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Blue Dragon

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How does it actually work?

The party is playing RotRL and about to face Karzoug.

Karzoug has Time stop and it says you act freely for 1d4+1 rounds.

So on Karzoug's turn he cast metoer swarm and then does a Quickened Time Stop. So he can do 2-5 additional items during this time stop correct?

And if it's an area effect and the duration last longer than the time left, he can also cast it against the party? correct?
So he could put a prismatic wall right in front of them correct?

How does the ability from the Runeforged Weapon work exactly?
The party all have runeforged weapons now and we game this Saturday and they are at the last battle with Karzoug himself.

As long as the weapon is carried, it can absorb up to three harmful transmutation effects (such as baleful polymorph or petrification) inflicted on the wielder per day.

How does this work? Do I ask for a save and say it's a transmutation effect and they decide before the roll if that want to weapon to absorb it or after I tell them they fail, does it absorb it?

So I'm looking to create my own personal adventure/campaign. The last time I did this was when I played 3.5 D&D and it was based around Yuan-Ti. I've looked and don't see any Yuan-Ti within Pathfinder.

Are they copyrighted by Wizards and the Forgotten Realms setting?

I would also like to create this campaign to be located in an area where no previous Adventure Path has taken place.

I've got the Inner Sea World Guide as well as the Pathfinder Chronicles Campaign Setting so I can start using them to get basic information for an area, but then everything after that will be all new.

So any ideas or suggestions would be appreciated.
Oh, I would basically like this campaign to be exactly like one of these published adventures. Taking the party of 5 adventures from level 1 right through level 17/18.


Only 36 hours left to get in on the Ultimate Bestiary for Pathfinder. They already did this for 5E so all the stretch goals that were reached for 5E are automatically applied to the Pathfinder edition. All we need to do is hit the goal of 10,000.
We are just under 1500 short with under 36 hours to go.

Here is the link for the Ultimate Bestiary Kickstarter: Ultimate Bestiary

1 person marked this as a favorite.

Does there exist an overall map of all the different locations where the Adventure Paths take place within the Inner Sea?

They just finished a kickstarter for this product for 5E and seeing how well it did and the demand for a Pathfinder addition they started another Kickstarter just for Pathfinder.
Here is the link
Go to Kickstarter: Ultimate Bestiary-Revenge of the Horde for Pathfinder

So the party is currently within Spires of Xin-Shalast and it seems they are walking over these encounters like they are nothing.

1) The ranger and Wizard/Rogue have Fog cutting goggles.
2) Cleric/Wizard has wand of obscuring mist
3) fighter/Barbarian is the tank he get's up front, and then the Cleric stands right behind him and uses the wand.
4) Enemies are now blind to everyone except the fighter in front.
5) Wizard/Rogue now uses Scorching Ray as sneak attack.
6) Ranger just pin cushions the enemy.
7) If enemy takes 5' step away from Fighter/Barbarian, he follows because of feat

I had one enemy try Control winds to dissipate the mist, but the cleric went next and says he casts control winds and says it negates my control winds, since he's pushing wind other direction. I try to argue stating the obscuring mist would still be dissipated and he argues.

Then if the creature has true seeing, and was a Rune Giant which is 40' tall, the wizard used sleet Storm and cast it above his vision level. So no the party sees him and he can not see them.

Then, after a battle if they are low on supplies, they Wind Walk until they are outside the Spires(Occluding Field) and then they Plane Shift back to Dwarven Strong hold.

I'm not trying to kill the party, but I would like to encounters to at least be interesting. Other then Barbarian attacks and criticals 1-2 times and is doing about 160 damage, and then Ranger and Wizard attack next, and bring the creature down under 30 hitpoints left.
So even if my creature get's one last full attack in he's only standing next to Fighter with 240+ hit points.
And the Cleric is right behind him, but they can only see the 5' in front of them because of the obscuring mist.
So even if they do 100+ points of damage, Cleric heals him.

So between Sleet Storm and Obscuring Mist, how do I make the encounters more balanced?

I'm running the RotRL and the party is about to face the giants in Chapter 6.
It says the one Giant will: Faced with a foe using a powerful weapon, he'll try to sunder it with a Vital Strike.
I've added this creature to HL and looking at the stats and it says
+24 / 40 Sunder.
What's the 40?
Is this flat footed vs non-flat footed?

