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I did this last June. Tonight, I added a part 2 to this, and built a 3rd Gates NPC to add to the brothers hunting down the brothers. This one has two dogs (bloodhounds) that will aid in tracking down the NPCs.
Turns out I misspoke. I thought it was in one of the updates from Gary, but it looks like it was in one of the emails that Michael replied back to me with. More so it was for him to have hex maps completed, which he did. That was last November though.
Maybe we won't get an April date. I'd still like it to be that.
Wow, Jan 22 was the last time I actually did my own thing and tried my hand at an encounter build for this AP. Not that I had to, but I like adding my own take on things, from time to time.Well, it took me about 24 hours to do (I do everything by hand since I don't have Hero Lab to play with), and decided that I'd try my hand at the half-god prince, using one of the godling classes from Rogue Genius Games. For some of you, the picture will be new. I got it from Michael's Google+ page.
Yes, I was just that bored. Also, sick. That helped a boatload, but mostly the boredom. Unlike with the drow marilith, I didn't bother with trying to come up with a name. Figured he's probably on the cusp of being a demilich and will forget all of that anyhow.
Yes, normal ones can, but not arachnid wildsouls. Might be able to get it at 4th. I am a little confused about how that interacts with the arachnid wildsoul since at 2nd, 6th, 12th, and 18th level, they gain spider abilities, replacing the standard talents. I'm guessing that regardless you can take of access to talents you should get Improved Evasion automatically.
But I do see the point about being 18th level vs 20th. I guess Spidey wouldn't have the Vengeance Strike. That's not his style.
Kind of, but that's more Sam Raimi's Peter Parker and less 100% completely human Amadeus Cho. If you could somehow harness that arachnid ability into a device, then it'd be closer to his character.
Also, I was a little disappointed that the arachnid wildsoul archetype still needs slippers of spider climbing to wall crawl.
...Is that a Pathfinder version of the Iron Spider?
That was exactly my thoughts as well. All I could think of was that Iron Spider is now canonically in Golarion, and it absolutely made my day. Now we just need webshooters or the ability to shoot webs as a 0 level cantrip like the 3.0 psionics psychic warrior book did.
W. John Hare wrote:
I've heard rumours of such groups existing. Haven't seen them for myself though.
Adamantine weapons? Rods of Cancellation?
Adamantine weapons don't get past DR 15/magic, and the rods only work on magic items.
What's needed here is a pure fighter archer build with the Clustered Shots feat, as well as a ton of other good feats that'll do crazy damage when combined, including Weapon Specialization and Deadly Aim. That, and an arcane caster with prismatic spells. Having an artifact would be nice too.
I look at my group and I can't imagine them taking this fight on and winning either. I looked it up, and the Ki Pool for monks is supernatural as well. I asked around and learned that eidolons would be dismissed as if they were a summoned monster. I think only the assassin rogue would have even the slightest of a chance, and only because of the sneak attack dice and his death attack, which are both extraordinary. Grumblejack would have a shot too, maybe.
W. John Hare wrote:
We had some discussion after the session and we aren't going to be continuing WotW, so the point is kind of moot.
That's unfortunate, but I understand. My first group stopped in the middle of Book 2 with no wish to continue. I'm leery on how long this new group will last, but I'm hopeful. Whatever new adventure you guys decide to do, I hope it works out.
W. John Hare wrote:
I have to say I'm curious as to how you guys are going to get the characters back in the game. Maybe a few true resurrections, but they come back differently. Or maybe Thorn always had clones of each PC waiting for them as their original self, meaning that the vampire would lose his supernatural abilities. Or maybe a whole new group coming to rescue the sorceress.
W. John Hare wrote:
Yeah, the question was more rhetorical. I've just always disliked that spell for reasons. You'd think something that defeats magic wouldn't defeat supernatural abilities too.
I'd have kept the DR too. It seems that the DR is considered untyped, unlike fast healing which is supernatural, and natural attacks as extraordinary.
Considering your session, it makes me wonder how other groups took him down in less than two rounds. Maybe because they were inside as opposed to outside where there's sunlight. I remember the graveknight having no trouble at all.
