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FullStarFullStarFullStarFullStarFullStar Pathfinder Society GM. 5,587 posts (5,821 including aliases). 20 reviews. No lists. No wishlists. 23 Pathfinder Society characters. 4 aliases.


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pH unbalanced wrote:
Mitch Mutrux wrote:
I've gotta ask, why was this even opened back up?
I'm sure so that the RVC could make his statement, as his was the only viewpoint that hadn't yet been memorialized. Especially important because he had made an earlier post which was quickly deleted (right before the thread was locked) which had been rather...strident. (It wasn't *terrible*, but I did gasp a couple of times reading it. This one was much better.)

While that might be the case there was originally a far less diplomatic version of said statement which was, to put it mildly, extremely ranty. That post disappeared pretty quickly and the thread was then locked.


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Consider me another voice for more Jistkan scenario's, especially a follow up on just what happened to Helsprex.


I don't believe 2 is correct. You still need to contribute when using normal pregens, this clarification seems to only apply to pregen scenarios such as We Be Goblins, Serpents Rise/Ire etc.

I would just like to add that I have thoroughly enjoyed playing this. It certainly helped having everyone on our table being highly active meaning things moved pretty quickly. Many thanks to GMAndrew and everyone else on the table.


The creature present in Beyond is the same as that in Rescue, it just uses a different stat block.


Hard mode gives him the components to cast it three times but he doesn't have it memorised and can only access it via arcane bond.


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When no-one in the party had a counter to invisibility in a 12-13 scenario.

When the wizard had to use limited wish to get around deeper darkness in a 12-13 scenario.


Serisan wrote:
So, the way I read the scenario is that, as you mentioned, completing one encounter gives sufficient warning and time for the other one to escape. It's less about "who do I ally with?" and more about "who is my priority target?"

This is how I presented it. On my last run when the group had driven off Peshar I made it clear many Aspis were beginning to return and their welcome was fast running out.


Steven Schopmeyer wrote:
Then how does the golem get through?

The power of plot-tomium.


Four new Venture Captains have been created this day within the Core Pathfinder Society Lodge:

Venture Captain Grave Gallonica, Oread Druid
Venture Captain Dindreann, Human Wizard and one time Cleric of Callistria
Venture Capatian Thingrim Dinn, Dwarf Cleric of Desna

and, horrifyingly,

Venture Captain Rofflestomper, Absaloms least hygienic Gnome Barbarian whose beard has been home to some of the most disgusting items ever known.


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"Lucious" Lucius Vizinni wrote:
Cenorin wrote:
You're on a Tier 5-9 diplomatic mission, and the question "who's the party face?" is met with blank stares.
Easy answer when I am there. EVERYBODY loves Lucius... and if they don't, they will!

All of my characters have some ability to act as a face if needed as I like to be able to engage in a large segment of the game without screwing things up for the rest of the party. Also shutting me up can be difficult...:)

Even my charisma 5 core druid has max ranks in diplomacy, gained it as a class skill with a trait and bought a circlet of persuasion.

Sorry to hear that, don't worry about us. Family is more important than a game.

I hope all is well.


SCPRedMage wrote:
As to resources found during the mission, my search-fu is weak at the moment, but Mike Brock, the former campaign coordinator, had ruled that players may use any resources they find during the course of the adventure as soon as they earn them, including prestige. That means if completing the primary objective gives the character just enough prestige to pay for the raise, they can spend it just as soon as they can get somewhere to get it cast.

Do you have a link to that?

The Season 8 Guide says that you cannot sell equipment found during the scenario but that you can use Chronicle rewards that you have earned which is a rather fuzzy way of putting it.

Page 18 wrote:

Players are encouraged to share their physical resources in order to resolve any and all conditions. They may not pool Prestige Points, even if they’re from the same faction. Characters can also sell off gear, including the dead character’s gear, at 50% of its listed value to raise money to purchase a spell that will resolve the condition, though they can only do so in a settlement and they cannot sell off any items found during the current adventure that they haven’t purchased. Characters can use the rewards from the Chronicle sheet they earned in order to resolve any conditions. Characters who die during an adventure and are raised receive full XP for that adventure, as long as

they completed at least three encounters.


Also on Friday my second group completes the All for Immortality series. Looking to set up a third run of it as well. Core Eyes of the Ten finishes nest week and may follow up with Core Tomb of the Iron Medusa and Core All for Immortality.

Now, if only we had some spicy Season 8 Seeker content as well...:)


Nothing this weekend but the UK has two conventions at least in October. 1st/2nd is SPSX in Glasgow while the 29th/30th sees JenCon in Sheffield. Even better I am getting to play Cosmic Captive at SPSX and then run it at Jencon.

Should be a great month of gaming goodness.

I would not tank wisdom to 7, will saves are important even with a good will save. I would be more inclined to go

Str 14, Dex 12, Con 14, Int 8, Wis 10, Cha 16

Before racial adjustments.


I asked them to make the checks prior to the briefing, I gave them information relevant to those checks and then left it to the players to incorporate it into their briefing.

I played up each of the teams, had them asking for more information, more support, more resources to complete their jobs. The Kernaug lot guilt tripped one group into buying them a wand of freedom of movement on the basis they were being sent somewhere likely to be filled with tentacled monstrosities.