So how does this work?
Is it d20 + 40?

Next, the person has the following weapon
+2 Giant-bane
countering/domineering (Runeforged)

What is the Hardness of this weapon?
What are the hitpoints?

Is the giant rolling his single attack to sunder this weapon?

On the in play, with power attack and vital strike it says
+26 6d6+33

And the +24/40 Sunder

Thanks for any help

Jack of Dust wrote:

5. Under the Gaseous Form description: "A gaseous creature can't run, but it can fly at a speed of 10 feet and automatically succeeds on all Fly skill checks."

But it also states - If desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor maneuverability. Which would require them to make a Fly check.

If they fail, do they move only 10'? or don't move at all?
If they pass, is this 600' a straight line?

So how does this spell basically work?
When cast on a party the spell description says:
You alter the substance of your body to a cloud-like vapor (as the gaseous form spell) and move through the air, possibly at great speed. You can take other creatures with you, each of which acts independently.
Are you invisible?
Can other creatures/players see you?
Does it give you any concealment?
What do you look like?

Normally, a wind walker flies at a speed of 10 feet with perfect maneuverability. If desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor maneuverability. Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, or the like.
So if you move more than 10' you make a Fly check, what happens if you fail?
While in vapor form, do you need too continue to move or perform Fly check to hover if you do not move?

A wind walker can regain its physical form as desired and later resume the cloud form. Each change to and from vaporous form takes 5 rounds, which counts toward the duration of the spell (as does any time spent in physical form). As noted above, you can dismiss the spell, and you can even dismiss it for individual wind walkers and not others.
So during these 5 rounds to and from, is it 5th round and poof your vapor, or poof I'm solid?
Or is it a gradual transition?

For the last minute of the spell's duration, a wind walker in cloud form automatically descends 60 feet per round (for a total of 600 feet), though it may descend faster if it wishes. This descent serves as a warning that the spell is about to end.

So what is considererd poor manveurability?

My mistake on Wizard, it was the Cleric who cast it.

Also, can the Cleric cast a Flame Strike, and then use a Quicken Megamagic Rod to cast Cure Serious Wounds?

Whispers in the Wind:

So the party has encountered Silas Vekker and had to seek out the remains of his brother Karivek.

Every has Boots of the Winterland which helps them walking on the snow and ice and to endure the cold.

The mage casts Wind Walk allowing them to turn gaseous form and walk this way.
So the Wind Walk says
Normally, a wind walker flies at a speed of 10 feet with perfect
maneuverability. If desired by the subject, a magical wind wafts a
wind walker along at up to 600 feet per round (60 mph) with poor
I understand that going the 600ft would be poor maneuverability. But what if they moved at 120ft? Is it still poor

Next, they arrive to the location with the bones. Since the wizard could not do the whole party one of them was riding on a wonderous figurine, a griffon.

They moved to were the bones were and I had the Advanced Frost Worm appear.

It used it's breathe and then when it was time to attack they stated he could not see any of them that were wind walking because they were gaseous form.

Is this true?
Are you just a cloud vapor?
You alter the substance of your body to a cloudlike vapor (as the
gaseous form spell) and move through the air, possibly at great
Each change to and from vaporous form takes 5 rounds

Gaseous Form spell:
The subject and all its gear become insubstantial, misty, and
translucent. Its material armor (including natural armor) becomes
worthless, though its size, Dexterity, deflection bonuses, and armor
bonuses from force effects still apply. The subject gains DR 10/
magic and becomes immune to poison, sneak attacks, and critical
hits. It can’t attack or cast spells with verbal, somatic, material, or
focus components while in gaseous form. This does not rule out
the use of certain spells that the subject may have prepared using
the feats Silent Spell, Still Spell, and Eschew Materials. The subject
also loses supernatural abilities while in gaseous form. If it has a
touch spell ready to use, that spell is discharged harmlessly when
the gaseous form spell takes effect.
A gaseous creature can’t run, but it can fly at a speed of 10 feet
and automatically succeeds on all Fly skill checks. It can pass through
small holes or narrow openings, even mere cracks, with all it was
wearing or holding in its hands, as long as the spell persists. The
creature is subject to the effects of wind, and it can’t enter water or
other liquid. It also can’t manipulate objects or activate items, even
those carried along with its gaseous form. Continuously active items
remain active, though in some cases their effects may be moot.

