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I'd really like to see sets of minis built around the Summon Monster and Summon Nature's Ally lists. Say, one set per spell level -- so you'd have the Summon Monster I set, then in the next installment Summon Monster II, etc. They could either be builders series, or small box sets.
That would be handy for both GMs and for anyone who plays a PC that summons things.
Are the fringes of the Eye of Abendego at all navigable? I'm just trying to figure out the best overland route from Magnimar to Yamasa by mundane transport.
So far, it looks like the sanest option is to take ship from Magnimar to Azir in Rahadoum, then travel overland through the pass at Haldun.
Would be at all viable to sail from Magnimar, put in at Ilizmagorti for fresh water and supplies, then skirt the edges of the Eye of Abendego?
When I first started running my own campaign, I dutifully calculated XP budgets, spent them on CR-appropriate critters, and awarded XP, all per the book.
What a pain.
It takes a while to develop a sense for it, but it's much easier to design encounters when you know your PCs' abilities really well. What options are available to them? How could they deal with this encounter? Is it obvious? If the monster is too tough, you can always nerf it, or provide tools the PCs can use to handle it.
If you're just starting out, I suggest making a short adventure with definite start and end points. Run it and see how it goes. An ongoing campaign is much harder, and you have to get better at improvising, because 1) the PCs will routinely come up with crazy things you never thought of, and 2) in a really long campaign, things will change and morph in response to player actions and events in the game.
If they're really stuck on something, you can suggest things. Maybe call for an Intelligence check, and the high roller gets a suggestion for a tactic that might work, or at the very least a suggestion to retreat and regroup.
Under the rules as written, chemically induced unconsciousness is not magical. For example, the poison Blue Whinnis renders those who fail their saves unconscious. Similarly, the drug Dreamtime Tea knocks out the imbiber with no save against the unconsciousness (though one is allowed a save to avoid addiction to the tea).
The elven immunity explicitly says "Elves are immune to magic sleep effects". Neither of the two samples above are magic, and so the immunity does not apply.
In the case of the dwarven racial trait "Hardy", the +2 on saves versus poison would apply to the blue whinnis, but not to the dreamtime tea. The former is a poison, the latter is a drug. Although "poison" and "drug" are logically both chemicals, they are technically governed by distinct rules systems.
If you are planning to knock out your PCs in order to initiate a scenario, be advised that some players find this upsetting. I advise using this tactic sparingly, only with good reason, and making sure your PCs are quickly given the opportunity to take control of their own actions once again.
Hi! I wrote post #58 in the thread Magical Sleep or Natural Sleep. A large number of posts in the thread got zapped for derailing the original question, an action which I approve because they were.
Mine, however, was a substantive answer to the original poster's question. It did make one minor reference to the derailing posts, consisting of the phrase "as amply demonstrated by Username-was-here." The post was initially left intact, but later removed. When I noticed the others had been removed and mine left, I wanted to remove that clause because it no longer made sense. But by that time I was no longer able to edit the post.
So, would you please consider restoring that post, minus the offending clause? It even got a favorite, which is always nice.
Oh, and I would prefer to have made this appeal by PM, but as far as I can tell there's no "Send private message" link on Chris Lambertzs' profile page. Is that by design, or a bug?
Kestral287 - You've got 4 levels of Rogue and 6 levels of Druid. Oddly enough.
The target has 1 level of rogue and 6 of cleric. In case it's interesting, the target is ...
Rise of the Runelords spoilers:
... Justice Ironbriar, from Rise of the Runelords. Both he and Xanesha survived book 2, and he's been dispatched to Korvosa to hire the Cerulean Society to undertake more murders of greedy people. We're in between book 3 and 4, and one of the PCs is on a solo side adventure in Korvosa.
I sent Ironbriar because I wanted to tie the side adventure back to the main campaign. I'm planning for his identity to come out (if he survives the side quest), so that the PC can tell the rest of the party once they meet up for the start of Book 4. They really do need to know he and Xanesha are still active.
