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Depora Azrinae

kevin_video's page

Goblin Squad Member. Pathfinder Society Member. 1,873 posts (1,874 including aliases). 4 reviews. No lists. No wishlists. 3 Pathfinder Society characters. 2 aliases.


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Qadira

Rosien_HoH wrote:

Hello all,

I have a question about the running the Horn, particularly "Thirty-One Weeks".

** spoiler omitted **

The Horn:
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.

Qadira

Chengar Qordath wrote:
Ishpumalibu wrote:
Materials can make a difference too if only one is metal then druids can use the other that isn't.
That's actually a good point; Kikko is made of metal, while the Do-Maru is an unspecified type of lamellar. That does have an impact for things like druid restrictions and special materials.

Doesn't say specifically that druids can wear it.

Qadira

MattR1986 wrote:

Maybe one has more cultural significance and is more of a status item? I could see this maybe being relevaant for an npc. Ooh he has a do-maru only nobles wear those!

Basically a style over function thing? My only guess.

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.

Qadira

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 one would be insane to take the do-maru. Are we wrong?

Do-Maru
200 GP, +5 armor, +4 max dex, -4 ACP, 25% ASF, 30 Lbs
Kikko
30 GP, +5 armor, +4 max dex, -3 ACP, 20% ASF, 25 Lbs

As far as we can tell, the Kikko is just plain better, are we missing something?

Qadira

Banesfinger wrote:
kevin_video wrote:
And don't forget that increasing the linnorm's stats will also increase the curse. That's the only reason I'm not increasing any of this stuff. I know full well my PCs would never be able to do anything about that save. Granted the obelisk will be cure that, but you'd need PCs will a really good knowledge check. Although, your PCs could probably pull it off.
Is the boxed text (page 40) supposed to mean that the Death Curse of Nythoggr supersedes RAW (rules as written)? Because a RAW Linnorm's curse can simply be eliminated with a 3rd-level "Remove Curse" spell...

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.

Qadira

@Mathwei ap Niall -- The druid aspect of things is very handy to know, and makes perfect sense.

Qadira

Mathwei ap Niall wrote:

The 9th THINKS they made sure of that. Every messenger, delivery boy, minion and new trainee who's made it too or past the front door saw something.Elise would have interrogated them all to find out what little scrap of information they might have seen or heard as they were doing their jobs.

Anyway, that actually makes it even easier. The hydra is outside the door and the golem is inside it. Use the exact same tactic and have the hydra beat the trap door down and attack the psychotic golem. If it wins great, if it loses the Verdant can finish off the golem and continue.
With the hydra's fast healing and multiple heads it should walk through any trap (especially with a pocket healer keeping it up) and wail on the golem hard enough to take it out of the fight in 2 rounds. It's bite bypasses the Golems DR and it's pounce makes sure it's always full attack. Have one of the casters hit it with lockjaw or strong jaw and not only...

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.

Qadira

Mathwei ap Niall wrote:

You are incorrect about hide from undead, intelligent undead can be affected, they just have to fail a will save for it to affect them.

As for handling your problem...** spoiler omitted **...

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.
And Zadaria knows nothing. The 9th made sure of that.

Qadira

SnowHeart wrote:
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?

Gaming location:

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.

Hide out:
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.

Qadira

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.

Qadira

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.

Qadira

Cr500cricket wrote:
kevin_video wrote:
Cr500cricket wrote:
kevin_video wrote:


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.
I believe Lorthact in the Inner Sea Bestiary suits those needs, give it a different name, multiply him and make them kill wizards they dominate
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.
Wizards are too OP to have a CR5 creature hunting them

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.

Qadira

Cr500cricket wrote:
kevin_video wrote:


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.
I believe Lorthact in the Inner Sea Bestiary suits those needs, give it a different name, multiply him and make them kill wizards they dominate

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.

Qadira

1 person marked this as a favorite.
MMCJawa wrote:
kevin_video wrote:

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.

I suppose something like a 3.5 changeling wouldn't be too bad, but the hell rider seems way to powerful to be a 0 HD playable race, and would probably best be emulated as a higher CR monster, or for playable purposes, a prestige class.