The one party member that was on the griffon failed his save against the Frost Wurm and paniced and ran.
The rest of the party went into the Fog and waited 5 rounds to turn back to natural form and said that while in gaseous form and within the fog they had total concealment and could not be seen and that the Frost Wurm didn't even know of there presence.

I could not find anything within Wind Walk or Gaseous Form on whether this is accurate or not.

Plus in Gaseous Form, you lose everything, attacks, spells, etc. So if you are visible to the creature, Then you are a huge disadvantage.

So a player wants to cast Permanency on the following spells for some of the part members

Resistance - Which I believe is okay
See Invisibility - Based on rules he can not, this can only be cast on himself correct?

Magic Fang, Greater - How does this effect flurry of blows?
Do any of the monk abilities supersede this ability making it null?
Is it worth it?

Will there also be encounter releases for this complete adventure for HeroLabs?
Also, will this Adventure be one of the first items for Realm Works content Market?

I definitely will get the hardcover, but to be able to also have this integration within Realm Works and HeroLabs will definitely be great.

So instead of a bolt/arrow of spell storing they can potentially create an Arrow of Silence correct?
Because I see no difference from a Sleep Arrow and creating an Arrow that is +1 and causes silence when it strikes the opponent.

I would think only thing not allowed are area effect on arrow.
But target spells/touch spells should be doable to be crafted and put on arrow spell level x caster level x 50 gp

yes, on the arrow it would be ridiculous since you can fire multiple.
But on a crossbow bolt, you are limted by number of times to shot with this.

Next, if I allowed a bolt to be spell storing. For something like obscuring mist which would go off regardless if you hit or not since even if you miss the bolt will hit something and go off.

So how would you handle this?
d8 to determine where boltlands, and then based on miss, for each miss in increments of 5 you the bolt lands 5', 10', 15' from target?


Can you create arrows or bolts of spell storing and put spells like silence, obscuring mist, grease, burning hands, etc in them?

If so, how much would they cost?

Fried Goblin Surprise wrote:
CRB wrote:
Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell-like abilities) as they are cast. This does not change the spell slot of the altered spell.

Bolded the important bit from the Rod section of the CRB.

Thanks, that's what I was trying to find.

Seems like a cheap way to overcome these spell level increase's.
Buy a Metamagic Rob of Maximize, and now your wizard can cast fireball maximized at level 5, instead of level 11, since it requires +3 spell slots.

And if he can cast 3 a day maximized.

So the player has this rod and uses it to cast fireball against something with SR.
Metamagic Rod, Piercing:
The wielder can cast up to three spells per day that overcome the spell resistance of a target as though use the Piercing Spell feat.

Piercing Spell (Metamagic):
Benefit: When you cast a piercing spell against a target with spell resistance, it treats the spell resistance of the target as 5 lower than its actual SR.

Level Increase: +1 (a piercing spell uses up a spell slot one level higher than the spell's actual level.)

The question is, does this spell need to be prepared as 4th level?
Or because they are using the ROD, the level increase is null and void.

Blake's Tiger wrote:
Hard cover blocks AOO. Soft cover (an ally, for example) would impose a -4 to hit on the AOO.

So if this is the setup


The Cleric enters at position 1, which would not provoke AoO at this time.
The Cleric then moves to position 2. Which I said would draw AoO, but the group disagrees and says we gone over this previously. That the barbarian provides cover to the Cleric and he can walk right in and heal or buff him with no penalty.

But are you saying he only provides Soft cover at all times and I should be able to AoO every time the Cleric tries to Heal the Barbarian?

What about 10'x10' with 10' reach creature?


Cleric moves to position 1 and heals the barbarian, stating he has cover and never provokes AoO.

Again based on your statement this is soft cover and only provides +4 to AC, does not prevent AoO.

PRD says:
When making a melee attack against a target that isn't adjacent to you (such as with a reach weapon), use the rules for determining cover from ranged attacks.

Plus it states:
You can't execute an attack of opportunity against an opponent with cover relative to you.

Are natural attacks considered a reach weapon?

