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Ah. Then in that case John Reyst needs a little help with the creature regarding errata and Horrid Visage regarding how it should be used. I also noticed that "Feed" was not included in the pfsrd description.
Error, the Ogre Mage's fly skill isn't the correct number.
Ogre Mages have +5 to their Fly skill. They are Large size, are Dex 17, wear a chain shirt (not masterwork), and a constant caster level 9th version of Fly going (good maneuverability). As the spell reads, you add 1/2 your CL to Fly skill checks.
Justin Sluder wrote:
Okay, good. Thought I was going mental.
James, I've got a math problem...
Ogre Mages have +5 to their Fly skill, are Large size, are Dex 17, wear a chain shirt (not masterwork), and a constant caster level 9th version of Fly going. As the spell reads, you add 1/2 your CL to Fly skill checks.
Can you break down the math on how they got +5 as the total?
Cool. Thanks for the update, and PM response.
On the first page, I'm a little confused regarding "location".
I don't know if anyone else has brought this up, but it says:
So.... how do they heal?
I love the concept, and the pdf, but it feels like it needs more. I'd love to see a feat that gives more construct points. At least 4 more. Right now, a living doll can't be brought to life AND have darkvision. So it just has darkvision but isn't a living doll? How are they healed? Is it Repair Damage, which is a 3.5 spell? How about a sewing kit that is the equivalent of the Healer's Kit? And if you use two uses of it, allows you to reattach missing appendages.
As good as this is, it's needs more for its price. A web enhancement that gives us monstrous dolls, or the ability to change limbs (see Toy Story and the Lego movies), would be great. More feats so you can enhance the doll, and even a conversion of the slaymate (Libris Mortis) and carrionette (Dragon Magazine 339, AD&D Monstrous Manual).
Not much is needed, just a couple of things here and there.
Could you send my e-mail to him as well for Charlie's conversion, and let me know the minor tweaks you used?
What about Kinetic Fist? You're enveloped in the energy, but does it provoke attacks when punching? Do you need Improved Unarmed Strike?
So I played a pyrokineticist tonight, and wow. Yeah, the air and water are so much more versatile and useful to play. Earth is a little better than fire, but not much. Especially at lower levels. If anything, the pyro needs a bit of a boost at first level. At least for available wild talents. Seriously, how many fires are you going to need to move out of your way? At level 1 you shouldn't be outshadowed by every character. You're literally a one-trick pony, and having someone with resist 5 fire as your first encounter makes you kind of useless. Maybe the next scenario he'll be more useful, but with fire being the element most are protected against, even at 1st, a couple more wild talents to choose from would be nice. Make smoke attacks to escape (0 burn smokestick), burn foliage and brambles that block paths, etc. Make him a fire ninja.
Just played my pyrokineticist tonight for the first time. All I can say is wow, did I play the wrong type. At every step of the way all I could think of during the PFS scenario was "if I was a water or air kineticist, I'd be so much more useful." It got really sad, actually. Even my bard and sorcerer characters would have been more useful. I know that not all scenarios are the same, but the fire guy pretty much took a backseat to the majority of it. Even the combat aspect didn't pan out. I know fire is pretty high on the resistance table, probably why it's only a touch attack, but at level 1 I didn't figure it'd be that immediate. I'm hoping he'll be able to do more next time. That being said, I'd have been even worse off if I'd taken earth.
I used the earth kineticist, and i found the play pretty awesome, and i really enjoyed the flesh of stone talent, it may be weak now but it's pretty helpful. I threw him together pretty quickly and didn't check out the other types too well, but i shall. I never played 3.5 i started with pathfinder earlier this year so i'll take your word for it on the whole warlock thing.
The warlock is the one class that everyone's been begging since Pathfinder first came out, to convert. A couple of 3PP have tried, but haven't done it justice. At least that's what everyone's been saying. Personally, I was okay with the Tome of Secrets version. That being said, the 3.5 version had a 1d6/2HD eldritch blast spell-like ability that hit touch AC, and it was at-will. It was 3/4 BAB and d8 HD. The only main difference was it gained more spell-likes and could craft magic items as a wizard. It could even change its eldritch blast to other elements to get past SR. This, can't. If anything, the warlock's still the better class, but this is a close second. It's definitely on the right path.
