requests for advice about how to play the Pathfinder Roleplaying Game.
cheers

That's because it was already moved out of the PFS Discussion forum before you saw it I guess ;)

***

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If the spell doesn't have a listed price for the material component, it's assumed to be contained in the "Spell Component Pouch". You can find this in the general equipment list in the CRB. I believe they cost 1gp. As long as you have access to one of these, or the Eschew Materials feat, you should have everything you need to cast most of your spells.


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Your best bet for this (especially as con support) would be to contact Mike Brock directly I would think. You could PM him or email at mike.brock@paizo.com

***

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Majuba wrote:

I ran this scenario twice months ago, one at high-tier, one at low-tier. It still grates on me how over-powered the young template is on the BBEG. A net of +1 AC, +3 to hit, for a minor hit to the poison DC.

I did indeed kill one PC (8 rounds after hitting him with two quills), and another avoided it only through extreme fortune.

The CR-drop on the template itself is flawed, but applying it to a creature like this was pure butchery. An easily CR 7 creature, with minions, vs. 3rd and 4th level PCs.

I've found, that for things like this it is generally better to use the quick rebuild rules, as it doesn't do as much to improve the creature.

It gets +2 to hit this way, but loses 2 HP/HD and lowers the DC's.

I remember when I was running Council of Theives' right after PFRPG came out, and they had a group of "young" shadows. Rebuilding them made them MUCH more powerful than they were intended, and James was actually the one who made my mind up about this.

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