Here was the scenario.
Party came into the room and Demon Succubus was there as well as the summoned Demon
Party goes into combat and the Barbarian confronts the Demon and is hit hard
Cleric walks up behind him and throws PfE onto him.
I wanted an AoO because demon has Reach 15 and said once Cleric went from 15' to 10' it provokes, but party says no, because he's then behind the Barbarian which provides cover. And your not allowed AoO if player has cover.

Can the Cleric when he casts PfE use items like Rod Piercing Metamagic, Dweoner of Essence, or feat spell penetration when putting the PfE onto a party member?

And yes, the Demon did use his Call Lightning, but 3d6 is not a lot of damage compared to his normal attacks. And majority of time they make there save or avoid damage altogether, rogue and monk
Cleric has Resistance Electricity 5.

And he did try feeblemind, and all slow did was counter their haste.

Ranger is shooting 5-6 arrows and he's cast Gravity Bow, favored enemy, etc. So he's hitting every shot and doing easily 70-80 damage.
Within 5 rounds the fights usually over.

And even if Barbarian swings, he's doing massive damage, more than Ranger. He crits on 17 or higher I believe and does 100+ damage with all his attacks

Gisher wrote:
Piercing Spell only works against the SR of the spell's target which in this case is the Barbarian. It doesn't have any effect on anyone else, including the Demons. (And since PfE ignores the SR of the target, it wouldn't do anything against the Barbarian either.)

Ok. So let's say they are in combat.

There's a summoned Demon and the Cleric puts PfE on the Barbarian.
Now the Barbarian stands in the hallway and blocks the Demon from advancing.
When the Demon tries to either Bite or Claw the Barbarian what happens?

Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

The Demon has SR 25. Who's SR is being overcome?
Is he rolling against the PfE on the Barbarian which was cast by the Cleric? So in essence the Cleric's CL is overcoming the SR?

So the Cleric uses a Rod Piercing Metamagic at times when he needs to overcome SR.

If he puts PfE on the Barbarian, he would need to use the Rod at this time and overcome each creatures SR that's summoned, correct?

How does it work?

Gauss wrote:

2) Did the cleric beat the SR of the Nalfeshnee?
If not then the prohibition on physical contact is voided (clause #3).
A 3rd level cleric has no chance beating SR 25 without major help of some kind that is not normally available to a 3rd level character.

I was using 3rd level as example. The party is 13th level

What do you mean did they beat the SR of the Demon?
The cleric is casting on a member of the party, there is no SR against them.
Where does the SR of the Demon factor into this?

So this spell has been used twice in my last 2 session's. The party came into a room and there was a Demon Succubus and a Demon Nalfeshnee.

The barbarian was immediately hit by the Demon Nalfeshnee, but the the next round the cleric just walks up behind him, no AoO since the Barbarian gives him partial cover.

He cast Protection From Evil on the Barbarian. All of sudden the Demon can't hit him.
Also, the other Demon can't cast anything like Dominate Person on him.
Because according to #2 from the Spell
Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.

They then enlarge The Barbarian and he now blocks the passageway so neither Demon can't do anything to him and the Ranger starts shooting both of them with arrows from behind the Barbarian.

The wizard also has cast PfE on himself and other plays. So within 2-3 rounds all members are protected.

Any spells the Succubus does have pretty much fail, because everyone has great saves. And if not the Cleric has other spells up his sleeve that if something does happen to a character he just counters it.

So basically it becomes a fight of how long until they pincushion the Demon to death.

For a 1st level spell, this to me is very overpowering. I mean 1 min/level seems high.

Your saying a 3rd level character could run into a summoned demon, cast protection from evil and has 3 minutes to escape, since #3
Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature.

Can the Demon use Dispel Magic against the PfE?

Mike J wrote:

I've since ditched XP too. And I really didn't mind the book 6 by-pass. At that point in any adventure, it is "go time". I find it anticlimactic to wander around exploring and taking in the local flavor when the BBEG must die. But that's just me.

Yeah, we also have ditched the XP. I basically just send out an email when I feel they need to level up.

But my party is one to 2 level's lower than what they should be in RotRL at times because there are 5 in the party.

They make encounters look like a joke at times, walking over everything. They are very strategic in their combat and scout ahead with arcane eye.