I would also look at the rules for loaning items in part 3 and consider applying them to parts 1 and 2.

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captain yesterday wrote:

She was banned for using and encouraging a negative, and combative environment towards Paizo.

It had nothing to do with gender.

She was becoming a bully.

I personally found her to be arrogant, dismissive, and rude, with a complete unwillingness to compromise or look at things from a different perspective.

Really, because I have always found Ashiel one of the most productive, helpful and interesting people who post on here. You on the other hand...


You need to own the CRB as an absolute minimum.


Heroes of the Streets has Fashionable Accessories, 20gp to enhance your courtiers outfit in the local fashions for an extra +2 bonus to make requests of residents or fit in to a particular location.


Nefreet wrote:

But for those first 11 Chronicles, it was Core.

You likewise couldn't purchase non-Core items on those sheets (though you could bank your gold until you became non-Core).

Of course you can buy non core items on chronicles, that's part of the whole point of core, you can actually make use of the things you find.

Carnag is a half orc Oracle raised by the tribal shaman's to protect their mountainous home from all intruders. He was dedicated to Gozreh at a young age and has been trained since birth to respect his homeland and battle against outsiders who would drive them from it.

As an archer his primary focus is dexterity. He has sufficient charisma to fuel his spells. He can spontaneously cast summon natures ally and animals within 30' of him get a +4 bonus to all of their saves. If he needs to do other things then he can switch his wandering spirit to access a wide range of different spells.

Feat and Revelation choice order:

1 Point-Blank Shot, Revelation: Skill at Arms
3 Precise Shot
5 Rapid Shot
7 Extra Revelation (Weapon Mastery), Weapon Focus (Free)
8 Improved Critical (Free)
9 Deadly Aim
11 Steadfast Personality, Revelation: War Sight
12 Greater Weapon Focus (Free)

The stat block includes magic vestment on buckler and armour, barkskin (all extended), greater magic weapon on his bow and shield of faith. Obviously he also has a lot of other buffs he can drop as needed.

Carnag, Hero of Blezken
Half-orc oracle (spirit guide) 12 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42)
N Medium humanoid (human, orc)
Init +8 (roll 3 times, always act in the surprise round); Senses darkvision 60 ft.; Perception +19

AC 38, touch 20, flat-footed 33 (+9 armor, +4 deflection, +5 Dex, +1 insight, +5 natural, +4 shield)
hp 90 (12d8+27)
Fort +13, Ref +18, Will +17; +4 and one size larger to resist effects of wind
Immune fatigue

Speed 20 ft.
Ranged +3 adaptive seeking composite longbow +19/+19/+14 (1d8+5/19-20/×3 plus 1d6 acid)

Oracle (Spirit Guide) Spells Known (CL 12th; concentration +16)
. . 6th (3/day)—mass bull's strength, mass cure moderate wounds, heal, stone tell
. . 5th (5/day)—commune, mass cure light wounds, life bubble[APG] (DC 19), plane shift (DC 19), righteous might
. . 4th (7/day)—air walk, blessing of fervor[APG] (DC 18), cure critical wounds, freedom of movement, grove of respite[APG], greater magic weapon, ride the waves[UM] (DC 18), wall of fire
. . 3rd (7/day)—borrow fortune[APG], channel vigor, cure serious wounds, resist energy (communal), dispel magic, invisibility purge, magic vestment, shield of darkness, speak with plants
. . 2nd (7/day)—align weapon, barkskin, cure moderate wounds, delay poison, fog cloud, lay of the land, remove paralysis, lesser restoration, silence, suppress charms and compulsions
. . 1st (7/day)—bless, charm animal (DC 15), cure light wounds, deadeye's lore[UC], deathwatch, divine favor, enlarge person (DC 15), liberating command[UC], remove fear, shield of faith
. . 0 (at will)—create water, detect magic, detect poison, guidance, light, mending, purify food and drink (DC 14), read magic, stabilize
. . Mystery Battle
. . S spirit magic spell; Spirit Nature Wandering Spirit

Str 14, Dex 24, Con 14, Int 12, Wis 7, Cha 18

Base Atk +9; CMB +11; CMD 33

Feats Deadly Aim, Endurance, Extra Revelation[APG], Greater Weapon Focus (longbow), Improved Critical (longbow), Point-Blank Shot, Precise Shot, Rapid Shot, Steadfast Personality[ACG], Weapon Focus (longbow)

Traits fate's favored, seeker

Skills Acrobatics +6 (+2 to jump), Diplomacy +19, Knowledge (nature) +10, Knowledge (geography) +10, Perception +19, Stealth +18, Survival +10

Languages Common, Giant, Orc

SQ bonded spirit, bonded spirit hex (friend to the animals [30 ft.]), oracle's curse (lame), orc blood, revelations (skill at arms, war sight, weapon mastery), slow and steady, spirit, storm burst

Combat Gear deliquescent gloves[UE], extend metamagic rod (lesser); Other Gear +1 (3) mithral breastplate, +1 (3) buckler, +1 (3) adaptive seeking composite longbow, dusty rose prism ioun stone, belt of incredible dexterity +4, boots of speed, cloak of resistance +4, cracked dusty rose prism ioun stone, cracked pale green prism ioun stone (saves), eyes of the eagle, goz mask[ISWG], headband of alluring charisma +4, 150 gp


HoloGnome PFS wrote:
I would hate to see players start using pregen/4's in a 1-5 @ st1-2 or pregen/7's in 3-7's @ st3-4 as backlash for the change to prevent dying (in addition to creating new IDs at the start). However, there might be a reason to go high with a pregen, depending on where the credit needs to be assigned (but ideally, hopefully not).