Some good ideas. I hadn't considered drugging him. That's a good suggestion.
As for arranging a fake ceremony -- he's a cleric of Norgorber, in his aspect as god of assassins. I can't think of any particular rituals that might require him to take his ring off, except perhaps cleaning up after an exceptionally messy murder. But I'll double-check in Inner Sea Gods and see if anything jumps out.
Scenario: you work for a thieve's guild. Your guildmaster is soon to meet with the representative of a powerful client for the first time. He is suspicious of the client's offer, and wants a hidden spellcaster to use Detect Thoughts to learn as much as possible during the negotiations.
Unfortunately, the client's representative is equipped with a Ring of Mind Shielding. The guildmaster learned this in advance, and has managed to create a fake ring that looks exactly like the rep's ring.
Your job is to swap the two rings. The rep is currently traveling overland towards the city, and will arrive in about 3 days, then spend about 1 day in the city before the meeting. He's a cleric, and tends to keep the ring on unless he has a good reason to remove it.
How would you go about it?
I'm designing a one-shot in which a soloist PC (Bard 10, with fighter 8 cohort) will fight a Rakshasa. Before getting to him, the PC will encounter three helper NPCs who will test her worthiness to undertake the task and give her useful stuff if she passes.
It's the three helpers I'm having trouble with. They were chosen by drawing from a Harrow deck, and they are:
1) The Paladin
I need a challenge and a reward for each of these three.
For the Paladin, I don't have a good challenge. If she passes, the reward is Protection from Evil 1/day as a spell-like ability, to deal with the Rakshasa's mind-affecting spells.
For the Brass Dwarf, I don't have a good challenge. If she passes, the reward is the Holy weapon property on her rapier or shortbow (not both) to deal with the Rakshasa's DR.
For the Rabbit Prince, no idea for a challenge OR a reward. I've run The Harrowing before, so I'm familiar with how he was presented there, but I'm not sure that fits. Maybe I should take the card metaphorically, and have the helper be just a younger member of a noble house or something? Totally at sea on that one.
Setting is Varisia, and the Rakshasa is guarding a Runewell of Lust under Korvosa. Session is scheduled for Saturday morning.
Suppose I make a PC using the variant multiclassing -- say, a witch with the bard features -- and then enter the Evangelist prestige class. When the PC hits Evangelist level 2, I have to choose "a class she belonged to before adding the prestige class to be her aligned class".
Do I have to make a choice between witch and bard (primary and secondary), or do I get both?
Seek ways to deal with it that don't involve hitting it, because 80 is well-nigh untouchable (with the exception of touch attacks, as noted by Lamontius).
1) Gum up its works somehow? Acid in the gears? Sand in the crankbox?
2) Maneuver it into a space too small for it to get out of easily?
3) Sic rust monsters on it? Their primary is a touch attack that rusts metal.
The Antimagic Field does not have a "Target" line; it has an "Area" line:
Question: does the "you" in the Area line allow a wizard to designate his familiar as the point of origin for the emanation?
Because that would be super-useful. Cast Antimagic Field on your familiar and have it go hang out with the fighter.
Oo. Lose interest in the campaign against evil in favor of endless hunts and entertainments ... yes, I like that. Thanks, Mikaze!
And yes, perhaps I should have put some kind of homebrew flag in the subject. If a moderator wanted to edit one in, that'd be fine. I wasn't even sure whether to post this here or someplace else, maybe Gamer Talk.
As a result of some rather complicated events in my homebrew Golarion campaign, Cernunnos has changed alignments from CG to CN. In brief, he was wounded, and the cure became adulterated with pure chaos by a protean.
I'm just trying to figure out how this should change him. He's currently the patron of the PC, having granted her some mythic tiers. I've played him as impetuous and rash, but committed to the greater good, and willing to sacrifice himself in a good cause. Now he's busily re-evaluating his outlook on life, and I don't even know if he can be an empyreal lord now that he's not good-aligned any more.