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.

Qadira

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?

Qadira

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.

Qadira

Yesterday the players managed to take down the ashen nightmare, and the stop the low-level gang war.

Thatcher Crew:
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.

Nightmare:
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.

Qadira

Patrick Kropp wrote:
Banesfinger wrote:

After the ending of book 4, within moments of killing the king, my PCs were informed (by Jeratheon, who was instructed to help kill soldiers in the Adarium's courtyard while his father got to eat a princess) that Chargammon had died.

Greedy for an unguarded dragon horde, my PCs instantly teleported to the lair to retrieve the loot. This was obviously too short a time for the brine dragon Benthysara to hear of Chargammon's death and move against the lair.

This leaves me (DM) with several interesting options:
- encounter Benthysara while cleaning out the loot.
- I could speed-up the timeline and let Barnabus Thrane inform them that the Paladin's group is racing there as well. The PCs could set up an ambush in anticipation of that arrival.

How did Jeratheon know that? Oo

He felt it in his soul?

Qadira

Wiggz wrote:
Is this product no longer available?

All of the books are available as pdfs.

Qadira

That's good to know.

Qadira

@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.

Qadira

I just got an e-mail saying that more PFS Season 5 modules had been released. To be honest, I was kind of expecting Season 6 to start up soon given that there's a new adventure path. That kind of seemed how the previous two seasons started and ended. About how long is the standard season? When should one expect the 6th season?

Qadira

Hey James, got a strange one for you this time.

In 3.5 there were epic versions of skills. With Diplomacy we learn that it's essentially mind-affecting and that if you're immune you can't become a fanatic. With epic Bluff, it says that a high enough bluff can instill a suggestion as per the spell, which is also mind-affecting.

If you're immune to mind-affecting, does that mean you're also more immune to Diplomacy and Bluff, or only in those specific circumstances? What about just being resistant? Is there a way to become immune to Bluff besides having a ridiculous Sense Motive?

Qadira

SirGalrim wrote:
Have you done the conversion Kevin? Would you like to share it? :)

I actually haven't done an official conversion. All I have so far is my above suggestions. Everyone's going to have their own interpretation of how it should be done. This was mine.

Qadira

Today was part 2 of the MinionQuest.

The minion party met with Grumblejack and a bunch of mooks who they'd be commanding. The 9th Knot had learned of a named hydra that had apparently been hibernating until recently. They were to bring down the beast in a way that wouldn't kill it, but rather let it know who its master was, and then they were help Grumblejack make it the Knot's new guard dog for the maw entrance.

Tonight was one of those nights were the dice either helped or failed you. It completely failed me. According to the people at the convention, Gary nearly wiped out all of the minions with ease. I, on the other hand, could barely roll over a 6. The NPC class only minions were easily able to take down the hydra with 20 after 20 and get Grumblejack to drag it back to the Horn. In the end, only a single mook died due to sheer luck and a crazy low AC.

I'm skipping the Ashen Nightmare for now, and went immediately to the mini gang war. The PCs are going to have their minions once again venture to town and do their bidding. They're hoping to negotiate the situation, but have a plan B just in case things go South.

Qadira

Falrien wrote:

No, that reasoning makes quite a bit of sense, thanks guys.

I've made a few characters the last days (been off work sick) and while I take on board your desire for balance, do you think that a Grizzly Bear warrants 6PC levels? They're very tough and hit hard, have reach etc; but a 6th level fighter (should) slaughter one, let alone the things a wizard could do to embarrass it.
Also, bear (ahem.) in mind the weaker class features that a bear with 6-levels less than his contemporary human fighter might have. Is 6 levels still worth the trade-off?

I'd like to point out that a 6th level wizard could do things to embarass the 6th level fighter. You can't compare them. It's all about how you build them, and how competent the player is. To given an example, the last cycle that I played in there was a guy who somehow made it possible for his animal companion ape outshine his druid. I mean, the druid was useless. The ape was ridiculously awesome.

Qadira

James, got a question from a player.