That shouldn't happen as the new guide rather strongly suggests that pregens need to be of the correct subtier.

From Page 10 wrote:
Within each tier, PCs or pregenerated characters should be used in the subtier in which they fall whenever possible, but they may be adjusted up or down, based on the average party level at the table, as outlined below. For scenarios with more than two subtiers, characters must be in adjacent subtiers to play together.


Nefreet wrote:
So, just to counter your reply to BNW (Quote: "This is a bit of an exaggeration"), you DIDN'T have 240 pages of watermarked PDFs in that tiny backpack of yours?

It's a PDF, you dont need to print them out.


Nefreet wrote:
I'm betting each of those 8 characters didn't have 30 pages of watermarked PDFs (such as the poster BNW was quoting).

Most would have had more, I make extensive use of a wide range of sources and mostly play casters. They included a summoner, animal comapnion using inquisitor, two sorcerers, oracle, arcanist, cleric and witch.

Of course I only ever buy anything I want in pdf format.

Ashiel wrote:
Druids are stupid when it comes to AC because of the wild enhancement and the existence of dragonhide gear (allowing them to use wild dragonhide full plate and wild tower shields while in animal form, granting obscene ACs that can keep you evade-capped past 20th level).

Provided you arew willing to take the feats for them as even when wild shaped you are taking the penalties.

Relevant FAQ

It is still doable. My level 12 core pfs druid sits at around AC36 most of the time while wild shaped into a large earth elemental. I havent bothered with tower shield proficiency but heavy armour was worth the investment.

Currently he is looking at:

10 +10armour +3shield +1dex +2deflection from the ring +1insight ioun stone +6natural base from wild shape +5 barkskin -1 size

Haste up's it by 1 but there isnt that much beyond it barring say a shield of faith from the cleric. It provides a lot of defence but it is still far from only being hit on a natural 20 at this level.

Of course being immune to crit's, sneak attack and bleed also helps.


I wouldnt think so, you havent been possessed by anything and you arent actually possessing anything yourself, simply controlling it.

You could achieve it by having a PC possess you but you may wake up with no eyebrows.


BigNorseWolf wrote:
Kahel Stormbender wrote:

When I pull out Kahel at a table, I'm pulling out 12 or 13 chronicles, inventory tracking sheet, an 8 page character sheet (if I have a printout of it), a printout of all thirty pages (watermarked of course)

And if you need more than 1 character are you renting a u haul or a pack mule?

This is a bit of an exaggeration.

I currently have about 24 different characters, ranging from level 2 GM blobs up to level 18 or so. I have about 18 active characters between level 2 and 11 with at least 4 in the 10-11 bracket.

I played at Paizocon UK this year in 5 different slots, one of which was Serpent's Ire. I brought two characters for each other slot. I played Abducted in Aether, Orders from the Gate, Sun Orchid Scheme and Labyrinth of Hungry Ghosts. 8 characters ranging from level 4 to level 11.

It took all of two relatively small folders, one manilla folder with chronicles sorted by character, one flip file with character sheets and references for stuff like spells.

Everything fitted quite easily into a small backpack along with dice, mini's, bottles of water and snacks and a small desk fan.


Even if he was unique raise animal companion is not terribly expensive.


BigNorseWolf wrote:
And this is done never. Assume most of the people at the table have stuff outside of core.

At least one online GM standard RSVP contains a section asking for details of any material used outside of core. It's rare but it does happen.


brock, no the other one... wrote:
Darrell Impey UK wrote:

And here was me expecting a flurry of "you can just get a new one". :)

Using raise dead's PP cost as a baseline: 1450÷(5450÷16)= 4.26 So 4 or 5 PP appears to be about right.

Possibly less actually. If we are currently assuming that most people would just get another companion, anyone wanting to pay PP for the spell is doing so purely for role-play and fluff reasons. I'd personally at least round down to 4, and i'd consider halving the cost, since there is no mechanical benefit.

New AC's only arrive knowing their bonus tricks, no more. You can only train them with a number of tricks equal to your ranks in handle animal which will often be pretty low given you only normally need to hit DC12 and you get +4 to handle your own AC and a training harness gives another +2.

None of us drank from the fountain. We failed the checks to work out what it might be.

This is one of the issues, there are no checks to work out what it is, all you get is strength and arua type.

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Lesser Talisman of Freedom, 900gp for one use freedom of movement for 3 rounds whenever you are grappled, entangled or paralysed.