The PC and cohort in my solo campaign got turned into vampires as a result of an unfortunate random encounter. The cohort was a witch, and her fox familiar left once she died and took up with an NPC -- he didn't want to revert to being a normal creature. The NPC was a little girl, and had only a vague idea what was happening.
In retaliation the PC and her cohort tracked down and murdered the kid's older brother, messily, because he was her sole surviving family member and that would show her how it felt to lose someone you cared about. It was pretty messed up. I mean, they were vampires at the time, but still.
I recently had a lovely encounter prepared for a fight with a nemesis who'd been a thorn in my player's side for about 6 levels. I made the foolish assumption that the PC would follow standard adventurer protocol: kick down the door and roll initiative.
So what does she do instead? She convinces the kingdom's guards that there's an invading army. The council (on which the nemesis sits) was duly convened, and the PC taken straight to them as a material witness -- where she decides to destroy the nemesis' reputation instead of just attacking her.
That's right. She went for character assassination instead of an actual assassination.
And good advice -- I'll be sure to insert a session or two between sieges.
In our campaign, Xanesha escaped the party (barely). In fact, the party is currently working for Xanesha (unknowingly) in her cover personality as Lady Diana Baythorne, Chief Intelligencer of Magnimar. She used the PCs to destroy her rival Lucretia, and while they were away she has successfully assassinated Mayor Grobaras. So I think there'll probably be a session or two devoted to political intrigue over his death and succession, plus the party discovering that Lady Baythorne isn't what they thought she was. Mwa ha ha.
I failed to find the thread, so I've gone ahead and devised my own plan for having Barl Breakbones assault Fort Rannick, defended by the PCs. Here's a write-up. Any feedback would be appreciated.
Needless to say, there are lots of spoilers to follow.
1) In the adventure as written, Barl took over the tribe based purely on his possession os Sihedron medallion. This strikes me as a tad unrealistic, so instead Barl overawed them by animating the corpse of Gargadros as a zombie under his own control. The gentle repose effect of Gargadros' sihedron medallion meant the body was in sufficiently good shape for this, though Barl did need to cast Desecrate in order the be capable of animating such an enormous corpse (I have given him a custom magic item that casts Desecrate 1/day for that purpose, which is a nice item for any necromancer to have anyway).
Once Gargadros woke and was obviously under Barl's control, Grolki surrendered. Here are stats for Gargardros (he's a fast zombie rune giant).
Gargadros CR 9
Male fast rune giant zombie (Pathfinder RPG Bestiary 288, 289, Pathfinder RPG Bestiary 2 130)
NE Gargantuan undead
Init +1; Senses darkvision 60 ft.; Perception +0
AC 29, touch 7, flat-footed 28 (+1 Dex, +22 natural, -4 size)
hp 143 (26d8+26)
Fort +8, Ref +9, Will +15
Immune undead traits
Speed 60 ft.
Melee slam +31 (3d6+24), 2 slams +31 (2d6+16)
Space 20 ft.; Reach 20 ft.
Str 43, Dex 13, Con —, Int —, Wis 10, Cha 10
Base Atk +19; CMB +39; CMD 50
Skills Acrobatics +1 (+13 to jump)
Languages Common, Giant, Terran
SQ quick strikes
Environment cold mountains
Organization solitary, pair, patrol (3-6), squad (7-12), or company (13-30 plus 2-4 fighters or rogues of 2nd-4th level, 1 oracle or sorcerer of 5th-8th level, 1 ranger or monk commander of 5th-6th level, 10-20 yetis, 1-4 cloud giants, 8-12 frost giants, 10-16 stone giants, 4-8 lamia matriarchs, and 1-2 adult blue dragons)
Darkvision (60 feet) You can see in the dark (black and white vision only).
Quick Strikes (Ex) Whenever a fast zombie takes a full-attack action, it can make one additional slam attack at its highest base attack bonus.
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.
Technically Gargadros retains the spell-like abilities he had in life, but since he has no intelligence, I chose to eliminate them. I also removed his armor and weapons, on the grounds that they were no longer in good enough shape to provide him any benefit (and I want my fighter to have a prayer of hitting him). Consider describing him as wearing armor so ancient and crumbling as to provide no useful benefit.
