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Sean K Reynolds wrote:
Edgar Ripley wrote:
It looks like the guy that makes the game says that they all get sneak attack. This doesn't make a lot of sense from a flavor perspective, or with regard to how other rules logic applies, but mechanically it's probably the best decision so I don't have an issue with it.
The part of the FAQ about magic missile only applying the sneak attack damage to one missile suggests that only one of the scorching rays should get the sneak attack damage ("This damage is only applied once per spell").

Magic missile only get sneak attack through Surprise Spell feature. The surprise spell feature is clear, you can use Surprise spell only once per spell, period.

Scorching ray does not require Surprise spell. A regular rogue with Use Magic Device can use a 11th level wand to cast 3 rays of scorching ray. Surprise spell is limited to once per spell, but our rogue doesn't even have that feature. He has sneak attack, which is not, by raw, limited to once per round. It's limited per attack roll. For example, you can sneak twice with rapid shot, and only once with manyshot. Scorching ray rolls three times to attack, although the description says it's a volley. That's the debate, and that's what needs to be FAQ'ed. I think we all agree that Surprise Attack can only do SA dice damage once with Magic Missile, but that doesn't help our example of the Rogue with UMD and a scorching ray wand.


The Simulacrum Lich is wonderful. It worked great for my players the first times I used it. Also it's very "lich-like", kind of contingency plan (pun intended). I vow I'd make a lich called "Victor von Doom" who will use thousands of simulacrums :P

Quicken Channel is a good Idea, really. That, Quicken Spell, and maybe a Conductive Mace, and he's good to go. Add a high level demon and his bodyguard Paladin, and that's an epic fight!


I've done the Simulacrum Lich trick so many times to this players that it is already a Cliché for them :P. I'm going to change this time, to bring a bit of variety (and because he's a cleric too).

Unless he has a reason to prebuff (like he is scrying them right then, and the PC aren't using any "false vision" spell), I'd rather use the rounds during Time Stop to cast buffs to protect himself. I'd give him scrolls of Time Stop so he can properly cast every single spell he needs :P.
I'm just checking that, being a cleric, he could use a light shield +4 for an easy +5 AC. The feat that increase Nat Armor to 8 is good too, and he can take a +4 nat armor amulet by giving up the belt of STR and DEX

Yes, the curse will go around DC 33 too. That's a very high DC, but: several characters are inmune to the curse (lich, vampire). Several others can survive for a lot of years (elves for example). The PC have already a "fountain of youth" in the Baroneess shrine. And the PC have enough resources to remove the curse, even without the auto-success remove curse from the obelisk.

The need to buff Nythoggr depends only on your party damage per round. If the party isn't able to do a huge amount of damage per turn, then the regular linnorm might be ok. Although he is only a CR 18 monster vs a full party. But if the party is just slightly optimized, they can utterly destroy a creature that brings so little beside AC, Hp and damage. Any decent archer will obliterate him in seconds.


Ok, I have found the Templates for Nythoggr.

He'll be an Advanced Giant Boreal Terror Cairn Linnorm.

That gives him +14 Str, +4 Dex, +10 Con +4 Wis and Cha, +1d6 cold damage, cold inmunity, aura of Fear (DC 33), and Colossal Size. Even leaving the feats as they are in a regular Linnorm (no Combat Reflexes), the old beast is now really a Terror to Behold.

I'd make the obelisk just giving him Cover while he is coiling around it, no need for further buffing I think.

He'll be something like

+46 AC, 400 hp, +32 bite for 4d8+20 plus poison, +32 claws for 2d8+20, +27 tail for 4d6+10 plus grab, CMB 48, and the Breath Weapon, Fear and Poison DC will go around DC 33.


Btw, I have similar concerns about Nythoggr..

Spoiler:
I plan to give him Advanced template, as I do with most creatures, but also some Holy Aura spell while near the obelisk, or similar protection stuff
Also, I'll change his DR to Cold Iron + Good, at least that will mean something (any +3 weapon counts as cold iron, and all weapons are at least +3 by now, change Lightning Reflexes for Combat Reflexes, and removing Blind Fighting (which is pointless in a creature with true seeing) for something useful, like Toughness.


My Adrastus can't be a

Spoiler:
Worm that Walks, because the PC already know he is a Lich.
I'm concerned about Adrastus survivality, though. He is pretty much a walking deas (pun intended)
My players can do 170 hp damage against Armor 33 in one round. I mean, any of them can. I'm specially concerned about the Inquisitor archer, as he can win the Initiative easily, and will chew through DR (with clustered shots), and 170 damage vs AC 33 is quite easy for him. He can also shot from round 1, so you can't really use minions to block the path, like you'll do with a pouncing eidolon.

So I'm thinking about changing him a bit. I guess the first step is to raise his AC into the mid 40s, at least. Any suggestions?

I think he really needs to take Quickened Spell, and some of the Lich-only feats, too. Raising the DC on Implosion might also be needed.

Also, at the very least Wolfang should, and would, fight besides him.

Also, instead of Summon Monster IX, he will use Gate, to bring a Purogaus (an Inmolation Devil)


3.5 Loyalist wrote:

Inefficient?

With just a few feats and assigning your skill points into class skills, a fighter can be made great at intimidate and dungeoneering. That is two skills useful outside of combat, and both can keep you alive, one can reveal information.

Fun fact: a Magus has Intimidate and Dungeoneering as class skills too, so he can be as good in those two as the fighter. But, as he has a greater sinergy with INT, is more than probable that the Magus will have more skill points, which mean he can complete his skill set with Knowledge Arcana, Knowledge Planes, Spellcraft, Use Magic Device or Fly. Which the fighter doesn't. And can do several out of combat stuff, like detecting magic, buffing the party, healing the group with infernal healing, scout through invisibility and fly, teleport the party around, dispel bad conditions like polymorph, or create buildings from nothing with Wall of Stone and doing all kind of things that defy the laws of physics


Nicos wrote:
gustavo iglesias wrote:
Martiln wrote:
gustavo iglesias wrote:
Magus with Dex and scimitar have better AC than fighters right from the begining ( with shield spell), and once they can cast stuff like mirror image, displacement, etc... they are way beyond fighters in frontline tanking
Oh really? with 12 dex, a suit of banded mail and a heavy shield, a fighter can have 20 AC starting at level 1 all the time. Your best is 22 for 1 minute. with 13 dex I can even take dodge for 21 AC. If I was a halfling with 16 dex, a breastplate, a heavy shield and dodge, I now have a 23 AC. Also I don't NEED Int, so my Con can be higher than the magus'. combine that with my d10 hit die over your d8, and the ability to fight all the time, I think I have you beat as a frontline fighter. By the way, how's that scimitar+dex trick helping you at level 1 I wonder?

THis is a bit old, but as it was directed to me, I should answer.

First, 21 < 22. Second, the magus can take dodge too. Third, at first levrl you just use a short sword. 4th, first level gets old reaaaaaaly quick. In Rise if Runelords it last a bit longer than the goblin assault. You have 5 other full books to rock. And fifth, once the magus can use arcana points to recover first level spells, he can keep himself shielded in every encounter until he level up to get another level without even going to sleep.

Now factor in Mirror image, blur, interposing hand, and similar spells...and also add the ability to dimensional door out of problems, fly, stoneskin, etc...

I do not see how your original steatement should hold. You said right from the begining, but the begining is frist level. when the magus is prety much weak. Second level the magus is still far behind the fighter in DPR. So you should reconsider your original statement or provide some build to prove your point.

At first level it's behind the Fighter in DPR, but not in frontline tanking, which is the original statement. Also, at first level, most fights are against guys with really few hp. Take Rise of runelord example: goblins. Overkilling a goblin with 4d6+6 does not really translate into real DPS. At second level, the magus can Spell-strike and thus gets 2 attacks.

At first level the Magus can cast Shield twice per day, which means he'll have AC 22 right from the begining (buys a chain shirt with 100 of his 140 starting gold, doesn't need to buy a shield), 23 with dodge in the two most important fights of the day. At first level, a fighter will be able to buy Scale mail at best (he can buy chain mail, but then he has 25g for the whole gear, with a heavy wooden shield and a longsword costing 22g) That gives him 18 armor, 19 if he buys Chain Mail, 20 with dodge. The Magus have the same armor *without shield*, and much better when fighting the tough fights of the day.

Once the Magus starts to hide behind Displacement, Mirror Image, Interposing hand, Blink, and similar stuff, there's no contest.


LazarX wrote:
Wind Chime wrote:

Fighters are DPR focused, in nearly all of there class tricks are damaged based but when it comes down to it they are not the best DPR in the game; barbarians, summoners, gunslingers, paladins and cavaliers can all out damage fighter with the right build whilst also having more out of combat utility (summoners and paladins) or cool tricks (barbarians, gunslingers and cavaliers).

The problem with your argument is that it seems to assume that Fighters are the only class that can't optimise while building. Fighters who are optimised for damage will beat down everyone else for steady consistent damage. They don't rely on limited resources like rage, situational conditions like alignment, or terrain. The best archer for damage will be a fighter. And a fighter who chosses to specialise in a technique will be nigh unstoppable in that field.

the problem is that the balance between steady and "spendy" isn't balanced if you can spend more than you need.

a knife "might" be balanced vs a grenade, because you have only 1 grenade, which is spendable. But a Knife isn't balanced with a box full of grenades, if the box has more grenades than you need.

A few posts ago, I commented that a Magus 9th level magus can spend a spell per round for 25+ rounds a day. That's 8 encounters with 3 rounds per encounter (average combat length). More than enough to level up.

Same goes with Rage. Rage is limited, only if you spend all of it. If you have more Rage than combat rounds, it's bassically limitless. And, at a given level, that's true. You can't fight enough encounters a day to make a 9th level barbarian lose all his rage. Before you do, he'll be a 10th level barbarian.