So, I ran this one again last night, this time with a low tier group with the 4 player adjustment. We had:

Level 12 Paladin/Cavalier
Level 12 Barbarian
Level 12 Magus/Fighter
Level 13 Wizard

Spoilers abound:
The group sent one of the teams to each of the sites and brought the scroll seekers to the island. The flubbed most of the skill checks but showered the teams with gold.

Arriving on the island they find the entrance pretty quickly but cannot disable the trap. They take several hits getting through. They meet the researchers, get them in order and leave the scroll seekers to interview them.

Heading down they investigate one side of the complex first finding storage rooms and labs but not much more. None of them are inclined to talk to or interact with the dodgy looking sludge.

After dealing with this section Jaina and her team report in. Unfortunately they haven't managed to learn anything and one of them has been attacked by berserk researchers! The group loaned them a set of first aid gloves so I gave their owner the choice, they could have one of the team be dead or they could have used the gloves to save them. He chose the latter. They leave the seekers to nurse their wounds in the complex while they explore further in.

Heading back the other way they encounter Mr Cuddles. The environment gives them all sort of problems as does the lack of any in combat healing. Even with the 4p adjustment he remains pretty deadly and two of them are hit with the curse. He nearly takes several of them down and the 20% miss chance also saves him from a couple of potential crits. He goes down with several of them on sub 20 health. The paladin used heroes defiance at least twice if not 3 times this fight.

They push on into the Owb room and start some reseach. Tt takes four checks to plunder the whole place, the Wizard rejects the choice then the Owbs appear and attack. There are only 2 at low tier with the 4p and they are really quite accurate with their attacks. The first also opens up with deeper darkness. No-one has daylight or a heaightened continual flame so a limited wish is used to get the latter. The group gets heavily mauled, the barbarian gets stunned and the group evac's with getaway.

At this point the group realise that they didn't actually bring many wands. The wizard fills an empty slot with a teleport and they depart to do some quick shopping. They buy a teleport back and I don't charge them a delay although I think I could quite easily of done so.

Returning with the information from their research they find the entrance to the lower level and activate the teleport. When they arrive the paladin feeds his wolf a potion of fly, the rest are largely ground bound but the barbarian has the cloak of the bat to get around. (the Wizard has banned transmutation!).

The god fount attacks, one person fails the mind fog and gets doomed in the surprise round. The wizard uses an enchanter class ability and negates the fear effect. The fount is still hanging about under the acid and rips the stairs off the wall. The paladin is flying about trying to get a bead on it. Then the wizard gets telekinetically bullrushed into the acid. He starts taking lots of damage and spends another round in there activating freedom of movement rather than dimension dooring out.

The critter finally comes out of the water and gets wheeling charged, the first one of the entire session. It hits and deals no damage, the Paladin is perturbed. The barbarian cannot reach it and the magus starts readying to counter with a dispel magic wand. The wizard launches a cold based dragons breath which gets its attention and it comes after him. People throw healing into the wizard. A second damages it horribly and it is finally stopped by a limited wish cold ice strike.

Several rounds pass as its regeneration is still working until the group finds a solution.

The acid drains away and they find Kramolag but she is dead due to delay, something which seems very hard to avoid if you do the research stuff. They use the potion and learn some stuff.

We wrap up with the leadership phase. Both groups succeed but with only regular success and each team loses a member. The group pay to have both of them raised (costing about a quarter of the gold for the session along with the cash they showered on them) so they don't lose anyone on the chronicle.


Scenarios dont generally provide race boons, I can only think of one and that is now available anyway.

The redirect is an immediate action, it can use it to redirect liberating command to itself but then doesn't have a swift action to make use of it.

Its pretty much the same reason you cannot liberating command yourself out of a grapple.

Also, if you do go down the pin route you still deal constrict damage. My group of mostly level 5 characters came extremely close to a TPK in the low tier and they were all experienced players.


GM Lamplighter wrote:
The tails don't act independently from the *creature*, they act independently from *each other* -

That is not what the ability actually says

Independent Tails: Each of the xacarba’s three tails are able to grapple and attack as if it were its own creature. It does not count as grappled while it is grappling a creature with one of its tentacles


GM Lamplighter wrote:
The xacarba is grappled which means it cannot make attacks of opportunity.

The tails act independently and can make OA's.


I ran this yesterday, it took a little over five hours, there is a deceptively large amount of content here.

My group was:

Warpriest 3
Alchemist 4
Rogue 5
Life Oracle/Cleric 4/1
Wizard 5

They were very close to being high tier with the 4 player adjustment (one of the 5's was initially going to play a 7) but swopped around to put themselves in low tier. All told a good decision (see later).

The first encounter took about 5 minutes, it really is a complete speed bump. The high tier one is not really any better as the swarms are tiny and so can be dealt with by weapon damage as well.

The second encounter has some oomph to it. The warpriest was dead in a surprise round pounce charge until I realised that he was out of range of a single move standard action charge. He moved up and got tripped on the OA and then nearly died to the full round attack while prone as the only person in reach. A timely glitterdust put pay to any further antics and it was over soon after.

I do have an issue with the four player adjustment for this encounter. Applying sicken to the hydra is sort of useful, it isn't very accurate so any penalty is welcome, but it has no impact at all on its breath weapons which are the most dangerous element. Also, if the group ignore the snake to focus on what looks like the bigger danger then that element does precisely nothing.