I've got to boost the BG's AC by 1, and the BBEG by 2 sometimes. I max their HP. Even with DR the party has no problems.
SR was a problem until the got Piercing Metamagic Rod and Dweomer's Essence.
The rod makes the SR -5, and the Dweomer gives them +5 vs SR
So in essence if BBEG has SR of 24, it's now 14

FractalLaw wrote:


If the person who made the Necklace of Strangulation intended to make a Necklace of Fireballs instead then that is what the Necklace of Strangulation would appear to be.

This is why the stat blocks for all cursed items list a normal magic item under the item creation section. That magic item is what a cursed item appears to be to a insufficient spellcraft check.

So if this was the case and a player wants to create a necklace of fireball. Do I roll his craft check then and not tell him if he succeeds or not?

Would he know if he succeeded?

joep wrote:
What happened to bringing the item to large city, finding someone in town to help identity these wonderous items?
Boring. And what's the guy in town going to do that the Wizard can't?

That's the aspect of the role playing within the campaign. The interaction within the world.

Lots of potential.

You find an old sage, he's willing to help you truly identify the item but you must perform a task for him.

You can the these tasks into the module/storyline of the campaign your running. It helps introduce information that the players needs but are missing and your sitting there wondering how do I provide them this information without just saying, here it is, just to carry on.

I use the DM 4th Edition D&D Monday night games at the local game shop. It was those pre-made modules, that you complete in 4 hours.
You did this encounter, then this one, then skill challenge, and final encounter. It lacked role-playing. It was too scripted.

Pulling some of this, especially when characters are level 10+ and there spellcraft rolls are well into the 30's
I didn't even factor in ability score in that roll above.

Take a level 10-12 character
Level 10 - Spellcraft is rank 10, + 2 skill focus, +2 average ability your at minimum 14, potentially 18, +2 elven, another +2 if high int
Level 12 - Spellcraft is rank 12, + 2 skill focus, +2 average ability your at minimum 16, potentially 20, +2 elven, another +2 if high int

Then the question comes. What if they fail? Can they retry? How long do they wait? Or does another member try? if so, since they failed, can they aid this person?

Crimeo wrote:

I'm confused. If he passed his spellcraft check to identify, he knows what it is. Why shouldn't they look it up and assume knowledge of everything the entry in the book says? The way they roleplayed it was weird and implies they thought they were cheating even though they didn't need to... so you may still want to have a chat. But the caster already had that information legit.

I disagree with this. I don't think that the player/character should gain complete knowledge of what the item is including the name.

For example, let's take the following item; Necklace of Strangulation
It's CL is 18, So the spellcraft is DC 15 + 18 = 33

Party is exploring some old ruins, you stumble upon a decayed body.
We use detect magic.
The body has a necklace the radiates magic.
It appears to be a wondrous piece of magical jewelry.
I'll use spellcraft, will any help me.

Your Elven wizard is 5th level, has skill focus in spellcraft and has spellcraft with 5 ranks. So spellcraft would be 9 currently.
2 party members with spellcraft also decide to aid him, and roll over 10, so another +4.

Wizard rolls a 20, with +13, My total is 33. Tell me everything.
Do you read him this?
A necklace of strangulation appears to be a wondrous piece of magical jewelry. When placed on the neck, the necklace immediately tightens, dealing 6 points of damage per round. It cannot be removed by any means short of a limited wish, wish, or miracle and remains clasped around the victim's throat even after his death. Only when he has decayed to a dry skeleton (after approximately 1 month) does the necklace loosen, ready for another victim.

To me, I would give them strong conjuration, but I would say you noticed that even as a skeleton the necklace seemed very tight around his neck. Tighter than normal.

What happened to bringing the item to large city, finding someone in town to help identity these wonderous items?

TwoWolves wrote:

We started in September 2009, and they just hit Xin-Shalast last session....

Wow. How often do you play?

What kind of tracking do you keep for remembering key NPC's and places from previous sessions.

Kalshane wrote:

We've been playing for about 2 years, every other week for about 4 hours via Roll20 and we're nearing the end of Book 5. Though we did take a 6 month break after book 4 to play a different campaign with one of my players as DM because I didn't have the necessary free time to do game prep because of work stuff. We started back up again this August but I decided to convert the game over to 5E to alleviate some of the headaches of high-level PF play. Which actually requires me to spend MORE time in prep, but it makes the actual sessions run much smoother.