2) Barl has not killed his second stone giant minion. He just cut out his tongue.
3) Barl sent a messenger to go talk to Jaagrath; but he came back to report that the castle's been taken by adventurers and Jaagrath's dead. Enraged, Barl musters his forces and sets out.
4) Myrianna is not dead. Lamatar's animal messenger never made it to her. Perhaps it was a small bird that became a tasty snack for a hawk halfway there. Anyway, she's alive, and wondering why she hasn't seen Lamatar lately. She finally decides to investigate, and leaves Whitewillow to seek out Lamatar at Fort Rannick.
5) Myrianna has never visited Fort Rannick before, and in the course of avoiding Turtleback Ferry, she takes a wrong turn and gets lost. Emerging at the north end of the Kreegwood, she catches sight of Barl's forces -- a rune giant zombie can be seen from quite far away. It's easier to get her bearings once clear of the Kreegwood, by looking at the mountains, so she turns and rushes to Fort Rannick to warn Lamatar that an army of ogres and giants is heading for the fort with an enormous creature of some kind.
6) Myrianna throws caution to the wind and runs headlong into Fort Rannick calling for Lamatar. Instead she finds the PCs. A lot depends on how the PCs and Myrianna react to one another; you could run this as a hostile encounter in which Myrianna reacts badly to the news of Lamatar's death and lashes out in her grief. But it's more likely that they'll react with sympathy, and she'll deliver her warning to them instead, and potentially stay to assist. In my own game I've added two levels of druid to her. Here's a stat block for her:
Myrianna CR 10
Male advanced nymph druid 2 (Pathfinder RPG Bestiary, 217)
NG Medium fey
Init +11; Senses low-light vision; Perception +18
Aura blinding beauty (DC 23)
AC 29, touch 27, flat-footed 21 (+9 deflection, +7 Dex, +1 dodge, +2 natural)
hp 99 (10 HD; 8d6+2d8+62)
Fort +20, Ref +22, Will +23
DR 10/cold iron
Speed 30 ft., swim 20 ft.
Melee mwk dagger +13 (1d4+2/19-20)
Spell-Like Abilities (CL 8th; concentration +17)
. . 1/day—dimension door
Domain Spell-Like Abilities (CL 8th; concentration +17)
. . 8/day—icicle (1d6+1 cold)
Druid Spells Prepared (CL 9th; concentration +14)
. . 5th—cure critical wounds, ice storm[D], wall of thorns
. . 4th—control water[D], flame strike (DC 19), reincarnate, spike stones (DC 19)
. . 3rd—call lightning (DC 18), dominate animal (DC 18), stone shape, summon nature's ally III, water breathing[D]
. . 2nd—chill metal (DC 17), flame blade, flaming sphere (DC 17), fog cloud[D], gust of wind (DC 17), wood shape (DC 17)
. . 1st—charm animal (DC 16), cure light wounds, entangle (DC 16), faerie fire, obscuring mist[D], produce flame, speak with animals
. . 0 (at will)—detect magic, flare (DC 15), light, mending
. . D Domain spell; Domain Water domain
Str 14, Dex 25, Con 22, Int 20, Wis 21, Cha 29
Base Atk +5; CMB +12; CMD 34
Feats Agile Maneuvers, Combat Casting, Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +13, Diplomacy +20, Escape Artist +19, Handle Animal +20, Heal +16, Knowledge (local) +12, Knowledge (nature) +20, Perception +18, Perform (dance) +14, Sense Motive +16, Spellcraft +18, Stealth +20, Survival +7, Swim +21, Use Magic Device +20
Languages Aquan, Common, Druidic, Elven, Gnome, Sylvan, Varisian
SQ inspiration, nature bond (Water domain), nature sense, stunning glance, unearthly grace, wild empathy +25, woodland stride
Other Gear mwk dagger
Environment temperate forest
Treasure standard (dagger, other treasure)
Agile Maneuvers Use DEX instead of STR for CMB
Blinding Beauty (DC 23) (Su) Blind humanoids in 30 ft if they look at the nymph (Fort neg). Can suppress as a free action.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Druid Domain (Water) Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Icicle 1d6+1 cold (8/day) (Sp) As a standard action, ranged touch attack deals cold dam to foe in 30 ft.