Reaching the ruin the group quickly worked out that something was up. They explored the ruin, avoided the crack, saved against the haunt and only two of them drank the water. Given the importance of this element there needs to be a way for the PC's to identify what drinking the water actually does. The snakes were mildly awkward but only managed to poison one person once.

They found the "cured" archaeologist, grabbed the second disc and moved to the main room. They were a little uncertain about the puzzle but predicted the correct order but then things went south.

The final encounter is sort of a puzzle but also extremely dangerous, even for a group at the very highest cusp of low tier. Their cleric/oracle had something like a dozen channels, by the end he had none left. The tails are very accurate and utterly dominate anyone who hasn't taken a drink. Even those who have will regularly find themselves grappled. My group finished up by the very skin of their teeth with multiple people on single digit health. If it had taken them a single extra round it would likely have been a tpk.

Here is where I have my major issue with the scenario. The 4 player adjustment for this is a -2 penalty on attack and damage. Given you may actually only have 4 players and quite probably 3 of them will be grappled I struggle to see how any team of 4 is actually going to be able to complete this. Balancing this sort of encounter needs to be done with a lot more care. I would have expected maybe a reduction of one tail to give people an actual chance.

This is not one to play up with or to play with a marginal group. If mine had been pushed into high tier with the 4p I can see that the end would quite simply have been carnage with basically no chance of survival.


Steven Schopmeyer wrote:
I rolled a 35 on the ranged touch, and was holding my reroll in reserve for it. :P

Aah, apparently I didn't miss it, my mind just blocked it out!


I ran this yesterday for a group of 5 including TOZ. Our composition was:

Sierra Heartward, level 15 life oracle, lots of spells, decent DC's, much healing
Silaqui, level 15 archer cleric, a decent archer but the players first character and so had a bit of split focus. Needed some buff time to get truly dangerous.
Baron Dark Mast, level 15 caster Cleric, could also do melee. Prayer beads and orange ioun stone meant CL20 magic vestment/greater magic weapon along with a variety of other buffs. Again needed buffing time to really be dangerous in melee but was using mid 20's DC offensive spells.
The Shadow, level 15 Warlock Vigilante, flying, invisible, spellcasting vigilante with 7 ranged touch attacks per round, hits very hard but any amount of energy resistance is a real problem.
Iuri, level 12 Winter Witch, the lowbie of the group, buffs, cold damage and the usual hexes.

This was the same group which I ran part 2 for. They had a lot of trouble with Mr Cuddles so Dark Mask decided they needed more tanking assistance and employed greater planar ally, I gave them a Monadic Deva. He proved quite useful at soaking up various attacks and by the end of it he was the best equipped deva going with a +6 str belt, +6 cha headband and +4 chain shirt. His lesser globe aura was at times a blessing and a curse to the group.

The Mausoleum:
They headed here first and met with Alexayn. There was a fairly lengthy discussion and their deva friend was unclear why they were not simply destroying the abomination. It was touch and go but they eventually agreed as a party to leave him alone and accept his deal. This was probably just as well as the session lasted nearly 7 hours as it was. I may have played up Alexayns megalomania as he demanded they erect a 50' high flaming illusion of him towering over the Aspis HQ bellowing REMEMBER ME! I may possibly have been inspired by an old Futurama episode.

Meeting the teams:
Meeting up with their teams the group reviewed their options. They made the requisite knowledge check and so had all four options available to them. They resolved to use the sewer themselves fairly quickly but their was quite a bit of discussion about how to employ the teams or even whether to use them at all. Eventually the consensus was that they shouldn't use them and instead just keep them safe doing stuff away from aspis HQ. This definitely had an impact as it meant they did not reduce their awareness pool at all.

The Sewers:
I do like this encounter but on normal mode he has a hideous glaring weakness. Several of the group failed to spot him, he breathed on the lot of them at the outset and then his flaw was hit. He could have swallowed the angel who he grappled on an opportunity attack but a natural 1 put paid to that. Being so limited in actions he never really had a chance and mass touch attacks did for him.

Traversing the stronghold:
Having got Alexayns intelligence and using the sewer they only had to deal with 1 obstacle to reach the next stage. I threw a patrol at them and The Shadow managed to bluff their way past with the rest of the group also managing to make their respective checks. I gave them the patrons plans and then gave them the chance to continue to plunder the aspis HQ or make their way upstairs. Being proper pathfinders they plundered their way through facing the gallery (several only saved by the skin of their teeth, that wayfinder clause is nasty), defeated the guards and wards (started off looking very dicey with 2 fails) and navigated the barriers (again 2 fails before pushing through to success). It was nice to see some challenging DC's for this tier, even the perception monkey failed that check. They did part of Alexayns mission here speaking with the guards and leaving various notes about.

Mr Kayn:
Having hoovered up all of the loot they pushed upstairs, buffed themselves to extremes and met with Mr Khayn. I played him up as a reasonable, polite and affable man and they spent quite a bit of time trying to talk him around, nabbing themselves an extra awareness point (for a total of 6). Sadly he never got a chance to act. He took a single arrow from Silanqui and then was dropped to -1 by The Shadow. He has some decent offence but his defences are weak which, coupled with a very low initiative modifier, makes it unlikely he will do much. He also has no means of flying, something which every member of my group could do, making him effectively a non threat at this level.