An Inquisitor can use Greater Bane pretty much in every combat against every major enemy too. Same goes with Judgments, and he has spells to further boost his abilities.

Favored enemy is situational, but a scroll of Instant Enemy cost 525g.

And so on.

Plus the problem is not that the fighter isn't capable in combat. The problem is he is inefficient in everything else.


Martiln wrote:
gustavo iglesias wrote:
Magus with Dex and scimitar have better AC than fighters right from the begining ( with shield spell), and once they can cast stuff like mirror image, displacement, etc... they are way beyond fighters in frontline tanking
Oh really? with 12 dex, a suit of banded mail and a heavy shield, a fighter can have 20 AC starting at level 1 all the time. Your best is 22 for 1 minute. with 13 dex I can even take dodge for 21 AC. If I was a halfling with 16 dex, a breastplate, a heavy shield and dodge, I now have a 23 AC. Also I don't NEED Int, so my Con can be higher than the magus'. combine that with my d10 hit die over your d8, and the ability to fight all the time, I think I have you beat as a frontline fighter. By the way, how's that scimitar+dex trick helping you at level 1 I wonder?

THis is a bit old, but as it was directed to me, I should answer.

First, 21 < 22. Second, the magus can take dodge too. Third, at first levrl you just use a short sword. 4th, first level gets old reaaaaaaly quick. In Rise if Runelords it last a bit longer than the goblin assault. You have 5 other full books to rock. And fifth, once the magus can use arcana points to recover first level spells, he can keep himself shielded in every encounter until he level up to get another level without even going to sleep.

Now factor in Mirror image, blur, interposing hand, and similar spells...and also add the ability to dimensional door out of problems, fly, stoneskin, etc...


*double post*


Sometimes bad tactics can overwhelm even powerful characters. Having 10d8 sneak attack isn't very useful if the player never pit himself into flanking. Are your players veterans? Are they used to play published AP? Because it's surprising they are so scared about the fights. It's true that Havelyn poses a decent threat, the gestalt isnt shabby either... but they are perfectly doable with standard 15 point buy characters. A party with two levels above the suggested part level should take the castle by storm. Actually I've read about groups that killed the enyore garrison, and my group didn't, just because I changed the garrison to 1000. Tacitus Wand of fireball is all you need to masacre the whole 100 lowbie guards


My group

Spoiler:
actualy discovered that Tiadora was tied to Adrastus by the power of the truename. They even thought about taking her prissioner, but then during combat they were careless. With so many PC doibg damage close to 200, it was quite easy to kill her unless you were very careful


kevin_video wrote:


I'll be giving a better summary of it later but we played last night, and the players were not happy when we started playing and they found out in game what they had to take down, including a Lantern Archon Gestalt and Havelyn. They were just going to wait for the bugbears because they honestly believed that they weren't supposed to take on such "epic fights" for their level. They are not looking forward to the next couple of sessions. Especially since they messed up on stealth checks last night, and now the entire garrison is up, and hunting for them.

wasn't your party loaded with plenty templates and several gimmicks that made their characters above average? How can they fear those fights? They should be roflstomping those encounters.


Finally, the King is DEAD!

Spoiler:
The pretty much anticipated fight vs the king was as expected.
I increased the potency of the encounter, giving the king much better build, equipment and pre-buff, and also added a 15th level wizard to the party. The 4 cavaliers were cavaliers of the lion, to give "for the king" buffs to the inquisitor and King, and also have different teamwork feats, so they could share all of them through Tactician. Not that it mattered a lot..

The Wizard started the fight trapping the inquisitor archer behind a wall of force, and casting a quickened Tiny Hut. The cavaliers did their tactic stuff, and started Patrol (good feat for bodyguards). The cleric used a bladebarrier to split the enemies. And then the PC started to act. With Reverse gravity, most of the NPC "fell" to the roof. There they were trapped by a icy wall dome from the bone devils. The king moved and made two attacks vs the antipaladin, using smite evil (he was buffed by Bestow Grace of the Champion, among several other spells). Howevr, that was his last action, the group Rogue used a desintegrate scroll to remove the wall of force, and the Inquisitor archer did 200+ hp to the king in one round (as usual). The rest of the fight was a bit of cleaning up. The wizard failed a save for Polymorph and was transformed into a little dog, and the rest of the group fell into several spells (Dominate, spiky pits, etc)

The PC then went to animate dead Chargammon, and to steal the treasure of the dragon. They were quick, so there was no real reason to make the Brine Dragon to steal the treasure before they arrive, except heavy Deus Ex Machina, which I don't like. I gave them 200.000 gp, which they have decided to spend in the army

Two days later, the PC received the visit from Tiadora. They were quite usure about believing Dessiter or not, but they choosed to cast Augury to know if going with Adrastus were Weal or Woe. They also used Commune to ask Asmodeus about it, and they learned Adrastus really was thinking to kill them. So they defeated Tiadora and the 9 erinyes (which killed the Necromancer with their arrows, as the wizard has very low AC and Mirror Image isn't useful against True Seeing)

They went to visit Naburus, and there they made the judgement. Dessiter was the Devil's Advocate for Adrastus, and he did a very poor defense of his case (on purpose). Naburus ordered the PC to kill Brigite of the Brijidine as a test of strength to become (one of them) Cardinal, and then they are free to search the Devil's Heart and try to slay Adrastus Thorn.


My players are getting too used to stomp everything in their path. I think I have to be more deadly, the necromancer death was because they were taking the Erinyes as a joke fight. So I chosed to focus fire with all the erinyes against a low AC PC instead of scatter the shots. I have to make sure the next fights are much more deadly


mikeawmids wrote:
Anyone else having trouble with the circlets, my party are perhaps relying on them a bit too heavily, they have spent less than 10% of the last 8 sessions in their own natural forms.

My players are never in their own natural form, unless they are nude having a bath or something. I don't see a problem with that.

However, if you feel it's too powerful, you can always enforce the rules. Technically, the hat of disguise is a magic item, so it requires a command word. And it last for a few minutes, like the Disguise Self spell. I don't enforce that, because I enjoy the freedom that the hat gives to players (we have a drow looking half-drow, for example, that couldn't play in a regular zealot-based xenophobic kill-the-evil society, nor the anti paladin could have a spiked rune-covered full plate of hellish design)

Also, ignoring the hat of disguise ilusion is just a DC 11 will save. Anyone who has a reason to be suspicious can pretty much pierce it. Tacitus did on my game (he casted detect magic once, and saw a lot of magic item auras in the PC, which shouldn't be there if they were real peasants/farmers/normal citizens)


kevin_video wrote:
That being said, after Throne of Night, Gary had mention contemplating doing a sequel to Way of the Wicked, which included expanding the tyranny beyond the island. It would be decades later, and you'd be playing offspring of the previous characters.

That's awesome


I was quite surprised about Bellinda and her lack of

Spoiler:
spicky parts, wings, fangs, and other stuff the half-dragons have


There we go.

Spoiler:
The PC spent a week or two in Matheryn, while they waited for Chargammon to attack in a New Moon. They used that time to do a bit of research, built some magic items, and made some evil.

The vampire PC entered in form of mist into the Royal Silos, which were being used to feed the poor and the war refugees. He summoned rats, infected them with the Tears, and then ruined most of the grain.

He also infected himself with the disease, then disguised as a plague doctor, and helped to spread the disease into the relatively safe neigbourhouds.

They went into the palace in the right night, waited until the dragon assaulted, and watched the Black Death Incarnated that Chargammon is, to destroy the guards, break the walls, and crush the magic defenders. They entered through the hole in the wall, using a Wall of Stone in form of stairs, and followed the path of destruction. They watched the battle between Chargammon, Sir Richard, and Bellinda, and were absolutelly shocked when Bellinda killed the Dragon so easy. They proceeded to kill every single enemy in the path to the king's chamber. The fights were quick and dirty. The poor Sleepless night couldn't even act, and most of the guards were completelly useless. The dwarven guards couldn't hit any of the front-liners even with a 19.

The PC arrived to the King's room, and found themselves surprised by a wave of dispelling energy, right before the King arrived with a flash. I've added a Wizard to the king's party, and I've changed most of his stats, so I hope they can stand a chance against the party.

The PC are truly terrified about Bellinda. Some of them think Bellinda is Antharia Regina. Some believe she is some kind of goddess, or the avatar of Mitra. And they start to understand that there are movers and shakers beyond those they thought were the leaders and the puppetters in the shadow.


Macgreine wrote:
gustavo iglesias wrote:
Iraean are the celtic-like druid-based barbarians that lived in Talingarde before it was civilized by Barca and Darian houses. Right now, they live in the forest of Caern Bryr
where did you find that?

Everywhere through the AP. They appear in book 4, 5 and 6 at the very least, I think, but they are also mentioned in other books. In book 2 for example, there's a bit of info about them when talking about the past of Farnholde, and also in the article about Glastenhall


Finally killed the dragon. Tough tough tough enemy.

Spoiler:
Erimanthius started the fight with the joke, in a surprise round (we were roleplaying the conversation, I said the joke, and then asked everybody to save).
A very low Initiative roll almost got him killed... The Vampire Antipaladin was teleported (Dimensional door) behind him, and using a full round made more than 150+ hp damage on him (with no crits and missing 1 attack). Few extra hits, and then the Dragon started the show. Using quickened confusion (I made him a Wyrm), programmed image (creating an illusory prismatic wall) and reverse gravity, he created havok into the PC. The vampire PC, who fell to the roof, used spider climb to move over him, and then drop over him with a death-from-above style charge, which he used a slam to hit the dragon (And give him a couple negative levels). Very cinematic scene, actually. Then the PC swarmed the dragon, who casted Antimagic Shield, flight to a wall (using spider climb) and then punched the PC 1 by 1.
It was almost a TPK. The antimagic shield, combined with huge (41)armor, and specially the damage reduction (and the PC having non-magical weapons inside the Antimagic field) made him almost untouchable. He was only 40 50 or so hp left, but there wasn't a lot of ways to deal with him. Antimagic dragons are a PAIN in the ....