Under Bestiary 4, there is a new animal companion Tortoise. It's speed is 10. In it's 7th level advancement, it says speed 10 again. Usually when it says the speed under the advancement, it gains extra speed, it's not restated. Do you think it's an error? Maybe it's suppose to go up to 20?

Qadira

James,

The grease spell says that you have to make an Acrobatics check whenever you enter a square with it present or when you're standing directly over it (ie. when the spell's cast). What if, the character was already prone before the grease spell appeared underneath them? Would they still have to make a check when they got up, or are you immune if you're already prone?

This question comes from my group's last session where two players argued for a solid five minutes about it, with vocals escalating each time.

An answer would be most appreciated.

Qadira

Falrien wrote:

Hi guys, thanks a bunch for this, it's really helpful.

Just wondering - and I'm sorry if I'm repeating questions asked earlier (This thread has got pretty massive) - but why are you doing 1HD/level advancement? Some types are pretty weak to get a single level per HD. The squirrel for instance is a really pathetic 2nd level character and the CR of a Wyrmling Gold Dragon is 7 but you require it to be level 8. Why?

CR =/= level. If you gave the gold dragon PC stat point buy instead of it only have 10 or 11 in its stats (even just 15 points instead of 3), that would make it +1 CR. So if you're building the character with 25 point buy AND you're giving it PC wealth, it's no longer all that weak.

Considering in 3.5 a gold dragon with 8 HD was level 12 because of the level adjustments, and 14 HD at level 20, there's nothing wrong with how it's set up right now.

Qadira

Congrats, Thursty. A much deserved spotlighting indeed.

Qadira

DM_aka_Dudemeister wrote:
The Advanced Class Guide has both the Swashbuckler AND Investigator classes. Might I recommend those?

Until I see the finalized version in the Fall, I'd have to say no. The playtest versions just don't fit the character.

Qadira

TritonOne wrote:
kevin_video, are you also going to relocate the trilogy from Eberron to the Inner Sea (Golarion)?

No, I'm not going to worry about that. I had thought about it, but I don't know the world Golarion very well. I've been told that Cheliax makes the most sense, and I don't disagree, but I don't know if that's the best place to put it.

Qadira

SirGalrim wrote:

I am running Hell's Heart soon. So I would very much like to see your final conversion kevin.

Though I mos likely will keep him at level 15 since you trade inn two expert levels for a PC class level.

About the only thing that stayed the same was the equipment list. He's got the wealth of a PC giving him the +1 CR.

Qadira

Myrryr wrote:
Raelis link. Should be anyway, at least according to the formatting.

Yup, no problem seeing this one.

Qadira

Joyd wrote:

When they were putting together UE, they specifically asked for feedback, and people told them that they needed to explain better what they intended for the rules for some of the more obscure and complicated weapons to be. That a weapon chart should be rules for playing the game, and not just a record of the general existence of every weapon ever used by any culture ever. They didn't do that, and instead just reprinted the text for things like that verbatim, in the same unclear form that it had been printed in before.

That something is a monk weapon is the one clear thing about it; status as a monk is unrelated to whether monks are proficient in something. It's an arguably-misleadingly-named weapon property that means that you can flurry with the weapon.

While I'm perfectly alright with a monk not being proficient, it was a player who's been "researching" (ie. nonstop watching) ninja movies who told me that this weapon was consistently used by them. You'd think that there'd be something in there about that, but alas no.

Qadira

3 people marked this as FAQ candidate.

So the description of this weapon reads as thus:
This weapon consists of a foot-long double-edged blade, with another smaller, curved hook-blade sticking out the side like a rooster's spur. The blade is strung to a large iron hoop with 10-foot length of rope. The blade can be used as an off-hand melee weapon or thrown like a dagger, while the rope and circlet can be whipped around and swung at opponents as a bludgeoning reach weapon.
However, the chart reads as this:
Kyoketsu shoge -- 1d4 damage, ×2 crit, 20 ft. range, weights 1 lb. deals S or P damage, Special: disarm, grapple, monk, reach.