His friend was, as expected, the far more dangerous element of the encounter. After two players had taken double digit con drain they unleashed everything they had on her. She took a heal and then a hail of arrows which put her down. She should have lasted an extra round but I forgot that reach heal requires a ranged touch attack which Sierra was very unlikely to make.

They got 3 Shaitans but they didn't really manage to do much. One got hit with greater bestow curse for -12 con and was dead shortly thereafter, one was forcibly planeshifted home and the last one ran away. I considered cutting the room up with walls of stone but given everyone was flying or air walking it was little more than a minor delay.

End game:
The group met up with Suliji and fairly quickly agreed to work with her with almost no prompting needed. They enquired about making sure the patrons couldn't come back and she provided them with a pair of soul trapping gems. The deva objected to this and warned them it would breach his agreement with Dark. The group persisted and he departed, wanting nothing to do with soul trapping magic.

They moved to face the Patron with 6 awareness points. This had a significant effect on the encounter at first. The wind effect would have been a real issue but it was supressed by a calm winds from The Shadow (this effect needs a CL, I assumed 20 based on the other things there) as well as suppressing one of their key buffs. This encounter took quite some time as they are powerful opponents, they had a variety of buffs and Dark Mask threw a greater dispel at the Patron first. This caused him to lose most of his key buffs and made him very vulnerable. The dragons dealt significant damage but again grapple doesn't work well at this level due to the ubiquity of freedom of movement. Things looked dicey for a bit but Silaqui eventually got buffed up and they went down.

Overall I was very pleased with this instalment. I only really have one complaint. I would have liked to see more information about Aspis HQ. We aren't given much to work with as description and I had expected a more unusual interior given it is their equivalent of Slkyreach/The Grand Lodge.


Incredible protégé says that you receive 1 free rank in the skill per character level. Does this grow as the character gains levels or is this a one off bonus? The boon can I think be read either way.

I am running this tomorrow so it would be helpful to have an answer to this question.

Also I noticed one small wrinkle while going over my prep notes.

High tier Suliji can add 4 points of weapon abilities using her legacy weapon ability but her weapon is already +7 equivalent meaning she cannot use more than 3 of them as per THIS FAQ. This makes me a little sad as I had intended to drop brilliant energy on it and go all sith lord on some luckless heavy armour types.

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/points up to Colonel Carnage and Scorchio.


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Lau Bannenberg wrote:
Lord Laird Bates wrote:

Sad- when the druid's animal companion has a higher AC than the party tank

I will have no naysaying of Steffen, the Stegosaurus of Holy Light.

Ka, the super Snake expert hugger and Hermes, Roc of Victory concur with this view.

swoosh wrote:
Fourshadow wrote:

Considering the impact of the answer possibly being "Yes", I would venture to say "No". This one should be nerfed to only once per round, IMO. An at will sonic AoE? Multiple times per round? Yikes.

This is likely the most broken archetype I can recall (meaning OPed, not useless).
27 unfriendly damage per round in a tiny AoE at level 7 for the equivalent of a full round action is honestly what you think is the most broken thing in the entire game?

Having seen this in action the issue is rarely the damage, although it stacks up pretty quickly, it's more the multiple fort saves or be stunned. This was however prior to the Aasimar FCB nerf.

Also, a 10'r isn't all that tiny, you are going to catch two enemies in it in many multiple opponent combats.


Tineke Bolleman wrote:
Its not its bite. Its the 2d6+9 plus 8d6 fire, from swallow whole.

Yes, but the swallow whole has to actually happen. I think I can count of the fingers of one hand the number of times I have managed to swallow a PC (most recently in core Eyes of the Ten). Grapples are broken fairly easily, whether it is sufficient damage to kill the thing or something like a lesser talisman of freedom, ddoor from a non grappled person, liberating command, freedom of movement, liberation cleric or any number of other ways it can happen.

Having said that if you do actually manage to swallow whole it actually deals bite damage again when it swallows (3d6+9) plus swallow whole (2d6+9) plus 8d6 fire damage which is very likely to finish someone off.

That's why I tend to see groups bust out the big guns as soon as someone gets grappled by something like this.


shadowkras wrote:
It gets one moderately dangerous bite attack.
Crit! Roll a new character.

Average damage 40. Maximum damage 54.

A max damage crit kills none of the core pregens and in fact only renders Seoni unconscious.


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PC Death Box: When the scenario forces you all into a relatively small area of the map at the start. See, for example, Elven Entanglement.


Tineke Bolleman wrote:
Also, just as a side note, a Remorhaz is totally not a level appropriate encounter.

It is CR7. It gets one moderately dangerous bite attack. Its heat ability screws over natural and unarmed strike users but it isn't likely to do that much to actual weapons given that energy damage to objects is halved and then hardness applies.

It's saves are pretty terrible apart from fort and its AC is pretty mediocre.