However, the Wizard used a Desintegrate to produce a cave-in, desintegrating part of the columns to make the roof fall over the dragon. That was a 8d6 cave in, and the dragon rolled a 2 in his save (plus the negative levels and the -2 from Antipaladin aura...) He took a good bunch of damage, but was alive yet. Then the antipaladin went out of the antimagic field, drawing a dagger, and throw it against the dragon. Being out of the antimagic shell, he could use supernatural abilities, such as Smite Good, which made the dagger to pierce through the damage reduction, and sealing the fate of the dragon.

Then Dessiter appeared. It was a very very very fun roleplaying scene. The group doesn't really trust Dessiter. The Vampire Antipaladin, who is a fanatic follower of Thorne, actually wants to kill him. But some in the group think that Dessiter *might* be right. And if he is, then they are dead if they go to the Agathium

We left the game there. They are now lvl 14th, and heading to the Adarium to fight the King. They aren't sure yet about what to do next.
Things are going to be interesting, I wonder if they'll do the right choice. It's one of those crossroads where if you take left instead of right, you die, period


Iraean are the celtic-like druid-based barbarians that lived in Talingarde before it was civilized by Barca and Darian houses. Right now, they live in the forest of Caern Bryr


Lauraliane wrote:

My players are keeping watch on the outside of the Horn, hidden in the trees, backed up by some alarm spell and Glyph of Warding, to cover as much ground as possible.

It might turn into a major pain in the a... as they will spot and be able to ambush most groups coming, on their way to the horn.

They'll suffer with the few groups that teleport in or fly (the moondogs, the inquisitor retinue, the dragon, etc)


kevin_video wrote:
gustavo iglesias wrote:

I would had let them use the farmer idea, just make the farm to be 1 day traveling instead of 1 week (honestly, 1 week traveling will put them almost out of the borderlands if they do just 20 miles per day). It was a decent enough plan to make it work.

When GMing a Sandbox, free-form play is important. Just because the storybook says Eddarly and Mott will challenge to a duel, it doesn't mean it should be that way.

The problem with me is I don't do well with free-form. If it's not in the book, I've got nothing.

Right now I'm looking for a guest GM to take over for a while because it's looking like I'm not cut out for running this kind of scenario.

The easiest way is just focus on saying Yes. When the PC bring a plan, make it happen. The PC wanted to send both captains to die in a farm far away, then let them do it. Ask for some roll, and allow them to get their plan working.

In my game, they killed the cleric with a plan about using belladona in a nearby village, poisoning the people, then make some guy to tell father Donnaghin that there was a Chollera rampage and they needed their help with Cure disease. Then they ambushed him there and killed him. The plan wasn't perfectly executed, and they actually got a few problems while doing it, but it's a plan. And having a bad plan is better than having none. Anything that keeps the action moving forward is good


I would had let them use the farmer idea, just make the farm to be 1 day traveling instead of 1 week (honestly, 1 week traveling will put them almost out of the borderlands if they do just 20 miles per day). It was a decent enough plan to make it work.

When GMing a Sandbox, free-form play is important. Just because the storybook says Eddarly and Mott will challenge to a duel, it doesn't mean it should be that way.


almost finished book 4...

Spoiler:
The PC went to the temple of Shakti, and using bluff, disguise and Domination (from the vampire antipaladin), controlled the leader of the oreiads. Told them to go somewhere else, and then tried to manage to transform Shakti back into Lawful Evil. However, it didn't work. Despise having good disguise and bluff (over 50+ rolls from the party face), the Tatanka Rakshasha readed their minds with Detect thoughts (although half the group wash shielded...) The fight was nice, with the rakshasha teleporting outside the temple, casting self-buffs, then entering through the balcony and hitting the PC archer inquisitor. When the PC tried to fleed, she tripped him. A swarm of summoned devils from the summoner keep her surrounded, while the rest of the PC got ready to attack. She was able to full-round against the Vampire (I gave her 5 extra attacks with the extra arms), but it was a flurry of misses against the AC 42 of the Paladin (which doesn't wear a shield, by the way). Next round, a volley from the archer finished the fight.

The Toshigami was cool fight too. I put around 60 sprites and 40 pixies, which were a pain with their lesser confusions and color sprays. Even with DC as low as 14 or 11, when you have to roll +25 times per round, there's a good chance you botch one... Also, I gave the Cherry Blossom the ability to give each good creature in 50 feet aura of protection (+4 AC and saves and lesser globe of invulnerability), which caught off-guard the wizard and his fireballs. The toshigami did a good pounding on the half-drow Magus, but failed a lot of attacks (wich was able to hit with 9+ or so). She damaged him three times, though, draining a lot of ability points.

After that, the PC found the hungry cristals. The fight was one-round long, when the Summoner cast Hungry Pit on the REF 0 poor oozes.

Then they went to the Dragon's tower. They split the group, and while one of them solved the chess riddle, another one tried to advance. They found the Visitor, which was a cool guy and helped them (having 50+ rolls in Bluff and Diplomacy is such a boon with non-hostile NPC...). They discovered that the Visitor was invited into the tower. He had a letter inviting him. The rogue stole the letter, and gave it to the PC vampire (so the PC is now, officially, invited into the house, and can enter the tower. He was outside, spying the tower windows using form of mist and spider climb)

They are now ready to enter into both the Dragon's Vault, or the Dragon's chamber.

I need to think a bit about the fight, so I can make it cool. Don't want to see the dragon dying in one full round, as happened with poor Argossrrian.


We are already in the middle of book 4.

Spoiler:
the PC did a bit os robbery and spoil of war in daveryn. But they got lucky and found the duke soon. A bit later they visited the Baroness (which one of the players knew from background) and then found polydorus tower and the letter from stormborn king as Jeratheon was imprtant part of one of the PC background, they inmediately went to rescue him (a fmale dragon in my game). They receive the charge from tiadora to convince chargammon. They killed the stormborn king easily (too easily, even if I upgraded him heavily and used a retinue of avoral cohorts. But knowledge is very powerful, and knowing beforehand that the eagle was lightning based is a huge advantage.
They convinced chargammon to join the war effort after promising him to defeat erimanthus.
THey went to the island, found thr first cohort, and killed her and her four elder water elemental with ease. There was a fun moment when one of the elementals tried to bull rush the vampire antipaladin into the running water. However, it missed just by two.
The PC are going to infiltrate thr island right i the next session. The vampire player will have some problems to get invited into the lair, though.


Wow. Typing with a smartphone while moving is awful :p


Book 3 finished.

Spoiler:
the lord Abbot made a good fight. With several spells on him (and heavily modified) he trapped most the party in a corridor with blafe barrier, which made a lot of damage in several rounds. Frightful aspect and holy aura were a nice detterrant, but the magus stole the holy aura, and the inquisitor crushed him with arrows.

They solved a few riddles, and then proceeded tt
Assault ara mathra. Despise the angel having the surprise, a d casting holy word on them, the fight was kind of shirt. The inquisitor wasnt affected by holy word, thanks to the ability to ignire partial results from will and fortitude saves. Although Ara Mathra had mirror image, the summoner used 1d4+1 mephits per round casting scorching ray to kill the images, and then the inquisitor made 220 damage on the poor angel, followed by a 150 hp crit by the antipaladin.

EVen with +8 to armor (gave him breast plate and shield), Ara Mathra is way too weak. I suggest to pimp him a lot more. Specially with more spell casting

THe pc spoiled the place, we did a brif introduction of book iv (the arrival of the army) and we called it a day.

On a side note, I d like to see a timeline for the Order. I think the adventure contradict itself. Sometimes it say it was Macarius who introduced the Darius house i to Mitran religion. Then it says St Angelo was alive 150 years ago. While the Bictor was 80 years ago. It is a bit confusing


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Patrick Kropp wrote:
gustavo iglesias wrote:

Okey, today we have a crunchy report :)

** spoiler omitted **...

can you provide me the enhanced stats?.

This was nearly one month ago, wow.

I haven't had internet in a while. In case you are still interested, this is a copy paste from an old reference sheet I had. I hope there aren't too much unaccuracies. You can use them as a base.