Also, I have 6 players (so I was already having to make changes to the encounters to take into account the PCs additional firepower.)

Yeah, I've got 5 players, and the Barbarian and Ranger have ridiculous hits and damage

The Ranger is usually minimum +26 to hit. So unless they have AC higher than 28, he is usually hitting with all his 5 attacks.
The Barbarian also is criticalling with either 15 or 17 on the die and usually backs it up. And minimum damage is 50-60 before he rolls his dice.

So I bump the creatures AC by 1, I max out hitpoints. But all this usually do is drag the encounter longer, because Barbarian AC is like 28.
And his HP is over 150
But he doesn't worry because Cleric will heal him during combat.

So the player has a nice spellcraft bonus and they found a black robe of the archmagi. They detect magic and then he rolls his spellcraft and knows it's the robe of the archmagi.

Another play looks this up in PHB and then asks what color is the robe. Which I say is black and they are like. Don't put it on, it's evil.

Is this considered player knowledge and not character knowledge?
Or would they know it was evil or not?
How can you determine this?

So we started plating RotRL campaign back in 2012 I believe. We game on every 4th Saturday of the month from 4pm till midnight. Most sessions start between 4:30-5pm once every arrives and we do a recap of last session.

Currently they are in the 5th module, Sins of the Savours.
They are in the Runforge and have finished 2 of the sins sections and working on their 3rd.

This group is very heavy into role playing and tactics. They could spend 30 minutes coming up with a plan for combat prior to the encounter starting.

I could easily see this campaign running well into late 2016, maybe 2017 with their pace and based on the content left in the book.

Just this past weekend they only did 2 encounters. They finished up in the Shimmering Veils, and then started on the area of Lust after reading the journal.

I was running RotRL and the party is within the Runeforge area. They've already defeated the Hall of Greed and were in the Shimmerveils were they encountered the Succubus's.

They learned about what was need from the journal and that they need to go into the Lust section.

So since they fought the succubus's in the Shimmering Veil they knew that they used Suggestion, Charm Monster, and Dominate, Vampiric Touch.

So they wizard sent wizard eye into the area of Lust and got a layoff of the area and what lay ahead.

They then cast the following on everyone; Invisibility, Bless, Blessing of Fervor, Protection from Evil, and then silence.
They then cast Haste. Now for Blessing of Fervor it states it does not stack with Haste.
But they were stating they were using the +2 AC, and dodge from Blessing, and the extra attack from Haste, which I said they couldn’t, but they argued they were not getting extra attacks.
Next, since they were invisible they walked right into the main tent were Delvahine’s camber was and since they were invisible got sneak attack.
I tried my best to see what she had to spot them, but when you are invisible and silent not much to do.
Then the one player argued because I had her and her minions attack, but did not try to use Suggestion, or Charm or anything since I knew it would not work.
The problem is these creatures AC’s are 23, and 29. There attacks do 1d3 + 4, 1d4 + 3 etc. and they barely do any damage to anyone.
The barbarian hits and is doing minimum 60-70 damage for one attack.
The Ranger hits and is doing minimum 40-50 damage.
Flying is not an option as the Ranger shots them down, and they give the Barbaian flying. So they can’t get away.
The enemies are very restricted on their options and it just seems the party just walks over all encounters.
How can I make these encounters more challenging without making it like I’m trying to screw over the party?

Kalshane wrote:
joep wrote:

Once your Rogue went down, the duplicates should have disappeared.

Upon the defeat or destruction of either the duplicate or the original, the duplicate and its items disappear completely.

For my group I know they will know the rules and about the mirror, so they know if that member goes down, then they duplicates will disappear.
However, if the PC defeats a duplicate, the other still remains until defeated. Because they came from 2 different mirrors.

I missed that part, apparently. Would have been pretty anti-climactic. It was a lot more fun for them to be duking it out with two copies of the rogue while keeping their eyes closed to prevent anymore duplicates from forming.

And if you players "know the rules" about the magic item from the PRD, so what? Who says Thassilonian magic items have to function identically to their modern counterparts?

