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Having a look at the Advanced Classes Guide, I can see a 2nd edition with lots of updates being added. My main question, because I'm going to allow the gunslinger back into my game thanks to the Bolt Ace archetype is this: Where are the changes for the Weapon proficiencies and Gunsmith? None of the new class features replace this. It seems that despite they "never soil their hands with powder or feel the sting of gun smoke" they still start off knowing how to use all forms of firearms, a broken gun worth 4d10, and the Gunsmithing feat. What?
I've love to see the open-sourced epic monsters converted into a bestiary. A couple have been done, and are titans, but more are required.
It's unfortunate that D&D holds the sole rights to the creatures mentioned, but thankfully someone got around that and made a Book of Forbidden Lore, and converted specific creatures. Legally you still can't use them for published materials, but there's stopping you from using them in a homebrew game. Of course you're always welcome to use the original names too.
Could always make the bat people werebat illithid. That's even more frightening. Brain eaten, or contract lycanthropy. Lose/lose, really.
Hopefully Book 3 will be out soon so you won't have to divert the characters much, but there's lots of pregen adventures with spiders and/or goblins. There's even a raksasha that takes over a gnome community adventure.
I saw that too. I figured it was just options based on how well or poorly the PCs did. Regina wouldn't want her daughter to be taken out by mooks and will likely fight alongside her if things get hairy.
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.