W. John Hare wrote:
I'm curious how a supernatural effect like smite got suppressed by antimagic field. I've always found that incredibly stupid. If you have DR and a decent amount of hp you're practically invincible.
Owen Stephens just shared a free simple template to Facebook today, and because of its relevance I'm sharing it on here too. I'll probably even edit my blog to add this.
Thrice-Damned and his wraiths could easily make use of this.
The simple "Channel Wraith" template.
Pnakotus Detsujin wrote:
Cool. Nice to see that he'll be made use of in such an interesting way.
I wasn't sure which book you'd more likely meet this creature, but at CR 15 it's more likely you're going to meet a devil at this point than any other book. Necromancers of the Northwest has released a tax devil, as it's tax month for both Canada and the US.
If you can make use of it, awesome. If not, then that's okay too.
Marvin Ghey wrote:
Is the 3.x Savage Species book sorta kinda transferable to Pathfinder, by chance? Or is there a better guide to use? I always dug the level breakdown for the monsters.
I can help with part of this question. While still being released on a monster by monster basis until completion, the Monster Classes by Dreamscarred Press is the Pathfinder version of Savage Species.
Here's my edited entry of the blog.
So after talking to James Jacobs about the lantern archon gestalt, it's actually a very weak CR 8-9.
This is how it should look, in theory.
Lantern Archon Gestalt
N Large outsider (air, archon, elemental, extraplanar, good, lawful)
Init +11; Senses darkvision 60 ft.; Perception +11
Aura aura of menace (DC 16)
AC 21, touch 17, flat-footed 13 (+7 Dex, +1 dodge, +4 natural, –1 size)
hp 68 (8d10+24)
Fort +9, Ref +13, Will +2
Defensive Abilities air mastery; DR 5/magic and evil; Immune elemental traits
Speed fly 100 ft. (perfect)
Melee 2 slams +14 (1d8+4)
Ranged 2 light rays ranged touch +14 (2d6)
Space 10 ft.; Reach 10 ft.
Special Attacks whirlwind (DC 18, 10–40 ft.)
Str 18, Dex 25, Con 16, Int 6, Wis 11, Cha 11
Base Atk +8, CMB +13; CMD 31
Feats Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Mobility, Weapon FinesseB
Skills Acrobatics +15, Escape Artist +15, Fly +21, Knowledge (planes) +5, Perception +11, Stealth +11
Languages Celestial, Draconic, Infernal; truespeech
Air Mastery (Ex) Airborne creatures take a –1 penalty on attack and damage rolls against a lantern archon gestalt.
Light Ray (Ex) A lantern archon gestalt can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.
I'll be honest. I'm not sold on this. A number of reasons.
1) It doesn't meet the requirements of a standard creature of this particular level.
2) You lose all of their SLA? Really? That's a bit of a downer considering teleport and their deflection bonus against evil would be stellar. Aid doesn't do much other than a bonus to attack and some temporary hp, but I'll take that.
3) I also noticed that they lose their immunity to petrification and electricity. That's not right.
4) They lose their standard skills, but gain new ones? What? Why lose Diplomacy and Sense Motive but suddenly have Acrobatics, Escape Artist, and Stealth? Technically speaking, gestalt only gives the powers and abilities, so maybe they're not supposed to have skills at all?
5) The DR goes DOWN. Yes, DR/evil is easier to get through than DR/evil and magic, but only ever so slightly.
I guess it is just a form of polymorph that only lasts 2d4 rounds, so I'm not supposed to be mad or frustrated, but still.
Overall, not too thrilled with how it looks. I really wish there had been a proper bestiary entry of this creature.
Truthfully, anything that I'm not thrilled with, I'd add back. Like, the immunities.
James Jacobs wrote:
Sorry, I should have been more specific. By "build", I meant stated out. There seems to be some discrepancies in the community regarding just how close to a large air elemental's stats they truly are.
DM_Kumo Gekkou wrote:
Also, what is the point of the Lantern Archon having combat reflexes or weapon finesse with no melee attack? Is there a weapon for them in the church to use in their gesault form that was not included in the book.