So, as it stands right now, the Kyoketsu Shoge deals slashing or piercing (obviously the dagger part), yet it's also bludgeoning because of the ring (not listed on chart). It's got 10 feet of rope attached, but it's range is 20 feet. Um, what? How did it gain a magical 10 extra feet?

Also, it's a monk and a ninja weapon, yet neither are proficient with it.

And finally, does it benefit from Weapon Finesse?

Qadira

Minion Quest 1, Part 1:
So the players took on the preacher of the Sun. They had to "kill him without killing him". They had to get dirt on him so that he could be discredited, and people would lose faith in him.

The group had one dwarf and two elves so finding the secret door was incredibly easy for them. The catfolk went into a confessional, and the oracle came across the fact that the characters were where they shouldn't be. The priest confronted them, and even threatened to get the militia involved, but the party called him on his threat and threatened to expose his cultish and evil ways (they thought the room was a torture chamber where he made new converts go so he could brainwash them properly). He tried to argue against it, and I rolled a natural 1 on his will save against stress to not turn. He transformed, and the party took him on. They managed to call the guard who intervened, and the party fought alongside them. They are now considered heroes in the town. With the help of their "Connections" (ie. the 9th Knot villains who they work for) they were allowed to keep the stuff on the silent nun and preacher.
It was kind of sad. The adept had sleep and daze, and I rolled terribly the entire night. So both the nun and preacher fell asleep and one of the party members had a silver dagger that he used to coup-de-grace the werewolf. I rolled another natural 1. Game was theirs.

Next session it's time for the hydra. However, that's two weeks away as we've got a bit of a work-related hiatus coming up.

Qadira

I can read this just fine on my desktop and laptop, but having issues viewing a few of the pages on my tablet. Any one else having issues like that on this or any other PFS module?

Qadira

John Malueg wrote:

In addition, game update:

Spoiler:
Somewhat aside musing: Izevel slept with Hate. The PC's would like to see her become pregnant. I shudder to think of that abomination. Thoughts?

Sounds like something that could easily happen. And it's not like it'd be an abomination or anything super powerful.

What Could Come of it:
Gethran Hate is very powerful, and likely wouldn't be overly affected by her gaze, even if he did see her face.

As for combinations, that's easy. Either a medusa half-fiend such as Izevel is already, or you could go cornugon devil half-medusa, or tiefling half-medusa, and finally there's always the half-medusa half-fiend. The last two will need class levels though. Pretty standard, actually. Nothing of major consequence.

Qadira

I have no idea of the Vow of Silence Nun has a name or not, but here are the builds for the NPCs that are apparently encountered for Minion Quest 1, during Week 14 in Book 2. Nor do I have any clue if these builds are anything close to what Gary did. Book 7 isn't out, and my players start this next week. I had nothing to lose.

Preacher Ezekiel Hawthorn:

CR 2
XP 600
Male human afflicted werewolf expert 3
LG Medium humanoid (human, shapechanger)
Init +3; Senses low-light vision, scent; Perception +8
------------------
DEFENSE
------------------
AC 15, touch 11, flat-footed 14 (-1 Dex, +4 armor)
hp 27 (3d8+3); Death Threshold -15
Saves Fort +2, Ref +0, Will +5
------------------
OFFENSE
------------------
Speed 30 ft.
Melee mwk heavy mace +4 (1d8+2/19-20)
Ranged light crossbow +1 (1d8/19-20)
------------------
STATISTICS
------------------
Abilities Str 12 (+1), Dex 8 (-1), Con 12 (+1), Int 9 (-1), Wis 14 (+2), Cha 11 (+0)
Base Atk +2; CMB +3; CMD 12
Feats Improved Initiative, Persuasive
Skills Diplomacy +8, Heal +6, Intimidate +5, Knowledge (geography) +3, Knowledge (local) +3, Knowledge (religion) +4, Perception +8, Perform (oratory) +6
Languages Common
SQ change shape (human, hybrid, and wolf; polymorph)
Gear mwk chain shirt, mwk heavy mace, light crossbow with 20 bolts, cleric vestments, gold holy symbol

--------------------------------------------------------------------------- -------------------------------------------------------

