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Jeffrey 'Zerzix' Swank wrote:
Ha! That looks cool. I'll take a more detailed look when I get home.
Cool. Got a player that'd like to try it. Told her that probably the best way, besides being the monster, would be to go tiefling succubus bloodline (there's a 3PP pdf for that) with the phoenix sorcerer bloodline. At least until you do this up.
James Jacobs wrote:
That means that'd work the same for solars and other full outsiders. Technically that would mean that the outsider would lose access to their weapon proficiencies which all outsiders have, and would now need to eat and sleep. Correct?
You should be fine. Just take him out before then.
The cap of human guise is 800 gold, compared to the hat of disguise which is 1800. What I'm looking for is a greater version that doesn't just disguise you as a human, but makes you human with the alter self spell and ONLY a medium size human. Essentially, want to make a ring or cloak, or whatever, that could make a humanoid like a merfolk and turn into into a human. See where I'm going with this? Even if it's in a reversal form, that's fine (human to merfolk).
The current price for a greater hat of disguise is 12k. Way too much for what I'm looking for.
I had thought the exact same thing, and used the new holy symbol for the divine characters. Anyone that didn't require one got the basic silver version.
You don't actually need the feat though, to heal your comrades. Just use the archetype in Book 5. As long as you praise Asmodeus, you heal up, while everyone else takes the negative energy. The downside is, if you die during the encounter your soul is lost.
Jeffrey 'Zerzix' Swank wrote:
It's good to see you posting.
That is evil.
How did the cleric make a lesser demi-plane?
Vic Wertz wrote:
We *want* to... we just don't like any of the options we've seen to date.
Our GM has been using his saw to make custom ones as we're facing off against a lot of huge and gargantuan creatures. We go high enough by the end of the cycle that gargantuan and colossal are pretty standard.
Josh M. wrote:
Don't forget Sphinx Claws from Magic of Incarnum. Basically Wolverine's claws at will.
Best way to do it that I've found was this --
Feral (gives fast healing) human barbarian/totemist with sphinx claws/totem rager with the ring of adamantine.
I played it, and enjoyed the heck out of it.
Just downloaded the PF version of it. Didn't realize it'd been updated. Only ever had the 3.5 one.
I have a couple of questions though. Firstly, why does the tier 1-2 version not have the spear listed as treasure? Is it because it's actually jeweled treasure and not a real weapon like the tier 4-5 one? Also, why does the 3.5 version have it listed at 2000 gold but the PF version is only 750?
This shouldn't break anything, but add teleportation to Grigori's spellbook, have him memorize that twice, scry the party with Thorn, and have him take a bunch of graveknights to the location or even one of the dragons.
It is a fault of the system, but the GM can think of ways around it. Especially if Thorn is aware of their standard tactics.
Or just have it so that Tiadora ran errands and grabbed a bunch of potions specifically for this fight. By the time Thorn realized his current position, Grigori likely wouldn't be able to produce them fast enough before the PCs arrived.
Unless you change the giants and give them flying items (such as potions), there's nothing stopping the PCs from doing that.
Sean Brasher 567 wrote:
How much time is expected to have passed from the time the PC's leave Balentyne until they reach Farholde? I ask because it seems like the PC's pretty much leave straight away with Tiadora, and take a more or less direct route there. But by the time they get there, the soldier have already left to go after Fire-Axe, and even Hallack seems to be aware of Fire-Axe, talking about how "few who have faced the Fire-Axe have lived to tell the tale." So was there supposed to be a longer time gap here, or am I missing something?
I think the adventure states that it's about a month of travel before they get there.
Jeffrey 'Zerzix' Swank wrote:
Not to that level. Think about the 3.5 Savage Species guide. That just listed at the end all the monsters you could play, and where to find them. It only showcased the actual monsters with racial HD, and nothing more.
Personally, I'd give the dark folk the same background that you can give kobolds, if your group wanted to play them. They're slaves to the drow, and they're going to do what they have to, to be free of their overlords.
But which version would you play as? There are three of them to choose from. Not to mention none of them are actually PC races. You'd have to play around a bit with the Advanced Races Guide to build them as base races. Purple Duck Games has a variant version on the Dark Creeper and made that into a PC race.