Spoiler:
Aegis, Scutum y Tarja, Shield Archons
LG advanced Large outsider (archon, extraplanar, good, lawful)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +17
Aura aura of menace (DC 18), magic circle against evil
DEFENSE
AC 33, touch 10, flat-footed 27 (+9 armor, +1 Dex, +6 natural, +6 shield, –1 size) (+2 deflection vs. evil)
hp 130 (9d10+81) (+14) (+9)
Fort +15 Ref +9, Will +10; +4 vs. poison +2 vs evil
DR 10/evil; Immune electricity, petrification; SR 21
OFFENSE
Speed 40 ft., fly 90 ft. (good); 30 ft., fly 60 ft. in armor
Melee +3 shortspear +21/+21/+16 (1d8+13)
Space 10 ft.; Reach 10 ft.
Special Attacks transpose ally
Spell-Like Abilities (CL 9th; concentration +13)
Constant--magic circle against evil
At will--aid, greater teleport (self plus 50 lbs. of objects only), message
1/day--disrupting weapon, divine power, shield other
TACTICS
During Combat These two large angels are just large enough to completely block the entrance to the bridge. And they will not leave their post. They will have cast shield other on each other and it will easily outlast the duration of this battle. On the first round of the battle against our villains, they use their 1/day divine power spell-like ability. This grants them a +3 luck bonus on attack rolls, weapon damage rolls, Strength checks and Strength-based skill checks. They also gain 9 temporary hit points. Further, whenever they make a full-attack action, they make an additional attack at their full base attack bonus. This effect last for nine rounds. Other than that, they hold their ground and fight till defeated.
Morale These bastions of good fight to the bitter end. They will defend their post till they are forced to return to the celestial
realms or until the battle is won.
STATISTICS
Str 22 , Dex 15, Con 27, Int 16, Wis 18, Cha 17
Base Atk +9; CMB +17 (+20); CMD 30 (34 vs. bull rush and trip)
Feats Combat Reflexes, Improved Initiative, Iron Will, Shield Focus, Stand Still, Weapon Specialization (shortspear)B
Skills Diplomacy +14, Fly +7, Intimidate +14, Knowledge (religion) +14, Perception +15, Sense Motive +15, Stealth +1, Survival +15
Languages Celestial, Draconic, Infernal; truespeech
SQ spear and shield, stability
SPECIAL ABILITIES
Spear and Shield (Su) At will as a free action, a shield archon can transform his hands into a +1 tower shield and a +3 shortspear, or either individually, or back to hands again. He cannot transform both hands into shields or both into shortspears. A shield archon never takes the typical –2 penalty on attack rolls while wielding a tower shield. A shield archon’s weapons cannot be
disarmed, but they can be sundered. If a shield archon loses his spear or shield, he can manifest a new one as a full-round
action. When a shield archon is slain, these two items fade away—they cannot be looted or wielded by any other creature.
Stability Shield archons receive a +4 racial bonus to CMD when resisting a bull rush or trip attempt.
Transpose Ally (Su) Once per day as a standard action, a shield archon can teleport to the location of a willing (or unconscious)
ally and immediately teleport that ally to the archon’s previous position, in effect switching places with

Death from Above.
Celestial advanced Pegasus (9)
CG Large magical beast
Init +2; Senses darkvision 60 ft., detect evil, detect good, low-light vision, scent;Perception +11
DR 5/evil; Resist Cold, Acid and Electricity 10; SR 10
DEFENSE
AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
hp 34 (4d10+12)
Fort +7, Ref +6, Will +4
Speed 60 ft., fly 120 ft. (average)
OFFENSE
Melee bite +4 (1d3+3), 2 hooves +9 (1d6+6)
Space 10 ft.; Reach 5 ft.
Spell-Like Abilities (CL 4th)
Constant—detect evil (60-ft. radius), detect good (60-ft. radius)
STATISTICS
Str 22, Dex 19, Con 20, Int 14, Wis 17, Cha 17
Base Atk +4; CMB +11; CMD 25 (29 vs. trip)
Feats Flyby Attack, Iron Will
Skills Fly +7, Perception +13, Sense Motive +9; Racial Modifiers +4 Perception
Languages Celestial (cannot speak)

Death from above Aasimar paladin riders (9)
XP 1,600 each (9,600 XP total)
Male Aasimar paladin 7
LG medium humanoid
Init +0; Senses darkvision 60 ft.; Perception +8
Aura Courage (10 ft.)
DEFENSE
AC 21, touch 10, flat-footed 21 (+9 armor, +2 shield)
hp 51 (6d10+18)
Fort +12, Ref +7, Will +12
Immune fear, diseases; Resist acid 5, cold 5, electricity 5
OFFENSE
Speed 30 ft. (20 ft. in armor)
Melee mwk lance (smiting charge w/ magic weapon, Divine Bond and divine favor in effect) +16/+11 (3d8+30/x3) (+5 charging from above)
Special Attacks smite 2/day
Spell-Like Abilities (CL 6th)
At will – detect evil
1/day – daylight
Paladin Spells (CL 3rd)
1st – magic weapon, Divine power
2nd- Eagle splendor
TACTICS
Before Combat As they fly into battle the knights cast magic weapon (duration: 6 minutes) divine favor and eagle splendor
During Combat These blessed knights are trained to use their charge attacks to full effect. They charge their opponents and then circle about and charge again. They will do this as often as they can.
Morale These knights fight to the death.
STATISTICS
Str 14, Dex 10, Con 14, Int 10, Wis 14, Cha 16 (20)
Base Atk +6; CMB +8; CMD 18
Feats Mounted Combat, Ride-by Attack, Spirited Charge, death from above
Skills Diplomacy +9, Knowledge (religion) +4, Perception +8, Ride +9
Language Common
SQ aura, lay on hands (6/day), mercy (sickened, dazed)
Gear masterwork full plate, heavy steel shield, masterwork lance, longsword
SPECIAL ABILITIES
Smite Evil (Su) Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds +5 to her attack rolls and adds +7 to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to +14 damage.
Divine Bond: +1 enhancement to their lances.

You Shall Not Pass
Clerics (6)
Human cleric 9
LG Medium humanoid
Init +1; Senses Perception +8
DEFENSE
AC 24, touch 11, flat-footed 21 (+9 armor, +1 Dex, +2 shield. +2 deflection)
hp 70 (9d8+30)
Fort +9, Ref +5, Will +11 (+2 resist Prot vs Evil)
OFFENSE
Speed 20 ft.
Melee mwk morningstar +9/+4 (1d8+2) or dagger +8/+3 (1d4+2/19– 20)
Ranged mwk light crossbow +8 (1d8/19–20) or dagger +7 (1d4+2/19–20)
Special Attacks channel positive energy 5/day (DC 14, 5d6), holy lance (4 rounds, 1/day)
Domain Spell-Like Abilities (CL 9th, concentration +13)
7/day—rebuke death, touch of good
Cleric Spells Prepared (CL 9th, concentration +13)
5th—dispel evilD, Flame Strike (DC 18)
4th—air walk, freedom of movement, holy smite (DC 17) (x2),
3rd—daylight, dispel magic, magic circle against evilD, prayer, searing light
2nd—aid, bull’s strength, cure moderate woundsD, delay poison, spiritual weapon, status
1st—bless, detect chaos, divine favor (2), protection from evilD, shield of faith
0 (at will)—create water, detect magic, detect poison, stabilize
D domain spell; Domains Good, Healing
TACTICS
During Combat They cast Flame strikes until every foe is burning in holy fire.
Morale These priests will die here before they admit defeat.
STATISTICS
Str 14, Dex 12, Con 14, Int 10, Wis 16, Cha 10
Base Atk +6; CMB +8; CMD 19
Feats Armor Proficiency (heavy), Craft Magic Arms and Armor, Extra Channel, Shield Focus, Toughness, Vital Strike
Skills Diplomacy +5, Heal +10, Knowledge (religion) +10, Perception +8, Sense Motive +8, Spellcraft +11
Languages Common
SQ healer’s blessing
Gear full plate, heavy wooden shield, masterwork morningstar, masterwork light crossbow with 10 bolts, dagger, cloak of resistance +1, healer’s kit

The Flame That Sings.
Advanced peri.
XP 38,400
NG Medium outsider (good, native)
Init +9; Senses darkvision 60 ft., low-light vision, smoke sight; Perception +26
DEFENSE
AC 34, touch 18, flat-footed 22 (+9 Dex, +1 dodge, +14 natural)
hp 224 (19d10+114) (+15 Aid)
Fort +14, Ref +20, Will +19
DR 10/cold iron and evil; Immune electricity, fire; Resist acid 10,
cold 10; SR 25
OFFENSE
Speed 30 ft., fly 90 ft. (good)
Melee +2 flaming burst scimitar +30/+25/+20/+15 (1d6+10/18-20 plus 1d6 fire), 2 wings +23 (1d6+5 plus burn)
Special Attacks burn (2d6, DC 25), whirlwind dance
Spell-Like Abilities (CL 15th; concentration +25)
Constant—fire shield (warm shield)
At will—aid, flame jump (see below), pyrotechnics (DC 22), scorching
ray
3/day—fireball (DC 23), flame strike (DC 25), wall of fire
TACTICS
During Combat The-Flame realizes that many foes she faces are likely to be resistant to fire and thus she prefers to lead with her wall of fire (hopefully cutting the enemy in half) and her whirlwind dance. If she detects that a foe she is fighting is not resistent to fire then she uses fireball and flame strike to quickly remove them from the battle. If badly wounded, she uses flame jump to travel to the Guardian Flame (M-3) and there uses its healing properties to restore herself. If the enemies are still in her temple. She then returns and reignites the battle. She will use this strategy again and again until she is either dead or the enemies are purged from her mountain top.
Morale Fanatically and eternally dedicated to defending the phoenix, The-Flame-That-Sings fights to the death.
STATISTICS
Str 26, Dex 28, Con 23, Int 25, Wis 23, Cha 30
Base Atk +19; CMB +25; CMD 43
Feats Improved Great Fortitude, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Mobility, Power Attack, Spring Attack, Whirlwind Attack 2d6+6 (DC 28)
Skills Acrobatics +31, Diplomacy +32, Fly +35, Heal +25, Knowledge (planes) +29, Knowledge (religion) +26, Perception +28, Perform (sing) +30, Sense Motive +28, Spellcraft +29, Stealth +31
Languages Auran, Celestial, Common, Draconic, Elven, Ignan; telepathy 100 ft.