True. I can always say it's similar to Mirror of Opposition.

Kalshane wrote:

My PCs lucked out and only the rogue got duplicated. He was scouting ahead and peaked around the corner, creating two duplicates of himself. Before I revealed the creation of the duplicates, I asked if anyone else was peaking, too, and no one was.

As soon as they realized what was up, they all closed their eyes (other than the rogue) until they could smash the mirrors. The rogue still got dropped pretty early in the fight sandwiched between two copies of himself hitting him repeatedly with Sneak Attack. Once the rogue was down, I had the duplicates attack the rest of the party, which still hurt them a lot until they killed one of the duplicates, taking away their ability to flank and sneak attack.

Once your Rogue went down, the duplicates should have disappeared.

Upon the defeat or destruction of either the duplicate or the original, the duplicate and its items disappear completely.

For my group I know they will know the rules and about the mirror, so they know if that member goes down, then they duplicates will disappear.
However, if the PC defeats a duplicate, the other still remains until defeated. Because they came from 2 different mirrors.

Misroi wrote:

I should probably think about how I will run this encounter.

I think what I might end up doing is have the PCs roll initiative, but rule the dupes act on the original's initiative. As they're going at exactly the same time, the effects happen simultaneously. The player decides what they'll do (attack, cast a spell, use an item, etc.), and the dupes will perform the same action, though interpreted against the party. So, if the party fighter charges his dupe, one of them meets him halfway, and the other charges towards someone from the other side of the hall.

What if they realize what this person does the other duplicate does. So now he just stands there while the party just defeat the duplicate with no effort.

If the mirror creates an exact duplicate of the PC, if the PC was the first to enter the area by scouting ahead. I don't see how the original party will know who's who in the melee.

The other member's would see 2 PC's fighting each other.
It says: The duplicate has all the possessions and powers of its original (including magic). Meaning if the PC can cast spells, so can it. So it can speak.

So if PC's come up on 2 members in melee, I would assume they both will say, help me, he's trying to kill me.
Which puts a good twist on the encounter, since they won't know who to attack.

Kalshane wrote:
No. They wouldn't.

So who should run the duplicate characters?

Can the PC's distinguish the real PC from the duplicates?

Should I have the PC play his duplicates and play them like he plays his character?

how tough is this encounter?

Do the duplicates only attack the PC? Or once other party members attack them, will they turn there attention to one of them?

I got a question about this encounter.

Reflected Emity:
If the party members are invisible when they enter this area, would they see their own reflection?

This is a combination of a few items. Mainly when you have a large creature whose a 10'x10' section and has reach of 10' from his natural weapons, claws, bite , etc...
He's in melee with fighter and the fighter is hurt.
So cleric just steps up and cast healing onto to fighter and you can't do nothing about it.
No AoO because the Cleric has cover from the fighter.
I could understand a minus to the AoO, but no attack is ridiculous
Seriously, if your fighting a dragon, I'm sure his head can reach over the dwarf or Halfling and bite the Cleric.

Lissa Guillet wrote:
Really looking forward to these dice. Always loved Q-Workshop.

I really like how it has the Pathfinder "P" for the 20, 12, 10, 8, and 6.

I'm getting a set of all 3, silvery, copper, and gold. I would have loved to get a 10 pack of the silvery and give my gaming group a set each but once they announced the copper and gold I decided to get these instead for myself.

My wife thinks I'm crazy to spend that much on dice... She asks how are they any different from the dice I have now. So I show here the elaborate photos of these metal dice, and how they are Pathfinder dice.

"Still rolls a 1 or 20, same as other dice though", she said. but if you want them. Get them.

I asked how much is my limit. Her response, "Get what you want, you don't need my permission."

What a lovely wife I have...

Not sure how many of you have seen this kickstarter by q-workshop but there's less than 2 days until it funds. Hurry up and pledge to get yourself some nice looking silvery, copper or even gold dice set.

You even get a set of goblin dice with your pledge since this pledge level was reached. If it hits 300K then you will also recieve a dice tower with each dice set you purchase along with all the other rewards.
Metal Dice Kickstarter

So the party learned they need to go back to the Pool of Elemental Arcana. They used the revelation Quill to learn they need something from the Vault of Greed.