Devastation Bob wrote:
Not sure if this is the place to ask but I had a question. In the fungus forest it says the glow extends darkvision but colors everything violet. I thought darkvision was black and white. Does that mean in the darklands it's black and white and purple?
That would be a good analysis, yes.
Douglas Muir 406 wrote:
Meanwhile, a question for those of you who have run this already: do most PCs pile straight in through the cave mouth at the bottom? I have the impression that's the most common route. Did anyone fly up and enter through any of the other routes? The module doesn't say whether they are concealed under the vegetation or not.
A lot of it is at least partly concealed by the vegetation. It's not until the first ritual that 99% of the vegetation goes away and everything rebuilds itself. So, yes, the majority of the groups will go through the obvious cave mouth. My players didn't take a chance at flying over the whole thing.
You don't run it. That's the point. It's their dungeon. You give them the maps, you tell them where traps are that need rebuilding or could be built, and you let them take over. Seriously, they must take responsibility. If they don't, they don't. The Horn falls, and probably them too, and Thorn is pissed at the incompetence which forces him to create a new 9th Knot and they start Book 3.
Hexor and Vexor only show up if they're commanded to by the villains, should they know that there's issues. Each group that comes in is looking for something specific and will stick to their own plan. The first group is looking for a treasure, which they believe the boggards are likely protecting (see empty box on other side of mud pit in caverns). That's what they're going for. They'll challenge anyone who gets in their way, ie. the boggards. The best way to do it is run a separate encounter where it's just the boggards, including Hears-the-Father, and the first group. One of the boggards will get Zikomo to get the villains to come rescue them from the "invaders". If the villains choose not to, that's their choice. The boggards will likely be killed off, the resources will be somewhat depleted, and the villains will be forced to fight whoever's left.
But yes, it's random. They show up at some point during that week, someone's on patrol or making magic items, and they deal with it or don't deal with it. If they survive and complete Book 2, great. If they lose, you go to Book 3 with new characters.
Chengar Qordath wrote:
Doesn't say specifically that druids can wear it.
Other than the fact that you paid 200 gold for something like that, the write-up doesn't give any kind of indication that it's of any better relevance than the others.
A friend is looking in ultimate equipment at medium armors for a new character and saw two similar armors , both of which are eastern. The Do-maru and the Kikko.
As far as we can tell, the Kikko is just plain better, are we missing something?
I would say yes. If anything you could argue that it's because he's been gnawing on a legendary artifact. He's probably close to mythic level.
Mathwei ap Niall wrote:
The minions never made it past the front door. They know of the hydra, hangman tree, assassin vines, and golem, but that's it. The wizard is crazy paranoid. I mean, his eventual character's plot is, even if it takes 200k years, he wants to overthrow Asmodeus and replace the god. Not that Asmodeus doesn't already have that with the 8 other layers.And they got rid of the lillend a long time ago by killing off Jurak and framing the priestesses of Farholde, and getting them to slaughter each other. There's no longer any clerics in Farholde, save Trik. The 9th made sure of that.
The dire tiger is the PC ranger's new animal companion, so one-eye won't betray them any time soon.
They'll have no problem with magical support since four of them are casters, and the other four are fighter types. There are eight of them, not including the NPCs they've got, and the undead. It will definitely be hard to make it a difficult fight, but I'll try.
Mathwei ap Niall wrote:
Sorry, you're right. They're not immune. It's just that I roll well every time so they might as well be immune to it. At least when it comes to the PCs.
Wow, I must have half asleep when I wrote that and I can't edit it either. Let's try again because the scenario you gave me doesn't work at all, but would if what I said was accurate. The hydra is not on the second floor. It's outside at the bottom of the stairs to the first. The first floor has a built door with a trap on the other side, and is guarded by the alchemical golem who is situated behind the half-wall inside. The caves are so well guarded it's not even an option. Everyone would need command plants and charm monster to get that to work. Even with wands that's a lot of charges and low saving throws.