Because of how the gestalt aspect is written. "Looking like a whirlwind of dancing firefly lights, the gestalt has all the powers and abilities of a Large air elemental". So while it doesn't have the slam, it instead has the bonus feats, which includes Weapon Finesse. Honestly, I wish someone would have done up a proper gestalt in the bestiary so everyone knows what it should look like in a proper build.
So while hanging out with one of my players who regularly plays PFS, he informed me that he had been trouble buying stuff for his monk. After he picked up a couple of books (Dirty Tactics Handbook and Magical Marketplace), he bought his character a few tattoos. This reminded me that there's a tattooed rogue/assassin Book 4 that you can liberate while in Daveryn. I just updated my blog entry to make mention of the tattoos, but also wanted to bring it up here as well. Give the assassin antimagic shackles so he can't make use of them, but once he's free he can make use of them. I also saw that the 3PP book, Way of the Yakuza, also has tattoos. Anyone using the Dreamscarred Press psionics books might also know that there are psionic tattoos (D&D 3.5 had them as well).
Just something to consider.
Oh, and he's missing 5 hp for rogue being his favored class.
So my PFS friends have informed me that alchemists and investigators don't count has having a caster level. This means that the alchemist that the PCs meet in the extended version of Aldencross, could not have made the construct. It is literally impossible to do. However, since this FAQ answer came about AFTER Book 7 came about, so this information would not have been known to Gary at the time. So, this could mean that he could just be a unique alchemist, or have some special ability given to him that make his alchemist levels count as caster levels. Overall, just go with it.
Jacob W. Michaels wrote:
There were no vigilantes, which also surprised me -- I know the book just came out but that seemed like an area I would have leaped on if I'd been pitching for this; I would be very surprised if our final product does not have at least one vigilante.
Ultimate Intrigue wasn't one of the allowed books. Unchained wasn't either. If this changes by the time the winners have been picked then maybe a vigilante could be possible.
Mikko Kallio wrote:
I found the last monster contest to be the same way. Had it not been for Jeff Swank getting me to participate in that, I would have missed that one as well.
I gave it a shot. I had a few ideas, but in the end I only sent the one that I felt had the strongest chance of being a legit villain.
Really glad this was posted on Facebook otherwise I would have missed it completely. I didn't even know about the first two or else I'd have given those a shot. Oh, well. At least I saw this one.
This is fairly minor, but Necromancers of the Northwest released a few magic items for their weekly blog update, and I thought that at least two of them fit the whole "dwarf campaign". They are an adamantine miner's pick and a smithy warhammer. The last item doesn't quite fit, but it's still kind of cool for above ground forest types.
Just another potential add-on that I wanted to share with everyone.
That was the month that Gary essentially name dropped during an update. It's all any of us have to go on.
Eric Kaiser wrote:
Would depend on the party make up. I could see players jump at the challenge to take on something they can't handle because they believe that the tougher the monster, the better the rewards and treasure. Greedy PC's would definitely jump at the chance.
I'd love an evergreen with kobolds. And having them as neutral or good guys would be even better.
As for another suggestion I'd like to see another evergreen scenario that's basically a prequel to PCs becoming a PFS character. Much like Master of the Fallen Fortress. Where you do something as a standard group, and your accomplishments gets the attention of the Society who invite you in to join them.
Another suggestion is a scenario that has you face off against doppelgangers of the characters. Whether it be a cursed mirror or a magic item that clones evil versions of themselves. Let's be honest. The greatest threat to a PC is usually them self. This is even better when you have only a group of overly optimized parties that consistently one-shot everything. Give them a taste of their own medicine. Maybe add the Fiendish template to them too.
John Compton wrote:
Last year we added a download link to the pregenerated characters (not the adventure) a few days before Free RPG Day so that GMs could print them out to run the event. Thus far we haven't discussed the possibility of doing that again, but I can investigate.
I definitely hope so because that made all of us our lives at our RPG Day so much easier.