SPECIAL ABILITIES
Flame Jump (Sp) The-Flame can enter any fire equal to its size or larger and travel any distance to another fire in a single round, regardless of the distance between the two. This ability otherwise functions as greater teleport (caster level 14th), but the
peri can transport only itself and up to 50 pounds of objects. (heals 4d8+7 in Guardian flame)
Smoke Sight (Su) The-Flame can see through fire, fog, and smoke without penalty.
Whirlwind Dance (Su) Once per day as a full-round action, The- Flame can spin in an ever-faster, whirling dance, transforming
itself into a spinning vortex of flame 10 to 40 feet high for up to 9 rounds. This ability functions as the whirlwind ability (DC 28
Reflex save), but any creature that comes in contact with the whirlwind or is caught inside it takes 2d6+6 points of fire damage
and is subject to The-Flame’s burn special attack. The save DC is Dexterity-based.

Suchandra, Celestial Phoenix.
NG advanced Celestial Gargantuan Outsider Native (fire)
Init +11; Senses darkvision 60 ft., detect magic, detect poison, lowlight, vision, see invisibility; Perception +37
Aura shroud of flame (20 ft., 4d6 fire, DC 25)
DEFENSE
AC 28, touch 14, flat-footed 20 (+7 Dex, +1 dodge, +14 natural, –4 size) (+6 deflection vs Smite evil)
hp 270 (20d10+140); regeneration 10 (cold or evil)
Fort +19, Ref +19, Will +14
Defensive Abilities self-resurrection; DR 15/evil; Immune fire Resist 15 Cold, electricity , acid SR 26
Weaknesses vulnerable to cold
OFFENSE
Speed 30 ft., fly 90 ft. (good)
Melee 2 talons +26 (2d6+10/19–20 plus 1d6 fire) and bite +26 (2d8+10 plus 1d6 fire)
Space 20 ft.; Reach 20 ft.
Spell-Like Abilities (CL 18th)
Constant—detect magic, detect poison, see invisibility,
At will—cure critical wounds, greater dispel magic, remove curse, wall of fire
3/day—fire storm (DC 24), greater restoration, heal, Fire Shield (warm), quickened wall of fire
STATISTICS
Str 31, Dex 25, Con 24, Int 23, Wis 22, Cha 22
Base Atk +20; CMB +32; CMD 50
Feats Blinding Critical, Combat Reflexes, Critical Focus, Dodge, Flyby Attack, Improved Critical (talon), Improved Initiative, Iron Will, Mobility, Quicken Spell-Like Ability (wall of fire), Snatch
Skills Acrobatics +30, Diplomacy +26, Fly +28, Intimidate +26, Knowledge (nature plus any one other) +26, Perception +37, Sense Motive +26; Racial Modifiers +8 Perception
Languages Auran, Celestial, Common, Elven, Ignan
SPECIAL ABILITIES
Self-Resurrection (Su) A slain phoenix remains dead for only 1d4 rounds unless its body is completely destroyed by an effect such as disintegrate. Otherwise, a fully healed phoenix emerges from the remains 1d4 rounds after death, as if brought back to life via resurrection. The phoenix gains 1 permanent negative level when this occurs, although most use greater restoration to remove this negative level as soon as possible. A phoenix can self-resurrect only once per year

Shroud of Flame (Su) A phoenix can cause its feathers to burst into fire as a free action. As long as its feathers are burning,
it inflicts an additional 1d6 points of fire damage with each natural attack, and any creature within reach (20 feet for most
phoenixes) must make a DC 25 Reflex save each round to avoid taking 4d6 points of fire damage at the start of its turn. A creature
that attacks the phoenix with natural or non-reach melee weapons takes 1d6 points of fire damage

Smite Evil (Su) A celestial phoenix can smite evil, gaining +6 to hit, +20 to damage, and +6 deflection bonus to armor.

The Master of Serenity, head of the Serene Order CR 15
Master of serene Order

Male human monk (flowing monk) 15/ Oracle (ancestors) 1
LG Medium (Large) humanoid
Init +8; Senses Perception +19
DEFENSE
AC 33, touch 20, flat-footed 18 (+4 Dex, +1 dodge, +5 monk, +4 Wis, +3 natural armor, +4 Armor, +2 Deflection) (+1 dodge/enemy) (Fight Deffensive -1 att +4 AC)
hp 169 (14d8+96) (+15 aid) (+14 spirit boost)-88
Fort +19 Ref +17, Will +17; +2 vs. enchantment
Defensive Abilities improved evasion; Immune disease, poison; SR 25
OFFENSE
Speed 70 ft.
Melee unarmed strike flurry of blows +21/+21/+16/+16/+11/+11 (2d8+7/19-20) (+1 sensei)
Special Attacks flurry of blows,
STATISTICS
Str 18 (22), Dex 18, Con 18(22), Int 10, Wis 18, Cha 10
Base Atk +10/+5; CMB +22 (+26 trip); CMD 41
Feats Combat Reflexes, Dodge, Improved Unarmed Strike, Ki Throw, Spring Attack, Lightning reflexes, Snatch Arrows, Stunning Fist, Blind fight, Weapon Focus (unarmed strike), 3 x crane Style Feat, Step up, Improved Trip, Greater Trip
Skills Acrobatics +21 (+52 jump), Climb +19, Sense Motive +32, Perception +23
Languages Common
SQ abundant step, fast movement, high jump, ki pool (17 points, lawful, magic) maneuver training, slow fall 70 ft., wholeness
Body , Spirit Shield (+4 armor)
robe of monk, Slippers of feather step, amulet of nat armor +3,
Redirection (Ex)
At 1st level, as an immediate action, a flowing monk can attempt a reposition ortrip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickenedfor 1 round (Reflex DC = 10 + 1/2 the monk’s level + monk’s Wisdom modifier to halve the duration), plus 1 additional round at 4th level and for every four levels afterward (to a maximum of 6 rounds at 20th level). The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply.
At 4th level, a flowing monk can use redirection against an opponent that the flowing monk threatens and that attacks an ally with a melee attack. At 8th level, a flowing monk can make both a reposition and a trip maneuver as part of a single immediate action with this ability. At 12th level, a flowing monk can use redirection against any opponent that attacks him in melee, even if the flowing monk is not threatening the opponent who attacks him. A flowing monk can use this ability once per day per monk level, but no more than once per round.
This ability replaces Stunning Fist.
Unbalancing Counter (Ex)
At 2nd level, a flowing monk’s attacks of opportunity render a struck creature flat-footed until the end of the flowing monk’s next turn (Reflex DC 10 + 1/2 the monk’s level + Wisdom modifier negates).
This ability replaces the bonus feat gained at 2nd level.
Flowing Dodge (Ex)
At 3rd level, a flowing monk gains a +1 dodge bonus to AC for each enemy adjacent to him, up to a maximum bonus equal to his Wisdom modifier (minimum 1).
This ability replaces fast movement.
Elusive Target (Ex)
At 5th level, as an immediate action, a flowing monk may spend 2 points from his ki pool to attempt a Reflex save opposed by an attacker’s attack roll to halve damage from that attack. At 11th level and above, the flowing monk suffers no damage on a successful save, or half damage on a failed save. If the attacker is flanking the monk, the flanking opponent who is not attacking becomes the target of the attack. Use the same attack roll, and if the attack hits the new target, that creatures takes half damage (or full damage if the attack is completely avoided). Any associated effects from the attack (such as bleed, poison, or spell effects) apply fully even if the attack deals only half damage.
Volley Spell (Su)
At 15th level, when a targeted spell or spell-like ability fails to overcome a flowing monk’s spell resistance, he may reflect the effect onto its caster as spell turning (Core Rulebook 347) by spending a number of points from his ki pool equal to 1/2 the spell’s level (minimum 1).

14
Sambethe, Oracle of Mitra.

Female aasimar oracle 14, Monk (sensei) 1
LG Medium outsider (native)
Init +1; Senses darkvision 60ft.; Perception +3
DEFENSE
AC 22, touch 17, flat-footed 18 (+6 armor, +1 Dex, +2 deflection, +3 wis) 20% vs missile
hp 168 (15d8+90) (24)
Fort +12, Ref +7, Will +16 SR 27
Immune fatigue; Resist acid 5, cold 5, electricity 5
OFFENSE
Speed 20 ft.
Melee longsword +14/+9 (1d8+3/19-20)
Special Attacks channel positive energy 5/day (DC 21, 7d6)
Spell-Like Abilities (CL 14th; concentration +18)
1/day—daylight
Oracle Spells Known (CL 14th; concentration +18)
7th (3/day)—Summon Monster VII, ****holy word**** (DC 22), mass cure serious wounds
6th (5/day)—blade barrier (DC 20), greater dispel magic, heal, mass cure mod. wounds, (heightened sanctuary DC 21)
5th (6/day)—breath of life, cleanse, flame strike (DC 20), mass cure light wounds, summon monster V
4th (7/day)—cure critical wounds, Spell Resistance, freedom of movement x2, holy smite (DC 18), restoration, deathward
3rd (7/day)—cure serious wounds, prayer, Protection from Energy, neutralize poison, remove curse, remove disease
2nd (7/day)—consecrate, cure moderate wounds, Bear’s Endurance, Bull’s Strength, silence (DC 17), Aid, status
1st (7/day)—bless, comprehend languages, cure light wounds, Entropic Shield, protection from evil, sanctuary (DC 16)
0 (at will)—create water, detect magic, detect poison, guidance, light, mending, purify food and drink, read magic, stabilize
Mystery Life
TACTICS
Before Combat The oracle can sense the villains approaching and casts Heightened Sanctuary, Bear’s Endurance, Spell Resistance and Protection from evil on herself, and Bless, Freedom of Movement, Aid, Protection from Evil, Bull’s Strength and Bear’s Endurance on the Serene Master and Consecrate in the zone.
He cast Blade Barrier to give cover and protection, Summon Monster VII, and once the Sanctuary is Broken, spams Holy Word and other spells
STATISTICS
Str 10, Dex 12, Con 14, Int 10, Wis 16, Cha 20
Base Atk +10/+5; CMB +13; CMD 24
Feats Heightened Spell, Toughness, Iron Will, Improved iron will, Great Fortitude, Improved Great Fortitude, Selective Channelling, Quickened Channelling, deflect arrows, Improved unarmed strike.