Between the lot of you, you ought to be able to find a gaming spot. Have you tried the community library? University library (they usually have tons of small meeting rooms that are available outside of exam time; provided one of your group is a student). Got a gaming store with a free table? Living room floor?
The university is what's closed during the summer. And the community library doesn't have separate rooms. Don't have any gaming stores, and don't have a place that'd let us sit on the living room floor without being thrown out (or evicted; we've already been threatened with that thrice from three different apartments). We're literally out of options. Can't do it at restaurants here either. The major problem is time. There's only one day a week we can meet, and being in a small town places close by 6. We'd done well where we were because where we did play, one of our players worked there and has keys. But she had to give up those keys as of today because the seasonal license for the building was up.
We're not the only ones out. PFS also used the university so there won't be any PFS games until Sept as well.
The main issue will be getting in. I've listed off the problems, so the only way I could see them pull this off is to have a wand of charm monster to use on the hydra, and a wand of gaseous form. A wand of charm person working on the boggards is brilliant. It's too bad that a Hide from Undead only works on unintelligent ones. I guess increasing the CR by +1 for each of them for wealth would be of benefit.
Until further notice, my game is on hiatus. The venue that my group's been using closed as of today. It will likely open up once university restarts in Sept, and we're looking for other places to play, but right now we've got nothing. I've left it up to the group regarding whether or not we continue the game or start a new one. Six months is a long time to wait, and there's the chance that two of the players are moving to another city should they get their respective promotions. Guess time will tell.
Fellow GMs, I'm in a bit of a bind for Week 18.
Getting to the plot:
This is the week that the Banner Verdant have to enter the Horn. I know that they've got a week of research, but my players have been way too methodical in their traps and guards. They're so paranoid that they've overdone things. Which also happens to be their motto: "Don't just do it. Overdo it." It's what they pride themselves on. It's to the point that they don't have basically no weaknesses in their defenses whatsoever. The caves are guarded by boggards, One-Eye, a second dire tiger, the assassin vines, and the hangman tree. The second floor is guarded by the hydra, the alchemical golem, and traps. The second and third floor entrances are covered with a wall of stone that's just high enough so that a tiny creature, or a small creature squeezing through, can get in (purposely done that way so that the wizard's familiar can go through, as well as the oozes). This is in addition to all the traps being repaired. Then there's twin daemons who are always watching the top floor so that nothing disturbs the ritual, more boggards watch the entrance of each teleportation throne and each have a stone of alarm to alert the floor should something come through, and then you have the wraiths, zombie minotaur, skeletons, and all their other recruits that they've been gathering over the past few weeks. Each one has their own specific deal, and the villains have been true to their word in timely payments. Finally, the 9th Knot hasn't spoken a word of what they've done to the 7th Knot to keep the rivalry in check.
I just don't see how the group will be able to get in, and even remotely challenge the 9th Knot. The best I can see is Charm Monster on the hydra, but that doesn't stop the alchemical golem, and there's no rogue to get past the traps at the entrance. I suppose I could swap out False Life for Invisibility to get past the golem though.
At higher levels maybe, but from 1st to 5th they're vulnerable. These creatures have SR, spell turning and dispel magic, and do level drain with bites against arcane casters specifically.
Um, that's a CR 25. The mage killer, also known as the Mage Fiend, was a CR 5. It was from the Fantasy Bestiary.
Actually, I wouldn't mind if it was a 0 HD playable race but have its own racial archetype for inquisitor, or something that'd make the most sense for what he gets.
I'm not there yet by any means, but I've got a question regarding the final five days.
It says: Every creature in the upper three levels of the Horn, the Spiral and the Sanctum must make a DC 15 Reflex save as stone and masonry collapse throughout the entire dungeon. Failure results in 4d6 damage; success equals no damage. Creatures in the lower caves are slightly less affected. They still must make the Reflex save but failure is only 4d6.
Only 4d6. Only? Compared to what? The other 4d6 that everyone else is taking from the exact same save? Can someone explains how there being two 4d6 is plausible? I mean, why state "only" 4d6 when the upper levels are the exact same. Did he maybe mean 2d6?
I'd actually like to see a demigod race, or creature, like what the titans eventually become. I mean, they started out somewhere. Sometimes the gods can get a little frisky.