Inspiration (Su) Chosen creature gains +4 to Will saves and Craft/Perform checks while carries a mark of favor.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Stunning Glance (DC 23) (Su) As a standard action can stun one creature in 30 ft for 2d4 rds (Fort neg).
Swimming (20 feet) You have a Swim speed.
Wild Empathy +25 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
I intend to have her assist in the fight, primarily using spells like Spike Stones and Wall of Thorns, plus perhaps some summoned creatures.
7) Myrianna's warning should give the PCs about half a day to make preparations. Adjust to taste.
8) Barl's forces consist of: himself, Gargadros, 2 stock stone giants, 5 ogre fighters (at 5th level), 5 ogre barbarians (4th level), 10 stock ogres. I intend to play up the zombie rune giant. "Some massive creature approaches. You can't see it yet, but you can hear it, feel it through your feet like the beating of some horrid heart: doom .... doom ... DOOM. Finally it pushes through the trees opposite Fort Rannick: a giant unlike any other you've seen before."
The assault will take place in several stages.
A) Barl offers them swift death if they surrender and come out of the fort. Trash talk and threats back and forth. Barl makes a point of bragging that his forces have already taken this fort once, and that their former commander is now his undead puppet, at which Myrianna shrieks in outrage and grief.
B) Barl points at the southern gatehouse and says "Gargadros: destroy that gate, and kill any who oppose you." Gargadros proceeds to demolish the gatehouse, using his bare dead hands to tear the walls apart; if attacked he changes his focus to the defenders, but he lacks any intelligence and merely attacks mindlessly until destroyed. During the fight the ogres should chant encouragement: "Gargadros! Gargadros! Gargadros!" At his fall, they howl and shriek in dismay.
C) Earlier, Barl ordered his 2 stone giants to flank the mountain. The party should not have seen them yet. Their instructions are to hurl large rocks down on the defenders as soon as Gargadros gets into the keep; if Gargadros is destroyed, they start chucking rocks then. If the party asks a Black Arrow ally how they dealt with this kind of thing, they'll say that the eagles (now dead) ran off any hostile creatures attempting to reach the summit.
D) Barl waits until the defenders are distracted by the stone giant rock throwers, then orders all of his ogres in at once. Barl uses his spells to support the ogres. The ogres with levels fight to the death; but the stock ogres lose morale and flee if 6 or more of leveled ogres die. The 10 stock ogres I've added mostly for dramatic effect and intend not to roll out -- they can fight in the background with surviving Black Arrows. They can either be encountered later in Hook Mountain, or else they can disperse and flee into the forests and mountains.
E) Finally, when all else has failed, Barl enters the fray himself.
9) Lamatar is not there, but Barl's bragging should have revealed his fate. He and the three hags were left behind at the clanhold. After the dust has settled, Myrianna will beg the party to go and destroy him, and return his body so that she can reincarnate him. At this point, taking on the clanhold will take very little effort -- it contains the three hags, Lamatar, and perhaps a few stock ogres.
I hope this is not too much. My party is not heavily optimized. It's going to be a hugely complex fight to run.
This thread mentions another thread about altering Book 3 such that Barl Breakbones assaults the PCs at Fort Rannick rather than waiting for them to come to Hooktongue Mountain.
I'd like to read that thread, because I'm considering something similar for my group. But I can't find it. It's not linked in the post that references it, my google-fu has failed me, and I quail at the prospect of manually sorting through thousands of threads.
Anyone know where to look?
So, suppose a witch casts a quickened Ill Omen (CL 10) on a character with Mythic Iron Will, followed by a Dominate Person.