Skills Diplomacy +23, Heal +18, Knowledge (planes) +19, Knowledge (religion) +19, Sense Motive +18, Spellcraft +19;
Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Auran, Elven
SQ oracle’s curse (lame), revelations (channel, enhanced cures, Combat Healer, spirit boost)
Gear healer’s kit, quarterstaff, holy symbol, Mithril Kikko Armor +1

Lea The Huntress

XP 19,200
NG Medium outsider (agathion, extraplanar, good)
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception
+19
Aura protective aura (20 ft.)
DEFENSE
AC 27, touch 14, flat-footed 23 (+3 Dex, +1 dodge, +13 natural) (+4 deflection vs. evil)
hp 147 (14d10+70)
Fort +14, Ref +12, Will +6; +4 vs. poison, +4 resistance vs. evil
DR 10/evil and silver; Immune electricity, petrification; Resist cold
10, sonic 10; SR 23
OFFENSE
Speed 60 ft.
Melee bite +23 (1d8+8 plus grab), 2 claws +23 (1d6+8)
Special Attacks roar, pounce, rake (2 claws +23, 1d6+8)
Spell-Like Abilities (CL 14th; concentration +16)
Constant--speak with animals
At will--detect thoughts, fireball (DC 15), hold monster (DC 16)
3/day--cure critical wounds, neutralize poison, remove disease, wall
of force
1/day--heal
TACTICS
During Combat Her preferred mode of combat is hiding until she announces her presence with a mighty roar hopefully catching all her enemies within the great cone. Shen then uses wall of force to isolate her foes so she can fight them one at a time. She leaps into combat using her fearsome pounce to grab and maul her enemies. Once that victory is won, she uses heal or cure critical wounds and repeats the procedure until all that invade the Hall of the Huntress are laid low. Lea is not interested in taking prisoners. All who invade her Hall are worthy only death for their crime.
Morale Lea knows that if she dies she will both be banished from this plane and have proven herself an unworthy guardian. Fanatical about seeing that neither occurs, she fights to the death to defend her charge.
STATISTICS
Str 27, Dex 17, Con 20, Int 14, Wis 14, Cha 15
Base Atk +14; CMB +22 (+26 grapple); CMD 36
Feats Ability Focus (roar), Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Focus (bite, claw)
Skills Acrobatics +24 (+36 jump), Handle Animal +19, Intimidate +19, Knowledge (any one) +19, Perception +19, Sense Motive
+19, Spellcraft +16, Stealth +24; Racial Modifiers +4 Acrobatics, +4 Stealth
Languages Celestial, Draconic, Infernal; speak with animals, truespeech
SQ lay on hands (7d6, 9/day, as a 14th level paladin)
SPECIAL ABILITIES
Protective Aura (Su) Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC
and a +4 resistance bonus on saving throws to anyone within 20 feet of the leonal. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals leonal’s HD). The defensive benefits from the circle are not included in a leonal’s stat block.
Roar (Su) Up to three times per day, a leonal can Roar as a Holy Word +2d6 sonic damage (DC 21)

Txiatapotle, Celestial Jaguar

XP 4,800
N Large animal
Init +6; Senses low-light vision, scent; Perception +14
DEFENSE
AC 21(25), touch 13, flat-footed 17 (+4 Dex, +8 natural, –1 size) +4 Deflection vs evil
DR 10/evil Acid, Cold, Electricity Resist 15
hp 133 (14d8+70)
Fort +14, Ref +13, Will +7 +4 resistance vs evilSR 15
OFFENSE
Speed 40 ft.
Melee 2 claws +20 (2d4+10 plus grab), bite +20 (2d6+10/19–20 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +20, 2d4+10)
STATISTICS
Str 31, Dex 19, Con 21, Int 2, Wis 14, Cha 14
Base Atk +10; CMB +21 (+25 grapple); CMD 35 (39 vs. trip)
Feats Improved Critical (bite), stealth sinergy , Run, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (bite, claw)
Skills Acrobatics +8, Perception +14, Stealth +17 (+23 in tall grass),Swim +15; Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in tall grass)
Smite Evil +2/+14


McCallain, Master of the Order of St Macharius.

XP 38,400
Male human cleric 16
LG Medium humanoid
Init +7; Senses Perception +20
DEFENSE
AC 35, touch 13, flat-footed 19 (+10 armor, +6 nat Armor, +6 shield, +4 Deflection)
hp 197 (15d8+120) (+15 aid) (+16 divine power)
Fort +11, Ref +8, Will +14 +4 vs Evil SR 25
OFFENSE
Speed 20 ft. (aura 30’ shaken. If you hit,2 saves DC 23 or Blind and frightened 1d4 rounds)
Melee longsword +27/+27/+22/+17 (1d8+ 16 +2d6)
Special Attacks channel positive energy 7/day (DC 21, 8d6), divine presence 15 rounds/day (DC 21), holy lance 2/day (7 rounds)
Domain Spell-Like Abilities (CL 15th; concentration +19) touch of
glory 7/day, touch of good 7/day
Cleric Spells Prepared (CL 16th; concentration +20)
8th—frightful aspect, holy auraD (DC 23)
7th—greater restoration, holy wordD (DC 22), destruction DC 22
6th—blade barrierD (DC 21), greater dispel magic, heal (2)
5th— dispel evilD (DC 20), flame strike (5) (DC 20), true seeing
4th—dismissal (DC 19), divine power, freedom of movement, holy smite (2) (DC 19), restoration, deathward
3rd—day light, dispel magic, magic vestment (2), Magic circle vs Evil, protection from energy (lightning), Greater Magic Weapon.
2nd—aid, Delay poison, bless weaponD, resist energy (fire), Bear’s Endurance, Bull’s Strength)
1st—bless, comprehend languages, detect evil , Entropic Shield, divine favor, protection from evilD, shield of faith
0 (at will)—detect magic, light, read magic, stabilize
D domain spell; Domains Glory, Good
TACTICS
During Combat The Lord-Abbot is first and foremost a spellcaster. He carries a largely ceremonial longsword and he isn’t bad
with it but almost never uses it in a serious fight. He has a high perception and likely will hear the PCs coming from a mile
away. That means he will be ready for them. He casts frightful aspect, true seeing, Freedom of movement, Prot Energy (lightning), Holy Aura, and his scroll of greater spell immunity on himself. He uses holy word in the first round of combat and then uses powerful attack spells like blade barrier and flame strike to great effect. He spares no resources. He will use everything in his power to win this fight. If wounded, he is quick to restore his own wounds using heal. He will not retreat from this chamber nor flee the battle. The ritual he is conducting has to be done here. If the tomb of Saint Macarius is desecrated, all his work will have been for naught. If our villains retreat, the Lord-Abbot will not follow. He returns immediately to his work. He realizes that they will almost certainly come back but he cannot help that.
Morale Lord-Abbot MacCathlain fights to the death.
STATISTICS
Str 14 (24), Dex 10, Con 16 (20), Int 14, Wis 20, Cha 14
Base Atk +11/+6/+1; CMB +13; CMD 26
Feats Combat Casting, Extra Channel (11), Improved Channel, Improved Initiative, Selective Channeling,
Turn Undead, Quickened Channel, Iron Will, Great Fortitude
Skills Diplomacy +20, Heal +23, Knowledge (religion) +19, Sense Motive +21, Perception +21, Spellcraft +19
Languages Celestial, Common
SQ aura
Gear Scroll of flame strike (2), scroll of greater spell immunity (2)
Other Gear breastplate, healer’s kit, heavy steel shield, wooden holy symbol of St. Macarius, longsword, headband of mental
prowess +2 (intelligence and wisdom, Sense Motive skill), key to his room (2-4) and the treasury (1-19

Ara Mathra
XP 76,800
Male advanced monadic deva
NG Medium outsider (angel, extraplanar, good)
Init +8; Senses darkvision 60 ft., detect evil, low-light vision; Perception +29
Aura protective aura
DEFENSE
AC 40, touch 14, flat-footed 24 (+4 Dex, +14 natural, +6 armor +2 shield, +4 deflection vs. evil)
hp 238 (18d10+126) (+15 aid)
Fort +17, Ref +15, Will +12; +4 vs. poison; +4 resistance vs. evil
DR 10/evil; Immune acid, cold, electricity, fire, death effects, energy drain, petrification; SR 25
OFFENSE
Speed 40 ft., fly 90 ft. (good)
Melee +3 morningstar +30/+25/+20 (1d8+11 plus solid blow)
or +3 Morningstar power attack +25/+20/+15 (1d8 +21 plus solid blow)
Spell-Like Abilities (CL 14th; concentration +20)
Constant--detect evil, water breathing
At will--aid, charm monster (DC 20, elementals only), discern lies (DC 20), dispel evil (DC 21), dispel magic, holy smite (DC 20), invisibility (self only), plane shift (DC 21), remove curse, remove disease, remove fear
3/day--cure serious wounds, holy word (DC 23), mirror image
1/day--heal, hold monster (DC 21), holy aura (DC 24)
TACTICS
Before Combat As the wall of fire is being defeated, he casts holy aura and mirror image upon himself.
During Combat Ara Mathra has a lot of combat options and by this time has spent a great deal of time studying the PCs. If the PCs are well warded against spells, he uses his deadly barrage of morningstar attacks. If they have a high AC but are not shielded
against magic, he employs holy smite
Morale Ara Mathra fights to the death both to avenge his fallen friends and to defend the honor of Mitra.
STATISTICS
Str 26, Dex 23, Con 22, Int 23, Wis 22, Cha 23
Base Atk +18; CMB +24; CMD 38
Feats Alertness, Cleave, Great Fortitude, Improved Initiative, Iron Will, Power Attack, Toughness, Armor training (light), Armor Training (medium).
Skills Diplomacy +27, Fly +29, Intimidate +27, Knowledge (planes) +27, Knowledge (religion) +27, Perception +35, Sense Motive
+31, Stealth +25, Survival +27, Swim +23;
Racial Modifiers +4 Perception
Languages Celestial, Draconic, Infernal; truespeech
SPECIAL ABILITIES
Solid Blow (Su) If a monadic deva strikes an opponent twice in 1 round with its mace, that creature takes an extra 1d8+10
points of damage.
Gear: +3 adamantine Mace, mithral shield, mithral breastplate.