Preacher Ezekiel Hawthorn (Werewolf Hybrid Form)
CE Medium humanoid (human, shapechanger)
Init +4; Senses low-light vision, scent; Perception +8
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DEFENSE
------------------
AC 18, touch 10, flat-footed 18 (+4 armor, +4 natural)
hp 30 (3d8+6); Death Threshold -17
Saves Fort +3, Ref +1, Will +5
Defensive Abilities DR 5/silver
------------------
OFFENSE
------------------
Speed 30 ft.
Melee heavy mace +4 (1d8+6/19-20), bite -1 (1d6+1 plus trip)
Ranged light crossbow +2 (1d8/19-20)
------------------
STATISTICS
------------------
Abilities Str 14 (+2), Dex 10 (+0), Con 14 (+2), Int 9 (-1), Wis 14 (+2), Cha 11 (+0)
Base Atk +2; CMB +4; CMD 14
Feats Improved Initiative, Persuasive
Skills Diplomacy +8, Heal +6, Intimidate +5, Knowledge (geography) +3, Knowledge (local) +2, Knowledge (religion) +4, Linguistics +2, Perception +8, Perform (oratory) +6
Languages Common, Sign Language
SQ change shape (human, hybrid, and wolf; polymorph), lycanthropic empathy (wolves and dire wolves)
----------------------------
SPECIAL ABILITIES
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Change Shape (Su): All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead.
Lycanthropic Empathy (Ex): In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.

Lycanthropy
A creature that catches lycanthropy becomes an afflicted lycanthrope, but shows no symptoms (and does not gain any of the template's adjustments or abilities) until the night of the next full moon, when the victim involuntarily assumes animal form and forgets his or her own identity. The character remains in animal form until the next dawn and remembers nothing about the entire episode (or subsequent episodes) unless he makes a DC 20 Will save, in which case he becomes aware of his condition.

A remove disease or heal spell cast by a cleric of 12th level or higher cures the affliction, provided the character receives the spell within 3 days of the infecting lycanthrope's attack. Alternatively, consuming a dose of wolfsbane (Pathfinder RPG Core Rulebook 560) gives an afflicted lycanthrope a new Fortitude save to recover from lycanthropy.

In their humanoid form, werewolves look like normal people, though some tend to look a bit feral and have wild hair. Eyebrows that grow together, index fingers longer than the middle fingers, and strange birthmarks on the palm of the hand are all commonly accepted indications that a person is in fact a werewolf. Of course, such telltale signs are not always accurate, for such physical traits exist in normal people as well, but in areas where werewolves are a common problem, the traits can be damning regardless.

Of all the various types of lycanthropes, it is the werewolf that is the most widespread and the most feared. Stories of werewolves haunting lonely forest roads, prowling misty moors on the outskirts of rural societies, or dwelling in the shadows of the largest cities are widespread as well. In most societies, werewolves are feared and despised—and with good reason, as the typical werewolf personifies all that is savage and bestial in a lycanthrope. This isn't to say that good-aligned werewolves are unknown, but they're certainly a minority among their kind, and most werewolves are evil murderers who delight in the hunt and the succulent taste of raw meat.

Just as wolves are pack animals, werewolves have been known to gather in colonies and live among their own kind, humanoid by day and beast at night. Visitors to werewolf villages are generally rushed out of town before nightfall so as not to discover the citizenry's dark secret—unless, of course, the pack decides that the unlucky visitor won't be missed by friends back home.

Vow of Silence Nun:

CR 2
XP 600
Female human oracle 3
LG Medium humanoid (human)
Init +1; Senses Perception +5
------------------
DEFENSE
------------------
AC 17, touch 14, flat-footed 13 (+3 Cha, +3 armor, +1 dodge)
hp 30 (3d8+6); Death Threshold -17
Saves Fort +5, Ref +4, Will +3; +1 vs. language-dependent spells
Defensive Abilities Resist sonic 5
------------------
OFFENSE
------------------
Speed 30 ft.
Melee mwk light mace +3 (1d6)
Ranged dagger +3 (1d4/19-20)
Oracle Spells Known (CL 3th; concentration +10)
1st (6/day)—command (DC 15), cure light wounds, forbid action (DC 15), fumbletongue (DC 15)
0th (at will)—create water, detect magic, guidance, light, read magic
Mystery lunar
------------------
STATISTICS
------------------
Abilities Str 10 (+0), Dex 13 (+1), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 17 (+3)
Base Atk +2; CMB +2; CMD 13
Feats Combat Casting, Dodge, Great Fortitude, Silent Spell, Spell Focus (enchantment)
Flaws Partial Deaf (-2 to hearing-based Perception and Linguistics checks to understand a spoken language)
Skills Heal +5, Knowledge (nature) +6, Knowledge (religion) +5, Linguistics +1 Perception +5, Spellcraft +5
Languages Common, Sign Language
SQ oracle's curse (deaf), revelations (mantle of moonlight, prophetic armor)
Gear potion of cure moderate wounds, wand of know the enemy (8 charges), wand of remove sickness (10 charges), wand of shield of faith (22 charges), smokestick, thunderstone, mwk studded leather, dagger, masterwork light mace, cleric vestments, spell component pouch, silversheen (2 doses)

Qadira

Pnakotus Detsujin wrote:
kevin_video wrote:
Next week, Minion Quest 1. Thanks to everyone who played the original versions at cons, I've got enough information to at least attempt part 1.
Could you tell me where and how you were able to get the minion quests. The new book 7 is still out ot commission, i believe.

Bolded it. And yes, Book 7's still not out yet.

I literally searched until I found people who'd said that they'd played the first two, and continually asked questions until I felt I had enough information to at least try my hand at it. While I have the information of what happened, and how it happened, it's still going to be home brew. Anyone who's interested, I made a tread specifically regarding the Minion Quests. Everyone's welcome to, and encouraged to, check it out. Minion Quest 3 has yet to be released so I've got nothing to go on for that, but I'm assuming it's after Book 4 anyways.

Minion Quest 1 is the most difficult to design. Minion Quest 2, on the other hand, is simplicity itself as it's just Grumblejack's side quest of gathering up the bottles so he can get the large +1 sword.

Minion Quest 1 takes place in Book 2 during Week 14 on page 64.
Minion Quest 2 takes place in Book 4 during Act 1, Event 3: Lords of the Ruin and Bonus Encounter: Grumblejack's Bet. Granted, even Minion Quest 2 is better fleshed out with encounters and stats on NPCs. We're still only in Book 2 so I'm good for a while.

My Minion Quest 1 will likely not be the exact same as the con version would have been the beta version, and has likely been adjusted since then. I've built the NPCs, and I'll have to design the locations from scratch. When Book 7 does come out, I'll be surprised if what I've done looks anything like what I'm running. All I really know is that my players have minions are that are superior to what were used in the original because I've given them gold to spend and a PC level with 25 point buy, rather than just give them a stack of pregenerated NPCs with 5 point buy with absolute basics for equipment. I felt that my players might feel more invested if they designed their own personal minions rather than get 20 pregen cannon fodder characters.

Qadira

Rogue Eidolon wrote:
** spoiler omitted **

Messaged Rogue Eidolon, and this is everything I was told in addition to what he said before.

Everything remembered about Minion Quest I:
Takes place in Book 2 during Week 14 on page 64.

We were just already agents of the Evil PCs. We started by being given contradictory instructions that we decided to interpret as taking down a fiery good-aligned envangelical cleric, "killing him without killing him". We decided to dig up dirt on him. We had heard that he had a gold holy symbol instead of silver, so maybe he was greedy or embezzling? Since my friend Cedric and I were both playing an Int 8 psycho, the brains of the operation was definitely the suave con man rogue played by Amber Scott's Significant Other (Jason, I think). I went in and pretended to be giving a confessional while the others looked for clues upstairs. Unfortunately, when the Vow of Silence nun got into a fight with one of the snoopers, and the stress caused the cleric to reveal his secret--he was a werewolf! I managed to run away and alert some guards, who caught him in hybrid form, and the guards killed him, so we somehow achieved our objective. The evil ones were pleased and sent us to recruit a hydra by whatever means necessary. We bought lots of ingested poison and slathered it on a goat, but in the end, the beast ambushed us and nearly killed all of us. We managed to catch it and bring it back only because one of the other minions (I think Amber's aristocratty minion who actually had social skills) managed to play on Grumblejack the ogre's pride to get him to come help.