Played as a Kineticist tonight and have to say i love it so far, I'm just afraid that it will get nerfed really bad, but i will enjoy it til it lasts and forever until retired. My friend played a psychic and it seemed coolish but kind of super squishy, he was able to do alot though so, it panned out. My only qualm is simple weapons only and the 2 skills + Intelligence, buuuuuut it does counteract the at will kinetic blast thing soooooo it's fine, I just want like 4 skills + int or something, only because it would kind of make sense.
I'll be playing my pyrokineticist tomorrow night, and from what I can tell just from the look of the abilities, water and air are better to play. They've got more universal abilities, and their choices are hard to say no to. Fire and earth seem more limited, and you almost want the universal choices more. It's like they class specifically to hone to the fans of Aang and Korra of the Avatar series. I hope this doesn't get nerfed, just corrected on the abilities that aren't written correctly. Other than that, the at-will abilities should stay. In my opinion, they're a lot like that of the 3.5 warlock. They're not overly powerful, and at higher levels will be very limited against certain foes with their proper resistances. I'm not keen on the skill points either, but I can understand why they are what they are. However, I would like at least one martial weapon. That would be so nice. Maybe we'll see that in the archetypes.
Okay, I disinstalled Foxit Reader and installed Adobe Acrobat for Windows 7 and it still doesn't recognize the file type. It says either the file type is unsupported or the file is corrupt? Any ideas on what I'm doing wrong here people?
Did you re-download it? My zipped file is 10.2 MB. What's yours? If it's smaller, delete it, clear your cookies, and download it again.
Mine all mine...don't touch wrote:
1) 63 pages2) It'll work alongside.
@John Compton -- With the number of PFS games (1 every 2 weeks), and no home games, where I am, I think the majority of us here will be lucky to get the first boon.
Nate Z wrote:
Yes, the PC needs to take out all of the fire to drop the wall. They're the protectors. Until you get passed them, there's no going forward.
That's just their style. They did that a few times in Way of the Wicked.
It continues to be a fantastic framework for an adventure but, if your players are used to being led by the nose through an adventure, it's definitely going to take some work on the part of the GM. It is very sandbox-y, which is either a great thing or a handicap; completely depends on the group and the GM's initiative. The typos are driving me a little nuts (more than in Book 1) but I love the concept, the events/encounters seem fun and well thought out, and if the GM is willing to take the time to craft something to fit his/her players, it will be a lot of fun. Once we finish Way of the Wicked, I'm looking forward to running this.
Not sure why, but Gary's second book always seems to have the most typos. WotW was the same way.
REALLY want to jump on this because I loved WotW, but after all the shenanigans that have been going on with FMG of late, I'm going to wait til they are all out before splurging.
Nothing wrong with waiting. A few of us who already did the Kickstarter are waiting before we run it as well.
Got it working again with a different link. The official name of this is called The Long Mine of Klangdensturm. Get it while you still can.
So I found the toadstools from the Castle Whiterock module that'd be perfect for this scenario. Unfortunately, I don't see a way to grow them yourself. I'm guessing Survival and KN (nature) checks would be required. The crimson shelf fungus would have to be converted as per the guide for poisons.
Magenta toadstools: If applied to a wound, these fungi provide a +4 bonus to any Heal checks.
Yellow puffballs: If eaten, the imbiber must make a DC 20 Will Save or fall into pleasant sleep (as per the spell) for 2 hours. During this time, the imbiber has wonderful dreams, and wakes rested as if he slept for a full 8 hours.
Crimson shelf fungus: The spores released by this fungus are a debilitating poison. It's possible to learn how to concentrate these into a paste suitable for applying to weapons: Injury, Fort DC 15, 1d4+1 Dex/unconsciousness for 2d6 rounds.
Orange-capped toadstools with bark-like stems: If imbibed, and a successful DC 20 Fortitude save is made, the imbiber gains +2 to Constitution for the next 6 hours. Failure results in the imbiber becoming sickened for 1 hour.
Hope these bring about some kind of benefit for everyone playing.
Update. The link has been completely removed, it would seem. Even the archive can't get it. If anyone actually downloaded it, let me know. If I'd known this was going to happen I'd have saved it myself, but I figured it'd be safe with internet archive. I was gravely mistaken.