My Lord Abbot is more melee-oriented, I gave Ara Mathra equipment to match his drawing, most monsters got the celestial template, and I fully revamped the Master Monk and several encounters


I havent made a report in a month, as I was moving, and was without Internet.

We have played only a couple sessions.

Spoiler:
The fights have become increasingly difficult, since I have modified most of them heavily.
The Leonin Huntress was with a celestial dire tiger companion, which smited to the ground the evilness of one of the PC devils, a Erinye. Then, after the pounce, both the leonin and his tiger were sliced into pieces.

They made an interesting fight against the Monk and the Oracle. I made the master monk to be a Monk 15/Oracle 1, and the oracle to be a Monk 1/Oracle 14. The oracle wasn't very tough, but the Monk was great. I made him a Flowing Monk with Crane Wing style. He was able to deflect 1 arrow/throwing knife per turn, to deflect 1 melee attack per turn, reflect failed spells against his SR back to the caster, and to interrupt attacks by tripping guys as a free action. Cool combat.

Then they went into the Cathedral. Six angels with antimagic field attacked them, and they proved to be a tough match. Although the angles dont do a lot of damage, they were generally anoying, specially against a group where almost everybody cast spells.

Then they killed a few easy archons, and were surprised by the Ghaele, which used a few spells in human form before she died.

Later on, they entered the cathedral They were attaced by a group of paladin ghosts, and it almost went tpk. The ghosts do a lot of damage, and I was crit-happy that night. Several players used their free wildcard ("dream journal of the pallid seer"). Finally they killed the ghosts, and controlled one through the Necromancer.

They decided to try to sneak to the final combat. They used the portable window (from 1st adventure!) and went straight into the vault, killing the golems with ease. Wall of stone, Hungry pit, and several othre spells later, the PC won. However, they are now right before the fight against Lord Abbot, which should be interestng.


kevin_video wrote:

Got a little confusion I need help clearing up.

1) Are Aldencross and Balentyne the same city? It only shows one white dot in the location where there's supposed to be two cities.

2) This is more prevalent in Book 6, but why are there still so many unnamed white dot cities? There's eight cities without names. Were these just places that Gary didn't get to in time? Maybe they'll be in Book 7 should they reach that stretch goal?

Balentyne is the castle, Aldencross is the town. Just like Porchester Castle is in Hampshire or La Aljaferia is in Zaragoza

And the unnamed cities aren't relevant to the story, as nothing core happen there. I guess they are unnamed so the GM could insert any city of their own creation in those spots.


Zark wrote:
Atarlost wrote:
It's also that all the divine casters can double as melee with the right build while still being casters and the magus is by default a front liner, the bard can easily be built as a front liner, and the summoner comes with a front liner as a class feature.

My bold.

If you mean the frontliner or a tank, No.
With light armor only, no. He is nothing near a full BAB class in heavy armor or a Barbarian. Same actually goes for the Magus until he gets medium armor prof and cam cast spells in medium armor.

Magus with Dex and scimitar have better AC than fighters right from the begining ( with shield spell), and once they can cast stuff like mirror image, displacement, etc... they are way beyond fighters in frontline tanking


Jon Hare:

Spoiler:
it is the seal what forbids plane s#%!ing, that's why Vetra can't plane shift into the horn until the seal breaks. The horn forbids teleportation and scry only


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Yet another session with combat intensive focus.

Spoiler:
We followed the session from the fight with the Peri. The players advanced through the stairs, but where assaulted by the phoenix. He was flying above them, and started the fight using quickened wall of fire and firestorm. The PC were protected with Communal Protection from Energy, but the firestorm and wall of fire was eating through the shield very fast. The Phoenix used his fire storms and wall of fire before engaging in melee, and grabbing one of the Players, with the intention of throwing him from the top of the mountain. However, other player managed to cast Lithany of Escape, and freed him.

After some rounds, the phoenix fall. After the resurrection, the players where ready to engage him in full round. However, the phoenix (which I made a Celestial templated phoenix) was able to smite evil the paladin, punching him near death (+20 damage per hit with smite evil). The fight was short after that.

The players went back to sanctum, and rested there a bit, being attacked by a pair of storm giants flying in rocs, and a flock of pegasus. The PC defeated the giants and roc easily, but the pegasi were defeated by a group of infernal griffin (like those in the heraldic of Barca).

The PC then go to the Laberythn, defeating the archons and blinking dogs in unisteresting combats (the PC have way too much forces in this AP. They are right now a group of 6 players, with bone devils, half-fiend ogres, a medusa, hell-hounds, a Bloody Skeleton Storm Giant, and several other stuff. The minions alone can defeat things like the Legion Archons without a sweat). They resolved the three riddles with ease (one of the players solved two of them nearly instantly), and they found and killed the Kirin.

We left the game there, and they have to fight yet versus the Leonal (which I'd give a celestial dire-tiger companion), and then two very heavily modified NPC, an Oracle 14/monk 1 and a Monk (flowing monk) 15/oracle 1, which will be a very fun fight I think.


To High God of Krynn, what I'd do is to mix all the fights together. Add the Titan, the Dragon, the Solar, the 20th level half-dragon Sorcerer, and maybe

Spoiler:

sir Robert, either as a redeemed paladin, or a vengeful ghost paladin
. that should be enough challenge for most parties, unless they are extremely maximized. You have a "fighter" which is a 60' tall Titan, a "cleric" which happen to be an exalted archangel, a high level buffed arcane caster, and a dragon, plus an extra powerfull ally. It's roughly a 25th lvl Challenge Rating. If you need more, I'd add "advanced templates", and several warm bodies (like cavalier bodyguards, 15th level clerics, and a couple of extra angels), but probably you'll get more just by optimizing the NPC and their tactics, that by adding extra NPC.


kevin_video wrote:

As for the other guy, since he apparently always plays high Int-based characters (namely every incarnation of the wizard class), it's hard to argue against the fact that he wouldn't know about the contracts.

Stephen Hawkins has a very high INT, and he knows jack about contracts. He is a world first class expert in physics, though. Having high INT doesn't make you omniscient. One of my Players have spent 8 ranks in Proffesion: Lawyer so far, to know about the contract. Contract Devils have +19 in Proffesion: Scribe (which will work as lawyer in a medieval society). If that PC has ranks in Spellcraft and knowledge arcana, he knows a lot about spells and magic beings, but that doesn't make him an expert in laws (or in infinitesimal calculus, for that matter)


Eric Hinkle wrote:

I have an odd question here. There are several times during the adventure when PCs might need to question someone but it's very difficult to do so because of the potent wills (and Will) of the person you're trying to intimidate. Like that one fellow trying to put a resistance together.

Isn't it simpler by that point to just kill them, cast create greater undead, and then ask your new minion o' evil to fess up? And heck, afterwards, you can send him out to hunt his former allies down and eat them.

My PC interrogated some people through Ezra, as it is said in the book that he takes the memories of people he kill (that's how he recognize the PC mission, because of the previous Knot he killed).

However, that Ezra knows things, is not the same that Ezra tell them the truth...


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Patrick Kropp wrote:

The biggest failure is that the contracts aren´t magical. The PC may be bound by them, but the players are not really. Even if they break it there are no direct penalties. There were magic contracts in 2nd Edition / 3.0 / 3.5. Gary should have made the contract clearer (what exactly are the PC forbidden to to). And it should have DIRECT reprisals if the players don´t adhere to the contract. Say a pc does the ultimate stupid thing and murders another pc. So maybe a rift opens and he gets dragged to hell. If a player steals from the others he gains every day he doesn´t repay the stolen money an amount of damage or a geas - like effect (the spell). Yeah Soul to hell to be tortured in afterlife will not work with every player!

there's a magical item which solves that:

Pact Partchment. In my game, we use that as the contract.

About Kevin Video player: the only solution is to tell that player not to play. He obviously don't like APs, so there's no point to make him play something he doesn't like, and make everybody else experience disgusting. When my mates go to play Basketball, I play with them. When they go to play rugby, I don't go, because I don't like the game. Simple as that.

That said, I'd like to point one thing. That HE, as a person, know more than YOU, as a person, about contracts, doesn't mean his 2nd level character know more than a devil about contracts. Dessiter has +19 in the appropiate proffesion skill. I bet he can juggle with the character enough to make him belief he is signing an adventageous contract. If he can't stay In Character and accept that what HE knows is not what HIS character know, then he have little moral supperority to claim about "propper roleplaying"


Joana wrote:

The problem with that is that the PCs might not save the life of the sheriff. Alternatively, what if the PCs who saved the life of the sheriff died in a TPK and it's a whole new party that have picked up the old trail? It's dicey to assume the outcome of the earlier parts of the campaign or that the level 1 PCs are the same PCs who are still part of the campaign at 6th level.

If the Sheriff died, then you have a normal AP. Nothing to loose there.