I give you The Terrible Tiefling Terrors, a four man demon blooded tiefling team. They are all dumb as posts but they have learned to work together well.

Mandrake the Magnificent:
Front man for the Terrible Tieflings, Mandrake is a specialist in magical control, a psychic sorcerer armed in full plate armour floating about the battlefield.

Demon-spawn tiefling sorcerer (tattooed sorcerer) 6
LE Medium outsider (native)
Init +12, 16 with awareness; Senses darkvision 120 ft., low-light vision, see in darkness; Perception +4

AC 27, touch 12, flat-footed 26 (+10 armor, +1 deflection, +1 Dex, +1 natural, +4 shield)
hp 50 (6d6+24)
Fort +7, Ref +6, Will +9 (+4 vs. charm and compulsion); +2 vs. mind-affecting
Resist fire 5, mental resistance +2

Speed 30 ft. (20 ft. in armor), fly 40
Melee bite -8 (1d6-1)
Spell-Like Abilities (CL 6th; concentration +12)
. . 3/day—dancing lights
Sorcerer (Tattooed Sorcerer) Spells Known (CL 6th; concentration +12)
. . 3rd (4/day)—haste
. . 2nd (7/day)—blindness/deafness (DC 18), create pit (DC 18), id insinuation I[OA] (DC 18)
. . 1st (8/day)—ant haul[APG] (DC 17), grease, magic missile, mind thrust I[OA] (DC 17), shield
. . 0 (at will)—arcane mark, daze (DC 16), detect magic, mage hand, message, read magic, spark[APG] (DC 16)
. . Bloodline Psychic
Str 9, Dex 14, Con 16, Int 5, Wis 14, Cha 22
Base Atk +3; CMB +2; CMD 15

Feats Alertness, Fiend Sight[ARG], Fiend Sight[ARG], Noble Scion Of War[ISWG], Varisian Tattoo[Evocation]
Traits irrepressible, reactionary

Skills Acrobatics -3 (-7 to jump), Bluff +10, Fly +8, Perception +4, Sense Motive +4, Use Magic Device +10; Racial Modifiers +4 Fly
Languages Abyssal, Common

SQ bloodline arcana: psychic, bloodline tattoos, familiar tattoo, prehensile tail

Gear scroll of fly (x2), [i]heightened awareness, toppling metamagic rod (lesser)[UE], +1 full plate, cloak of resistance +2, headband of alluring charisma +2, ring of protection +1

Pre combat buffing: Ant Haul (keeps him within light load), Shield, scrolls of Fly and Heightened Awareness

Lothar, Killer of Dreams:

An anti-paladin in service to Norgorber, he kills without mercy and particularly despises servants of Saraenrae.

Demon-spawn tiefling antipaladin 6
CE Medium outsider (native)
Init +2; Senses darkvision 120 ft., low-light vision, see in darkness; Perception +3
Aura cowardice (10 ft.)

AC 24, touch 12, flat-footed 23 (+10 armor, +1 deflection, +1 Dex, +2 natural)
hp 58 (6d10+18)
Fort +11, Ref +7, Will +11
Immune disease; Resist fire 5

Speed 30 ft. (20 ft. in armor)
Melee +1 bardiche +13/+8 (1d10+10/17-20), Reach or
. . mwk longsword +13/+8 (1d8+6/19-20) or
. . bite +7 (1d6+3)
Ranged composite longbow +7/+2 (1d8+4/×3)

Special Attacks channel negative energy 3/day (DC 16, 3d6), smite good 2/day (+3 attack and AC, +6 damage)
Antipaladin Spell-Like Abilities (CL 6th; concentration +9)
. . At will—detect good
Antipaladin Spells Prepared (CL 3rd; concentration +6)
. . 1st—magic weapon, protection from good

Str 22, Dex 12, Con 14, Int 6, Wis 12, Cha 16
Base Atk +6; CMB +12; CMD 24

Feats Fiend Sight[ARG], Fiend Sight[ARG], Power Attack
Traits armor expert, indomitable faith

Skills Acrobatics -3 (-7 to jump), Intimidate +14, Perception +3; Racial Modifiers +2 Perception
Languages Abyssal, Common

SQ cruelties (dazed, staggered), fiendish boon (weapon, +1), prehensile tail, touch of corruption 6/day (3d6)

Gear +1 full plate, heavy wooden shield, +1 bardiche, composite longbow (+4 Str), mwk longsword, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, cracked dusty rose prism ioun stone, cracked magenta prism ioun stone (intimidate), ring of protection +1

Pre combat buffing: Lothar activates his fiendish weapon to give it keen. He looks to enter melee combat as soon as possible, prioritising good aligned clerics, paladins or other divine casters.

Narda, Queen of Chaos:

A terrifying devotee of Zon-Kuthon, Narda believes in bringing suffering to the masses in the bloodiest way possible.