I haven't seen it yet, then again I haven't seen the last four books, but in the module Castle Whiterock by Goodman Games, there's a mushroom that can be grown and harvested in one of the lower levels that allows spellcasters to get their spells back after just two hours of sleep. I don't know exactly how it works because I haven't read it, but right now I'm playing through it and don't want to cheat by looking it up. Anyone who wants to check it out, by all means please do so. It might make a world of difference for your spellcasters. Now that I'm aware of such a thing, I think I'll always have some available in my future campaigns.
James Jacobs wrote:
Ah. Well, then. That would be an error on the druid archetypes then. Right now only a urban ranger can give up woodland stride to move through crowds yet a world walker druid still considers it rough terrain, and woodland stride is untouched.
But still, that's good to know. Unfortunate, but important information nonetheless.
James Jacobs wrote:
Okay. I'm sure we're on the same page on this. So basically if a ranger has an archetype that swaps out something for another ability, and druid does not despite having the same ability just not the archetype, you can still swap. GM rule 0 in the end though.
Looks like my build isn't all that accurate for what I was hoping for. A 20 pt buy for Victor isn't what I had up above, but rather 10/14/12/15(17)/11/14 if I want to make him an inquisitor with 2nd level spells. At 4th and 8th HD the two points would to Wis and Int to even them out. Then at 12th and 16th they can both go to Wis.
For how I wanted it, I'd have to go 25 pt buy. If your PCs have that, then by all means do it up.
This ended up being more math than I figured on.
I am glad you are enjoying it and it means a lot to me that you felt it was worth reposting here.
Oh absolutely. There's no way I'd let all that hard work go for not when many of people here are unsure what's going to be happening for their campaigns over the next year. I just hope that when you send your next update on FB that you do it here too.
A few guys on FMG's Facebook have agreed to release tidbits of what they did together in Gary's absence. The GM ran it all the way to level 20. So far he's released up to Book 3. Not detailed, but enough to give everyone the gist.
It's jokingly called
Throne, Done Right:
I did not bother with a drow storyline as I was very dissatisfied with the explorer story of book 1 and that is what my players wanted to play. Here is the recipe for my version of book 1. Use the earthquake as planned to cut off the entrance that they used. Use the raided caravan as planned to introduce Ivy. Have Ivy inform them of both her hometowns location as well as the creeper controlled iron mines and their dwarven slaves. Replace Fastervault with a generic mine map and populate it with young (stunted and malnourished) dark creepers. Place a clue there that this abandoned dwarven mine (and others further below) were once a part of a trade route from dammerhall to the surface. (I used some old dwarven records for this). Allow the PC's to rescue a populace of deep dwarven slaves held in captivity by the creepers. Use these freed slaves to both provide a base population for their first settlement and to keep the PC's exploring to provide for them (use the needs of their new fellows to spur the exploration of the crystal caverns). If using the kingdom building rules consider the mine a placed resource worth double normal value due to scarcity of dwarven quality iron goods. Convert the fungal jungle to a crystalline one. Populate it identically but substitute the (toned down) crystal creature template from the advanced bestiary for all denizens except the skis'raal. Move the gnomish populace of Fasturvault to the abandoned gnomish outpost in the jungle and add a cave in the mount that leads to fasturvault proper. Run the gnomish portion as written. Leave the drow tower and other encounter areas as is (adding only plentiful mushroom gardens growing down the walls in the mists which form daily at the great dropping off point). Give them plenty of time to grow their kingdom. Use the skis'raal as a potential threat to the kingdom, but later reveal them to be drow puppets kept in thrall by the drow controlling their food supply.After the PC's have repulsed the drow attack on fastervault as well as dealt with the crystalline myconids in one fashion or another allow them to either build an army to defeat the drow at the tower or to do the deed personally. Either way they then secure a food source which can sustain their populace. (Treat this as twenty-five hexes of farms if using kingdom building rules). Ta Da. End of Book 1.