EDIT: Example, in WotW campaign. The PC have to take down some watchtower, and kill the guards of that tower, plus the liutenants.

If the wizard of the tower survive, he'll come later to attack the PC lair, in Book II (like 5 levels later). If the wizard doesn't survive, then the PC are attacked by the brother of a different PC (the watchtower scout).


And there we go.
Today, a battle intensive session.

Spoiler:
We started with the fight vs three advanced shielded archons.

With extra armor from the advanced template (and adjusting a minor error in the statblock to count for shield focus), they were quite tough. They posed some threat too, with the extra +2 to hit and damage from Advanced Template and Divine power up from the begining, they were doing like +21/+21/+16 with 1d8+13, which is decent damage. I killed a couple zombie cyclops, but the use of Dimensional anchor forbid them to use Transposition succesfullly.

Inmediately, they faced 9 lvl 7 paladin aasimars, with celestial pegasus, which had flyby attack and sprited charge, plus death from above feat (+5 when charging from above). They did some damage to the Paladin (3d8+40 or so), and they Crit another zombie cyclop, which was obliterated by the impact. However, quick succession of attacks from spells and bows, and the pegasus died fast, with some paladins falling to the river and drowing, and other falling to the ground to be slaughtered.
Once again, without any rest, a number of clerics and infantry come. There were 6 clerics, and I traded Righteous Might for Flame strike, so they were able to do +54d6 with 6x Flamestrike, an impressive amount of damage. Not that it matter, as they have low innitiative, and they couldn't do much. Befor they acted, they were surrounded by walls of ice and wall of fire, blocking LOS and LOE. They dispelled the wall of fire, though they needed 6 attempts (!). They died shortly after that.

The PC took care of the prisioners, jailing them. One of them forced the Reeve to acept that his wife lay with all the PC to save the women and children (which is an utter lie). After some torturing, the PC went to the Phoenix mountain, using the zombified corpses of the celestial pegasi as mounts (which I find very evil, actually). Once there, they were surprised by The Flame That Sings (with a very high stealth skill, that's easy) The Peri started the combat with a flame wall in the surprising round, and some pyrotechnics to full the room with smoke (which she is immune to). After a few fireball and flame strike (using to her adventage the ability to fly, while the rest of flying magic is forbiden), she engaged in melee, in form of Whirlwhild. With a very high armor (34 with the advanced template, plus -4 DEX and -2 to hit for those captured by the whirlwind), the fight wasn't easy. However the Dimensional anchor was again very useful as it forbid her to use Flame Jump(to heal). The Greater Invisibility of the rogue made her really high armor much more easy to target, and she finally went down.


Not only foreshadowing is good. Also the opposite (cant find any better word in english, so I'll use flashback)

By foreshadowing, I understand when you find a brief cameo of an important (in the future) NPC, item, zone, or event. But you can also help to give cohesion to the AP, when you make a brief cameo of a PAST event.

for example, let's say you fight in book 1, vs a goblin warchief. After some adventuring, in book 3, you might find hints that said warchief know something about the current evil dragon cult, so you can go back to unbury him, and Speak with Dead.

Or you could find a son of an old NPC, or maybe just find the magic weapon created by said NPC. Even if those events are minor, or sidequests, they help to provide a cohesive feeling. Do you remember when you saved the life or that sheriff, in book I? Well, he is no longer the sheriff, but he is married, have a son, and is very happy to help you with some piece of information you need.


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About your map issue,

Spoiler:
I made a Secret door on level 3, because I felt it was a nonsense that they should go back to level 1 to be able to go to the sanctum, or back to the levels when they are in the sanctum


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Pale_Crusader wrote:


The answer to this question is right in the mechanic.

"Cohort" is indeed and NPC, however he isn't just a random person in the world, he is one specifically design to meet several criteria:

He is attracted to follow and help without wage or share of treasure a specific member of the party. That's exactly who the Leadership feat gives you. You do need to pay for upkeep, like you do with a stabling a mount, and you get bonuses if you treat your cohorts and followers well.

This actually relates to things other have mentioned before: that if you don't behave with the cohort like you do with another PC, he'll leave.

Actually, by RAW that's not true. If you treat your cohort like a Harry Potter's Slitthering does with his elf, and whip and lash him, insult him, and give him just rags to dress and bread and water to drink, you get a whooping -2 to your leadership score for "cruelty". Which might, or might not, affect your cohort level, and the number of total followers you have.

So not giving your squire, apprentice, or arab-guy-you-saved-his-life-in-the-crusades a full share of the treasure is NOT required by the feat, by RAW.

It is PERFECTLY correct to build a cohort which has a background which implies he doesn't need to get a full split of the treasure. We have provided dozens of examples, from the guy who owe you his life, to a local bard who follow you to write an epic poem about your deeds. You could choose to build a different background on purpose. You could make a cohort that do not follow you, unless he get paid a full share. Hey, you could make your cohort a prince, that ask for the full treasure of the whole party because of his royal status, and it will be perfectly reasonable in-game. However, it's so because you are deciding to impose a tax in other players because of your feat selection, not because the feat ask for it.


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Xexyz wrote:

- A 10th level paladin can Smite Evil four time per day. So the Paladin is able to Smite Evil in four of the five encounters, giving an 80% usage rate.

- A 10th level barbarian will have 22 + Con modifer rounds of rage per day - let's say the barbarian has an 18 Con, not unreasonable, so that gives her a total of 26 rounds of rage per day. Since the average combat lasts 3-5 rounds, the barbarian is able to rage during every encounter, for a 100% usage rate.

- A 10th level ranger will have three different favored enemies, and one use of Instant Enemy as long as he has a Wisdom of at least 16. This one is obviously harder to adjucate, but we can feel comfortable assuming that with Instant Enemy we've guaranteed at least one of the encounters sees use of the ranger's favored enemy, and likely at least one, maybe two of the other ones as well. So that's 20-60% usage rate.

A 10th level Magus has 8-9 arcana pool, and 6 first level slots. He could use Intensified Shocking grasp (with magical lineage trait) in each of those 5 combats with 3 rounds per combat, non-stop. That's not counting using other spells (like intensified and empowered shocking grasps as 3rd level slots). He has 24-25 spells (including Spell Recovery), so he can fight those 5 encounters with 5 rounds each, spending a spell per round.

Now let's compare the fighter's weapon specialization and weapon training, with +15d6 intensified shocking grasp that crit on 15+ with your keen scimitar and give you +3 to hit vs metal wearing oponents. And that's not counting the other stuff he could be doing with his spell slots, such as flying, being invisible, teleporting around or Force Hook'ing into pounce-like assaults.

But hey, weapon specialization is balanced, because you can use it as much as you want, instead of 25+ times per day.


slade867 wrote:
gustavo iglesias wrote:
I take power attack, without anyone telling me if it is right or wrong to use it. However, if when using power attack, other players get a penalty to hit, I'd understand that they complain about my feat. That's the problem with your use of Leadership, it has an impact on other players.
Since you're so concerned about penalties to yourself, how would you feel about a "Power Attack" feat in which your allies get the +dmg and you take the -atk. I bet you'd feel that was unfair. If you took the feat only for your benefit, but your allies wanted to use it, giving you the negative, how'd that sit with you?

I would take a power attack feat that benefit all my teammates in a heartbeat.


I'd use the lich as a basis too


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shallowsoul wrote:


I don't think you are giving Armor Training enough credit because another class has to go out of their way with extra expenses to get what the fighter gets naturally. Also, Armor Training also gives that nice bonus to skill check minuses.

Armor training is decent. Actually, the best thing fighters have, in my opinion, when you don't take an archetype (As several archetypes take it away...)

BUT it's not even close to be near of being enough. If I compare it with everything a Magus has. Or a Summoner, or Druid, or even a Paladin, it's not even close. Fighters get 1 good thing, and everybody else get dozen things at least comparable.


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slade867 wrote:

In game, I've said my peace.

Out of game, if I were a player who gave up a feat that I could have used to help only myself like Toughness or Improved Init, but instead took the feat to help the entire party equally. AND this feat would get worse for me every time it "died", yet I was the only one paying any sort of price, I'd be mad.

Fine, then get Toughness and everybody is happy.

I take power attack, without anyone telling me if it is right or wrong to use it. However, if when using power attack, other players get a penalty to hit, I'd understand that they complain about my feat. That's the problem with your use of Leadership, it has an impact on other players.

You are pretending to take unilaterally a feat that affects everybody in the table, and then everybody else accept your conditions. That doesn't work that way. If all the table is OK with your cohort before you take the feat, or the whole group has decided they want a cohort, it's perfectly OK that he get paid. If YOU have decided that YOU want a cohort, you shouldn't be forcing everyone else to play a certain way just because YOU want a cohort. I didn't force you to take a certain feat, you shouldn't force me to pay for it.

On the other hand: I took a lot of feats that help the group. I took spell specialist in Dispel Magic to be able to better dispel spells that affect the group, and I don't ask for an extra share of the loot for it. I took Craft Woundreous Item and I don't take a fee for the group when I craft magic items for them. I took skill focus Disable Device, which help the whole group with traps, and I don't get extra gold for that. I still fail to see what makes Leadership a feat everybody has to pay for it, because several feats help the whole group.


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Ravingdork wrote:

Perhaps bonuses to saves against fear leading up to eventual fear immunity would work out?

That way you can have some tough NPC fighters who are not immune to fear, but if they are powerful enough (say 10th+ level) then nothing scares them anymore.

I'd use adding their level to fear saves, maybe.

I always found absurd that when a dragon arrives, the only one that runs is the proffesional soldier. The minstrel (bard) the sage (wizard) and the half-blind seer (oracle) stay and fight. But the proffesional marine runs like a chicken, because Will is a weak save for them.

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