Demon-spawn tiefling bloodrager (steelblood) 6
NE Large outsider (native)
Init +4; Senses darkvision 120 ft., low-light vision, see in darkness; Perception +10

AC 24, touch 9, flat-footed 23 (+10 armor, +1 deflection, +1 Dex, +1 natural, +4 shield, -1 size, -2 untyped penalty)
hp 76 (6d10+36)
Fort +11, Ref +5 (+1 bonus vs. trample attacks), Will +8; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary; Resist fire 5

Speed 60 ft. (50 ft. in armor) (+10' when charging, running or withdrawing)
Melee +1 nodachi +15/+10 (2d8+14/18-20) and bite +9 (1d8+4) or
. . mwk longsword +15/+10 (2d6+9/19-20) or
. . bite +14 (1d8+9) and 2 claws +14 (1d8+9)
Ranged mwk composite longbow +7/+2 (1d8+4/×3)
Space 10 ft.; Reach 10 ft.

Special Attacks blood casting, bloodrage (16 rounds/day), claws
Bloodrager (Steelblood) Spells Known (CL 6th; concentration +8)
. . 1st (2/day)—expeditious retreat, feather fall, magic missile, shield
. . Bloodline Abyssal


Str 28, Dex 12, Con 18, Int 6, Wis 12, Cha 14
Base Atk +6; CMB +17; CMD 26 (27 vs. overrun)

Feats Eschew Materials, Fiend Sight[ARG], Fiend Sight[ARG], Power Attack, Toughness
Traits indomitable faith, reactionary

Skills Acrobatics -3 (+5 to jump), Intimidate +11, Perception +10
Languages Abyssal, Common

SQ armor training 1, demonic bulk, fiendish sprinter, indomitable stance

Gear +1 full plate, heavy steel shield, +1 nodachi[UC], mwk composite longbow (+4 Str), mwk longsword, belt of giant strength +2, cloak of resistance +2, cracked dusty rose prism ioun stone, ring of protection +1

Pre combat buffing: Narda casts expeditious retreat and shield on herself before combat. her statistics include the benefits of bloodrage.

Theron the Black:

The secret leader of the team and the backbone of their primary tactic.

Demon-spawn tiefling oracle (dual-cursed oracle) 6
NE Medium outsider (native)
Init +4 (roll twice); Senses darkvision 120 ft., low-light vision, see in darkness; Perception +3

AC 28, touch 14, flat-footed 27 (+10 armor, +3 deflection, +1 Dex, +1 natural, +3 shield)
hp 51 (6d8+18)
Fort +6, Ref +6, Will +8 (+5 vs. charm and compulsion, +2 versus cold)
Resist fire 5

Speed 30 ft. (20 ft. in armor)
Melee mwk longsword +7 (1d8+2/19-20) or
. . bite +6 (1d6+3)

Oracle (Dual-Cursed Oracle) Spells Known (CL 6th; concentration +12)
. . 3rd (4/day)—bestow curse (DC 19), deeper darkness, dispel magic, inflict serious wounds (DC 19)
. . 2nd (7/day)—hold person (DC 18), inflict moderate wounds (DC 18), minor image (DC18), levitate, oracle's burden[APG] (DC 18), sound burst (DC 18)
. . 1st (8/day)—ant haul[APG] (DC 17), burning disarm (DC 17), ill omen[APG], inflict light wounds (DC 17), murderous command[UM] (DC 17), shield of faith
. . 0 (at will)—bleed (DC 16), create water, detect magic, detect poison, guidance, ghost sound, mage hand, read magic, stabilize
. . Mystery Battle

Str 14, Dex 14, Con 14, Int 6, Wis 12, Cha 22
Base Atk +4; CMB +6; CMD 21

Feats Expanded Arcana[APG], Fiend Sight[ARG], Fiend Sight[ARG]
Traits dangerously curious, irrepressible

Skills Acrobatics -4 (-8 to jump), Perception +3, Spellcraft +7, Use Magic Device +16; Racial Modifiers +2 Perception
Languages Abyssal, Aklo, Common

SQ oracle's curses (haunted, tongues), prehensile tail, revelations (misfortune[UM], skill at arms, war sight)

Gear reach metamagic rod (lesser)[APG], wand of bless (50 charges), +1 full plate, +1 heavy steel shield, mwk longsword, cloak of resistance +2, headband of alluring charisma +2, lesser talisman of freedom[OA], blood-boiling pill

Pre combat buffing: Theron casts Ant Haul and Shield of Faith on himself as well as Deeper Darkness on Narda's armour. In combat he can only speak Abyssal, fortunately so can the rest of the group.

As a group of all tieflings each with double fiend sight all of them have the see in darkness quality. They take advantage of this by dropping deeper darkness as soon as possible to reduce the light level to supernatural darkness or at least regular darkness. If a party brings daylight or heightened continual flame then Theron will try dispel a couple of times before switching tactics. Each is a capable combatant in their own right regardless of the darkness effects.

Mandrake will normally drop Haste on the group in round one and then focus his control spells where they will hurt the most. Big stupid fighters and clerics get dropped in pits or greased, rogue types get glitterdusted and arcane casters get blinded assuming they have found a way around the darkness. Theron splits groups up with murderous command, often targeting people already in melee so they have to provoke to make their attack. Low will types are held, especially if they are already in melee and so can be couped. He employs his reach rod with Bestow Curse or an inflict spell to finish off badly wounded enemies.

In order to sow confusion amongst their enemies each of them wears identical looking full plate armour.

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