The Ill Omen spell requires the target to roll twice and take the lower result on his next 3 saves. Meanwhile, Mythic Iron Will allows him to roll twice and take the higher result on all Will saves.
So ... how should this be resolved?
A) Roll twice for the Ill Omen, make a note of the worst, then roll a third time for Mythic Iron Will and take the better of the two?
B) Roll twice for the Mythic Iron Will, make a note of the better, then roll a third time for Ill Omen and take the worse of the two?
C) Declare that Ill Omen and the Mythic Iron Will negate each other's effects, then roll once and take it?
This is very likely to come up in my game on Saturday.
Ah, I like Mackenzie's suggestion -- Arazni is using Ranalc to flush out Nex. That sounds reasonable, if indirect. I like it. Particularly since as an undead creature, Arazni has a loooong time ahead of her -- indirect is fine, since she has time to try lots of approaches.
That's a good suggestion, though Arazni's incredibly smart (INT 39), and had centuries to get her ducks in a row.
I still may take it if nothing better comes up. Smart people make mistakes too.
So, in my homebrew game, Arazni has just attempted to hire the PCs to kill Count Ranalc.
Unfortunately, this offer was based on a misreading of the canon -- I somehow got it into my head that Nex and Count Ranalc were in fact the same person. I reasoned that Arazni is tired of being de facto ruler, and wants the full title -- which she can only get by destroying Geb. But Geb's a ghost, and will continually reform until the thing tying him to the mortal plane (namely his hatred of Nex) has been dealt with.
Meanwhile, Count Ranalc has been the primary antagonist at the root of the party's troubles for the last two years, so the party has a reason to be interested in the offer. The party is also currently undead (vampires, due to an unfortunate random encounter), so the fact that the offer is coming from a lich isn't a major problem. Arazni even has reason to believe they can credibly take on a demi-god, considering they killed Jezelda recently.
It all worked so beautifully in my head. Arazni hires the party to get rid of Ranalc. I stat him up as a demi-god (like an empyreal lord or demon lord -- something potentially killable, unlike a full deity). They take him on, presumably with direct aid from Arazni herself (possibly even Geb). Epic fight, and when the dust settles the party's path to completing their own goal (fixing the gates of Sevenarches) is made substantially easier without active opposition from Ranalc.
... except it turns out that Nex and Ranalc are not the same person after all, which totally undermines Arazni's reasons for hiring the party to do it.
At this point, the party has no idea why Arazni wants Ranalc dead. All they know is that's what she wants, and she'll be willing to discuss the details if they're interested. So if I can come up with another plausible reason why Arazni wants Ranalc's head, the idea could still work.
Suggestions? I mean, I could just declare that Nex and Ranalc really are the same person, but that throws all kinds of other related canon stuff out of whack, and I'd rather not do that.
The description from Bestiary 2 says:
Breath Weapon (Su) Although it deals negative energy damage, an umbral dragon's breath weapon does not heal undead creatures.
The ecology entry from PF #11, Skeletons of Scarwall, says that undead creatures often seek umbral dragons as mounts, because:
The wyrms’ ability to heal the dead with their breath and elicit fear from difficult-to-control undead minions—like mohrgs, spectres, and vampires—make them potent allies to would-be generals among the legions of the damned.
So ... which is it? I don't like it when the crunch and the fluff disagree with each other.
I went back and forth on the stat boost thing, but decided it added a good sense of "hey this is an epic spell now" to it. Feel free to disregard.
And I stuck the "subject to GM approval" in to account for GMs who don't want the players to have access to every race. EDIT: and it occurs to me that if the limitation is "you can't change your type", and my type is outsider (native) because I'm, say, a sylph, then I could reincarnate as a Janni (still a native outsider) and get a fly speed with perfect maneuverability, plus bunch of spell like abilities. So I think limiting it to 0-hd races make sense.
In my own campaign, it looks like this is primarily going to be used as a rite of passage -- the PC has just taken the Divine Source ability and started granting spells to followers, and the player wanted to reincarnate each new worshipper as a kind of initiation. Yeah, that'll get expensive, but the flavor is awesome.