Book 2 was much more challenging to write (and to play). Create a hex map. Dropping off point in the south. Lava caverns in the west. Sunless Sea in the north (settlements along the sea can have fisherires and foundries too if using kigdom building or Ultimate Rulership rules, respectively). Place a long, narrow cavern containing a great fungal jungle to the east (these hexes can be made into farms). Populate the north with skum villages on the sunless sea, undead drow sailors and a shipwreck, and a scheming young aboleth with a grotto and plenty of slaves. Populate the lava caverns with thoqqua, fire elementals, and some salamanders. Populate the jungle with ogres reskinned to use both the fungal creature and jotun-blooded (like a hill giant) templates as well as advanced fungal wolves and some myconids with the plague bearer template. Place another abandoned dwarven mine in the jungle with clues about Dammerhall being across the sunless sea and populate the mine with the reskinned ogres, some earth elementals and a xorn. Place a drow large town on the sunless sea located on the remnants of a dwarven fortress. Populate the town with drow and more dwarven, svirfneblin, skis'rall and fungal and crystalline myconid slaves. Make the PC's have to either siege the town or infiltrate it then instigate and lead a slave rebellion in order to gain control. I used lots of stats from my copy of Rise of the Drow for the drow in the old fortress. Make the PC's have to storm the trap-filled dwarven fortress themselves to remove the Drow Slave-Baron (I used a wizard and more than a few demons). Amongst the treasure in the tower place a remarkable ruby (actually a key to a secret passage to Dammerhall in book 3) and a crystalline statue of a Demon lord of your choice (actually a spellbook containing notes that the Slave Baron has cobbled together about the possible locations of secret doors into dammerhall). Arrange it so that the PC's can capture one of the drow ships in port here during the uprising as they will need it for book 3. Finally make sure and dot the map with several smaller caverns and have several of them contain nests for whatever worm-type monster you think your players can handle (I used thoqquas modified with the acidic creature template). Finally make sure that the PC's have at least one "random" encounter with a khargra (First Edition Fiend Folio) just to put the fear of god in them. In order to motivate the PC's in this chapter when they begin exploring this map, any time on their first or second trip, have them encounter some escaped slaves which include a dwarf who claims to have been a part of an expedition similar to theirs which set off 20 years ago but ran afoul of the drow from the tower in book 1. He tells the PC's that their members eventually succumbed to the slave barons torturous interrogations and revealed all they had known about dammerhall to the wicked baron. He goes on to explain that the baron destroyed the records before their eyes, but may have made a secret copy before he did so. Run this one like a true sandbox. Sprinkle in other humanoid villages if you wish (I did. I used more svirfneblin and a village of skulks led by a talented skulk ranger). That pretty much takes care of the mechanics end of book 2. The real trick with this one is dealing with the repercussions of player actions. For example, when I ran this my players went for the fungal jungle first wanting to claim the territory as additional farm hexes. The skulks (who lived nearby and ate the fungus themselves) did not initially appreciate this at all. It took the PC's helping them to safely colonize the jungle before they would consent to joining their kingdom. During the siege of the drow town several drow ships (made of fungal-wood, by the way) escaped across the sunless sea to their capitol laden with refugees. This resulted in a drow counterattack to retake the town about six months later. In the lava caverns region my players decided to try and block the lava from flowing out of one cave into another (both were large multi-hex caves) by engineering a controlled cave-in and redirecting the lava flow into a tertiary passage. I allowed this but it resulted in the collapse of the tertiary passage and the lava was forced through a vent into the sunless sea creating an island of steaming dangers several miles down the coast from their new town and providing access to the sea for several monsters from the fire elemental plane. Needless to say travel by ship near this isle is now far from safe. They did manage to transplant fungal specimens to their newly cleared cavern and use the territory to create more farms and several quarries though. This was instrumental in gaining the favor of the svirfneblin & deep dwarven townfolk who lived in the western portion of the map as this settlement was deeply impoverished being composed almost exclusively of escaped slaves.