Elemental Arcana:
They climbed into the water searching it, and gathered around the pool. Some of the party failed their saving rolls and I rolled the d6. After they learned they need water and retrieved it they left the room. The Cleric then wanted to cast Lesser Restoration to restore the ability scores he lost. The question I had was, was this loss temporary or permanent. It doesn't say anywheres within the discription of the room

During last session the bad guys had Greater Invisibility and the party was also invisible but they knew of there presence and there was 2 ways in, so 2 of the bad guys cast fireball's on each entrance.

They said they should have become visible once they attacked and I said no, they have greater invisibility, and they were fine with that.

But one of them argued they should have been able to see whereabouts they were because they cast the spell, and in the spell description it says;
You point your finger and determine the range (distance and
height) at which the fireball is to burst. A glowing, pea-sized bead
streaks from the pointing digit and, unless it impacts upon a
material body or solid barrier prior to attaining the prescribed
range, blossoms into the fireball at that point.

So he says they should get a perception to see to point of origin of this pea-sized bead.

What kind of DC would this have been? It was after the fact of casting.
Not like they were actively perceiving.

Claxon wrote:

Technically speaking, feebleminded wouldn't affect his use of the bow at all, unless you want to lump it under a side effect of int 1. If you are going to allow him to use the bow at all, there should be no other penalties.

Feebleminded is a danger to spell casters, not really to martial characters.

I agree with this. But the problem was the minute the ranger was under the confusion and it said attack nearest creature, even if ally, they knew the ranger fires 4-5 shots and would probably done a lot of damage to the wizard and almost kill him.

The one person tried to say with Int of 1, he wouldn't know how to use anything except a basic club to fight with. Like a caveman.

At times, I don't want to argue during the session since we are there to have fun. So I made the ruling they get only one attack then

So during the last session the Ranger of the party was hit with a confusion spell for 9 rounds. On the next round he was hit with Feeblemind and his intelligence and charisma went to 1.

During the confusion he was supposed to attack the closet person, even if an ally.

Immediately one of the players said he can't because he's feebleminded and won't know how to shoot his bow. We argued for after a few minutes I finally said he can only shoot once then, with BAB only.

Then a few rounds later the Ranger was to act as normal and this same player got upset when he wanted to shot into combat and I said he has minuses. He said he has those feats.

My response was they were not allowed when shooting at ally, so not allowed when shooting an enemy now.

So if your feebleminded, can you still shoot your bow, or if a barbarian, rage and fight?

So I'm running Rise of the Runelords campaign. They are in Sins of the Saviors within the Runeforge. They started in the Greed section and they returned to where they portaled into Runeforge.

While resting the Wizard decided to cast Arcane Eye and they read the description and looked to me and said we are going to go down every area and see what's there. So just give him the maps since it says a invisible eye and no one would see it.

I read the description myself, trying to see if there was anything I could do to prevent this but found nothing?

Is it that easy to use this spell?

Skeld wrote:

Jordimandus has a scroll of stone to flesh, but the PCs need to negotiate with him or defeat him to get it (in my campaign, Jordimandus was the only Warden the party negotiated with). Also, there's no reason why Ordikon's spellbook wouldnt include stone to flesh, since it's a standard transmutation spell. For that matter, other spell books in Runeforge might include it.


I believe they have spell book which probably does contain that spell. The unfortunate problem is there wizard can not cast it.

Latrecis wrote:

Looks like we were posting at the same time. No matter, your second post provided more info.

** spoiler omitted **

Break Enchantment will not work. Flesh to Stone is 6th level and Break Enchantment only works on spells 5th level and lower

Character break down
Halfling Monk 12th level
Dwarf Barb 2/ Ftr 10
Elf Ranger 12th
Elf Rogue 3/ Ftr 1/ Wiz 3/ ArcT 5
His caster level is considered 10, but he can only do 4th level spells
Human Cleric 6/ Wiz 3/ Mystic Theurge 3

So the Cleric carried the scroll since he was mainly a back support person.

It will be very difficult for the 3 of them to tackle any other section within this module without there true healer.
The Rogue has a wand of cure light wounds.

Yes as a GM I can fudge things and let them find a scroll.. But they also know I got lucky on my rolls, and sometimes bad things happen.

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