Here's a mythic reincarnate I came up with for use in a campaign I'm GM'ing. Add the following to the end of the spell:
It was vampires that got me on this, actually. Quite aside from monsters with templates, what do you do about NPCs with templates?
Vampires are neither super-common nor unusually rare, so the Knowledge DC would start at 10.
A level 5 human fighter with the vampire has a CR of 6 -- 4 from class levels, and +2 from the vampire template. So when encountering him, the party has to make a DC 16 Kn (Religion) check to recall one useful piece of information about vampires, such as that you really need Protection from Evil because they can dominate people.
But if the vampire was a level 10 fighter, he'd have a CR of 11 -- 9 from levels, 2 from vampire, and getting the exact same piece of information would require a DC 21 Kn (Religion) check.
It's weird that the difficulty of knowing the properties of a template varies depending on what kind of creature it's attached to.
And considering I pledged for the new edition of the Advanced Bestiary and have Hero Lab, templates are probably going to be popping up a lot more in my game. When I throw a swarmblooded teratocephalic gigantean house cat at my PCs, I want them to have a chance to figure out what the heck it is.
According to the Knowledge skill description, the DC to identify a monster's abilities and weaknesses is 10 + the monster's CR. That's fine for stock monsters. But what do you do about templates?
Is it really supposed be harder to figure out what a template does when applied to a level 10 fighter compared to the exact same template on a level 5 fighter?
I'd like a map showing modern day Golarion with the outlines of the old Thassilonian provinces overlaid on it. I'm pretty sure I've seen one somewhere, but I can't remember where. Can anyone point me in the right direction, please?
Katarina -- I wasn't asking about PC reactions; just about player reactions. Some people can find distressing events in role play disturbing. I once had a player cry for about an hour simply because a character fell off a cliff and died. It wasn't even that player's character.
Though it doesn't sound like anyone in your group is quite that sensitive, it's just a good idea when something like this comes up to check whether it spoiled anyone's fun. You need to determine what boundaries your group of players -- not PCs, players -- is comfortable with. That will vary from group to group.
In fact it's generally just a good idea to check and see how players are feeling about the campaign on a regular basis. I try and chat with mine after every session. The more feedback you can get from them, the better you can adjust the campaign to suit their preferences.
Check in with the other players. If any of them were disturbed or grossed out enough that the game stopped being fun for them, that's not okay. This one player's "fun" shouldn't be allowed to ruin everyone else's, and it easily could.
If they were, then you'll need to talk with the player about acceptable behavior -- something along the lines of "keep it PG-13". Or whatever level your group IS comfortable with.
If it turns out that everybody thinks it was a high old time, uh, well, consider whether you're okay with playing NPCs who get horrendously mutilated, because it's bound to happen again.
The advice above is generally good. I have two things to add:
1) If your players are comfortable with rules, consider giving them mythic tiers. A judicious application of the mythic rules can make a PC considerably tougher.
It may also help with action economy. The mythic rules offer a variety of ways to get extra actions. Non-casting characters may benefit particularly, because many mythic abilities can be done as a swift action -- something not usually available to martials and tricksy types.
The mythic ruleset does have the downside of complicating the game, though.
2) Consider recruitment. That is, perhaps the bad guys are more interested in recruiting the heroes than killing them, which may lead them to pull some punches. Lucrecia in book 3 would be a prime point for this, considering it was written into the adventure in the first place. However, at that point you'd be A) running an evil campaign where the PCs assist Karzoug in rising to power (or supplant him), and B) you'd be well and truly off the rails.
Think of it as a learning experience for them. They get to learn exactly why it's a bad idea to split the party.
And I actually rather like the fact that they're all getting bits of the story separately. It means they have to compare notes (preferably in character!) in order to figure out what's going on.
And yes, VTTs can be very nice. I've never tried Fantasy Grounds, but I've been a player in a Roll20 game, and GM'ed for a couple of years using MapTool.