When I ran the third installment of my own series I really wanted to showcase the sunless sea, so I pretty much made the whole newest hex map an underground sea. The last map is oriented towards the south of this one and the Drow capitol is located on the northwestern end (a hex or two up a primary passage) while the secret entrance to Dammerhall is concealed in a primary passage exiting the map to the north east. Drow dominate the area around their capitol ruthlessly. Any encounters in that area should reflect this (Drow batrider patrols do this pretty well). Near the center of the map I placed an archipelago of giant multi-mile wide stalagmites. One of these is the secret location of a dark elven naval port (formerly a dwarven one) complete with concealed sea caves equipped with drydocks. I named the archipelago "The Tallspears" and the drow naval fortress I called "Nala-Vesse". It was from Nala-Vesse that the counterattack against their nation was launched and organized. This area is meant to be a mass combat encounter. If the PC's come here without an army then try not to kill them but impress upon them the strong drow military presence here. Nala-Vesse is administered by a circle of powerful dark elven demoniacs who are in turn guarded by powerful flesh-warped minions (I used a 30 point buy when I built these warriors). Nala-Vesse is not the only military presence on this map though. There is a drow fort (similar to Vothys) near the northern-center portion of the map in the only (secondary) tunnel connecting the eastern portion to the western portion. Entry into that secondary passage from the east is prevented by a secret door (DC 30) concealed along the eastern primary passage. Now there are also a few subsurface locations to take note of. The first is near the eastern edge of the sea and is known as "The Upwelling". In this area the water surges upwards and outwards pushing ships away from its choppy surface. Near the ocean floor here there is a cave from which flows an endless torrent of pure elemental water. These waters in this area are chock full of monsters from the elemental planes and a family of Marids have taken up residence in a seafloor tower near the entrance to the deepwater cave. On the northeastern side of the Tallspears there is a subsurface community of Skum led by a powerful water bloodline sorcerer who continually raid all shipping through the central sea. To the west, living amongst several atoll-like reefs lies a community of sightless albino prehistoric Sahaguin (Add Blindsight 60' and Scent abilities to them) who have a sizable number of shark, dire shark and even shadow shark allies. They are led by powerful undead shamans and four-armed shadow princes. The community of Sahaguin is locked in an old and bloody struggle with their southern neighbors, a community of Kuo-Toa who dwell in an undersea grotto in the massive caverns eastern wall. There is another location of note is located near the south-western portion of the map south of the upwelling. There is an undersea grotto he which serves as a spawning ground for aboleths. There are always a horde of baby aboleth in this grotto attended by skum, sahaguin and kuo-toan slaves. In the northeastern portion of the ocean is a hex where the waters are choked with sea weed and guarded by advanced sargassum fiends and advanced shambling mounds with the aquatic creature template. In the center of this hex is an island composed entirely of plant matter. I stocked this island with fungal versions of dinosaurs and with a plethora of flesh-eating plants. Hidden in the deep seaweed off the isles northern shore lies an ancient dwarven ironclad. The ship is populated with dwarven undead including the ghost of the ships commander. The ghost and undead dwarves keep returning to life fueled by a haunt-driven desire to complete their last mission and deliver their missives containing the word of and nature of Dammerhalls fall to the Dwarves of the southern caverns. The missives are sealed in a waterwarded chest in the Commanders quarters. Once these missives are safely in the hands of the PC's then this crew can finally rest. Until then though they will resist any attempt to board the ship. Only the Commander can be reasoned with, but he is most distrustful of any Dwarf not born of a Dammerhall bloodline. The missives detail how the city was lost after a conflagration of fleshfreezing black flames spread from the lower foundries into the city proper. Over the course of several days the dwarven defenders tried to combat this unknown menace with magic and steel and flesh, but to no avail. The city was lost. The flames consuming all before it. That takes care of most of the major locations on the map. I also placed a few mushroom covered isles as red herrings around the sunless sea. I ran this one in true sandbox style. Letting them explore as they pleased, except for the area around the Drow Capitol. Impress upon them, if they visit here, that this city is a metropolis full of dark elves. Well guarded & forbidding. And patrolled by Drow, Undead and Demons! The entrance to Dammerhall is located in the ruins of a wayshrine located in a cul-de-sac off the previously mentioned primary passage. The door is opened by a magic stone shape effect, its magic aura suppressed by a spell as to be nearly undetectable (DC35). If the ruby from the Drow Fortress in part two is placed in the center of the kings family crest it opens this magic door and reveals the passage to the lost realm of Dammerhall. The real secret to running this adventure was liberal use of random encounters as well as weather on the sunless sea. Something about the morning mists, noon tides and evening swells just sold it for my players.
The work he's done is appreciated.