My condolences Kevin
Thanks. It's been a hard couple of weeks.
Steve Geddes wrote:
Yeah, there's definitely the thought of people immediately going off on him. It's difficult to get into the 'the zone' when it comes to writing. You really need that 'bug' to start biting you. It's worse once you realize that your hobby has become your job. That said, people would likely be less upset if he gave us more than just a zip file of art. Not that the art is bad, it's just not what people are looking for. They'll see the art once the books are released. It's like releasing too many movie trailers. Eventually the movie will be spoiled for you, and there's nothing left to excite you.
Last year I offered my services to him. For free. Whether it was character builds or editing. I got turned down because he apparently already had what he needed. I was thanked for the gesture at least. Since then we haven't gotten an update.
I'm in the same boat where I'm not sure I'll read the books after all this time. I'll likely just skim through everything. With Way of the Wicked, I've ran it twice, and even did multiple blog entries on how I would improve it, or advance some of the stuff. I had originally intended to do it with Throne of Night, but I just couldn't get myself to look over the pdfs a second time.
The Sword wrote:
I can see Gary not having his heart in this project as he may have had previous. Sadly, there's little that can be done about it. Little that can be said. The only thing he can do if that's the case is to just put his head in the game. It's way harder to do than say, but sometimes you just need to do things you don't want to because no one else is going to do it for you, and sympathy can only help you so much, if at all.
Have to agree that this is an R. R. Martin situation.
Thanks. Hopefully it's something that someone could eventually use. I saw someone Pathfinder update the dwarven one on Tumblr, and I thought this might be cool to do. More so because I found a 2e adventure with a drow vampire as the final BBEG, and I'd love to convert it.
Part of me is a little sad that Ravenloft had all these cool racial variants on the vampire template, and we're only now seeing a couple of them come into play. D&D 3.5 had a couple variants, but not for different races. Just the standard, savage, psychic, and moonlight bane types. The last one I felt the most sad for. Moonlight had the same effect as sunlight, yet the level adjustment never changed if you gave it to a PC. That's just unfair.
The Shaman wrote:
Thanks for answering. For anyone interested, I've taken what previous people have said to heart and asked a select group of people to vote on 11 ideas that I presented to them. This was suggested by my publisher. Depending on how the vote goes I'll either write one of the Top 3 choices, or I'll present them with a new set of ideas should all of the previous ones fall flat. No date as to when I'd start it as I still have to hash out the details. So far it's looking like people enjoy the idea of it being fairly world neutral, in possibly an urban setting or an uncharted island, and would start at either 1st or 3rd level and likely end around 10-13th level. Again, no specifics because a half dozen voters.
Also, not defending Gary, but...:
if this happened at all to him over the last two years, I can at least sympathize to a point and cut him a bit of slack. Last week my family got dealt a major blow after we were informed with a very sudden and tragic death to our immediate family. With everything that's currently going on, and the less than subtle spats happening on both sides regarding estate and whatnot, plus having to deal with all of the final details, not to mention just the depressing aspect of it all, I have not only not written anything in the past week (I've got a playtest to do on Saturday that I'm only completed in short hand), but after everything was finally done the stress of the whole situation managed to cause me to get so sick that I was bedridden for two days following the funeral. My phone has kept me in the loop on things online. I'm only now feeling human and I've only got tomorrow to work on the project that I've been given. It'll be 100% done by the May due date, but still. Unlike Gary, my time doesn't have an estimated date so it has to be done. And I unfortunately am doing it for free.
John Compton wrote:
Anecdotally, I've seen players (in organized play and in home games) all learn Drow Sign to communicate with incomprehensible impunity. Whatever we do with sign language in Golarion, I don't want it to become the tactical must-have in the Pathfinder Society Roleplaying Guild.
I'm perfectly fine with that. In my home games my group has always sacrificed at least 1-2 ranks in Linguistics (or 2-4 in Speak Language in 3.5) to take Drow Sign Language and another very obscure language no one would likely know, for the specific purpose of tactical advantage. Back in 3.0 we'd dip into rogue just for innuendo.