My players are about to reach Black Magga, so I thought I'd make a map for the encounter. Here it is:
Scale is 100 pixels to the inch; dimensions are 40 inches by 50 inches.
The terrain corresponds in both shape and scale to the map of Turtleback Ferry in the RotRL Anniversary Edition appendix. The church isn't the same shape, though -- I could have made one, but time was an issue. I also added some high points because I plan on running the flood a bit deeper than written.
It's not the best, but I only had 2 hours to give it. Made with textures from cgtextures, buildings and tree from the Dundjinni forums, and Photoshop witchery.
Note: this is the second time I've done this post. The forums ate the first attempt. >.<;
The rules can never, ever cover every possibility. Adjudicating creative approaches like this is part and parcel of GM'ing. Get used to it.
I think you handled the Erylium scenario exactly right. It's generally best to let players try things; but if the situation warrants it, or even if you just want to complicate their lives, you are totally free to impose reasonable extras, such as the reflex save to avoid the zombie pit. The party dealt with it, and now they'll have a new story to tell.
As for the second scenario, the solution itself was clever. The morality of it is debatable, and I'm sure lots of people will debate it. Ultimately it's up to you as GM to decide whether using a goblin as bunyip bait is an act evil enough to cause your Paladin alignment trouble.
This is a feat from Blood of the Night, and it's confusing. Here's the full text:
Blood of the Night p. 17 (page unnumbered) wrote:
Questions questions, so many questions.
1) Suppose a standard vampire who already has gaseous form takes this feat. Must she make a choice between Glitterdust and Mind Fog once, when the feat is taken, or each time she assumes gaseous form?
The "Special" line about taking the feat multiple times would suggest that you choose one when you take the feat, but then it goes on to talk about choosing a swarm type. That's clearly a copy-paste error from the "Improved Swarm Form" feat on the same page, but since it doesn't actually say you have to pick one manifestation when you take the feat, it's totally ambiguous.
2) Suppose we have a face-off between Vina Vampire and Perry Paladin. They are standing directly adjacent to one another, thus:
As a standard action, Vina goes gaseous. She has Improved Gaseous Form, and has chosen Mind Fog. The feat says that the Glitterdust/Mind Fog effects "apply only to creatures that enter your space while you are in gaseous form." Does this mean:
2A) That Perry has to voluntarily step into Vina's square? Or,
3) Assuming the answer to 2B is "yes, she can step into his square to force the save", how often can she force that save? The options are:
- every time she enters his square
If it's EVERY time she enters his square, she has 20 feet of movement, and can therefore force Perry to make 2 saves against Mind Fog in the same round that she became gaseous with a simple move action (in, save, out, in, save, out). If she can manage a double-move or a run using the same trick, that's a whole lot more saves.
Anyway, sooner or later, Perry is going to fail that Will save, and incur a -10 penalty on Will saves for AT LEAST 2 rounds -- plenty of time for Vina to curdle his brains with Dominate Person, and order him to murder his colleagues.
4) This is actually unrelated to the feat specifically, but can a creature in gaseous form fly into an opponent's lungs and just sit in there, thereby triggering the suffocation rules? Because that would be positively evil.
If I am the fey queen, and an insolent mortal sorceress angers me by being insulting or threatening, I will call on the Eldest to lay a curse on her tongue. Until she appeases me, no one will ever believe her words. If she tells the truth, people will assume she's lying. If she lies, they'll believe her words are true. And regardless, they will believe these things even with solid evidence staring them in the face.
I won't tell her about this. She'll know I did something, but I won't tell her what. She'll just have to figure it out.
Her party members will be exempt from this curse (unless you want to go to the trouble of enlisting the other players). So will I, because it wouldn't do for her to be unable to offer apologies. If she does apologize, perhaps I'll petition the Eldest to undo the curse. Or I may demand some service of her in exchange. Who can say? It may depend on what I had for breakfast that morning.
Updated for 28 July draft! Sorry for the delay, the first couple of days of the week have been super busy.
Tavernhold moved from F to C