We have the cold rider, but I'd like to see a playable hellfire ride like Ghost Rider. Something that burned you for sins committed. Be like some kind of outsider with inquisitor powers. Maybe give it a construct to ride.
I'd also like to see a playable doppelganger like the 3.5 changeling. In Pathfinder the creature of the same name is a hag descendent, but a doppelganger would be fun as well.
In an old 3.0 book I read, there's a magical beast called a 'mage killer'. It quite literally ate the powers of a mage before eating the actual mage. That'd be interesting to see converted and updated.
Yesterday the players managed to take down the ashen nightmare, and the stop the low-level gang war.
First the players had their minions (from MinionQuest) go into town after Mott had contacted them about the problems the orphanage was having. The PCs did some investigating and learned that Mickey Thatcher was likely willing to negotiate for a price. The 9th Knot were contacted and they came up with 500 gold and a contract for the Thatcher's Crew: join for this amount and 40% of the profits they earned, or find out the hard way what it means to defy them. Mickey was more than happy to sign on the dotted line when he was offered the 500 gp signing bonus (the group managed the DC 25 Diplomacy with the +10 the gold gave them), and as a sign of loyalty, had the Crew abduct 12 peasants that could be fed to assassin vines and hangman tree.
They also talked to Rubal Thraam and invested 10k gold into the manor to help it thrive. They understand that they won't see any profits for quite some time, but they're eventually taking it from him so they can get everything for themselves.
As for the Ashen Nightmare, one of the players has a samsaran oracle that gets visions. I had it that in one of his previous lives he was a sacrifice to Vetri-Kali, and while his soul secretly sought revenge for what happened, it was buried deep. That is until the night that the nightmare arose. I gave him a vision of his cultists burning, and rising once a year from the room. This gave him enough time to get up and alert whoever he wanted (he chose to meditate on it so I had Zikomo knock on his door after he'd gotten a fainter vision). This finally got the player to check things out and get others involved. Nope. Didn't want to bother his associates just because he and the boggard had bad dreams. So he entered the room and was immediately attacked. He stepped back and put Hide From Undead on himself and Zikomo. The nightmare made the will save and attacked again. Zikomo ran away screaming for help, and managed to wake everyone up. They all eventually came to the oracle's aid while he'd continually healed himself and managed to not take too much wisdom damage. When the nightmare was getting surrounded and hit with a ghostbane dirge from the inquisitor, it used dimension door and appeared in front of the wizard, ninja, and most importantly Grumblejack. On their turns they dealt the creature, who was not taking full damage, 111 points. The cleric healed up the oracle and ninja who'd both taken Wisdom drain.
Patrick Kropp wrote:
He felt it in his soul?
@ShadowcatX -- I'm surprised at some of the things you say. You must have the absolute perfect life where nothing goes wrong and no one dies, for you to be able to say that. A buddy of mine had started a KS, and had to cancel it and return all the money 4 days before it expired because in the span of two months he'd lost his girlfriend, his mom, his dad, and had to deal with their estate. He was practically comatose from everything happening in such a short span. Couldn't communicate with him or anything. Thankfully his sister was able to help him back to reality and get him to cancel the KS, along with everything else. I can only imagine how bad things would have been if she hadn't been there, or hadn't gotten him to cancel it. Thankfully she just had the kind of personality to get through things. He didn't.
All we know about the situation regarding Gary is that he made no contact for a number of months, but his artist said something happened and that things will unfortunately be taking much longer than originally anticipated. Even the people who've said on the forums that they knew him well but couldn't get a hold of him, or couldn't get him to return their calls. People he KNEW. That he was FRIENDS with. Do we know what went on? No. Are we obligated to know the full details? No. Gary did come back, solemn about what happened. When he's ready, he'll tell us what the delay was. It could have been any number of things. And considering how upbeat the guy usually is, it must have been something big. Yes, I'm speculating, but ever since the safari he went on with his wife, he hasn't been the same.
To the OP, FMG isn't dead, but after this adventure path I would understand if Gary stepped down for a while to deal with whatever happened these past six months. And hopefully he'll be willing to share with us what happened.