The VoS nun was not necessarily a monk. She had a longsword and seemed like a cleric or something. She stayed on the first floor (and also apparently the chaining room where the priest usually chained himself when he went wolf was in a secret room in the basement).
No one else was in the church at the time. She just never talked or even tried to communicate with us. She watched the remaining characters while I went to confessional. She may have had Silent Spell? I don't know. You might be able to duplicate it with Deaf Oracle? What you have to understand about Gary is that he rarely followed the rules, but he did what he did with such panache that even the most rules-loving players just rolled with it.

With the hydra, it kind of went nuts on us, but we did manage to defeat it due to it splitting its attacks and some good luck, plus Grumblejack. The poisoned goat was one of like 10 crazy schemes we considered, and the one we went with in the end. But it wouldn't eat the goat, so it didn't work!

3000 gold was way more than we got, and particularly a choice of any PC class is way stronger, since we were random. What Gary did was he had a stack of these guys to hand out each time you died, and IIRC we all had non-elite array NPC stats 13 12 11 10 9 8 or something similarly weak. Somehow we had no deaths until the hydra and it basically just started murdering us. It was all due to clever planning and teamwork, but the idea was that we would die a lot and that was OK. I mean...we were expendable minions, not PCs. So like baseline NPC wealth and bad stats ahoy!

Qadira

Today the party took on, and recruited, the hangman tree. Given my party's power I switched out the original one for the Hell version on the d20pfsrd site. Two of them were hit by the spores and were about to hang themselves, and be eaten, but the ranger challenged it with logic. The tree came to life, and was about to attack when the slaver was able to make it realize that by working with them, the tree would eat more often than it already was. He was intrigued that he'd be fed, and joined the team.

Next week, Minion Quest 1. Thanks to everyone who played the original versions at cons, I've got enough information to at least attempt part 1.

Qadira

olePigeon wrote:

Here's the new one. I replaced Prestige Points with Fame, and moved Prestige Points to the back of the character in the Money area.

On the reverse side, I increased the number of AC Item slots by 1, added Prestige Points to the Money area, increased the number of Gear items, and made the preset locations for magic items a very light gray so you can easily write over it (or leave it there as a reminder of the number and type of magic item slots), increased the number of Feats and Special Abilities, and added a new Boons section.

Pathfinder Society Character Sheet High Quality [788 KB]
Pathfinder Society Character Sheet Optimized [201 KB]

This is amazing. Totally stolen for usage. All that needs to be done now, to make this perfect, is make it a fillable sheet.

Qadira

TheInnsmouthLooker wrote:
Does a monk need atonement? I didn't think the lost class abilities, but just couldn't advance as a monk without changing the alignment back to lawful

Yeah, he's still got his abilities. The atonement is so he can continue.

And it was ruled that he's been too "neutral" in the chaotic group. That he should set a standard for the rest. He laughs that his character's supposed to be able to influence anyone in his group.

He's looking at brawler, and considering staying that way. I can't even imagine how a LG paladin would fair in that group. Probably fall within the first two sessions.

Qadira

lemeres wrote:

That is just the price for multiclassing it seems (unless your GM decides otherwise).

He might want to consider another archetype. From the looks of it, unarmed fighter does not have many benefits if you are not really into grappling or a variety of other maneuvers (trip, drag, and dirty trick).

If your friend is not into any of these, he might want to consider archetypes like braweler (large and quick bonuses to close weapons such as unarmed strikes, as well as several other monk weapons; can trap opponents with a unique set of maneuvers after level 9), or if it is early enough in his career (and he thinks the campaign will go on long enough) he could go for something such as mobile fighter or dawnflower dervish (both have a method of getting a pseudo pounce at level 11).

Thanks. I'll refer him to the brawler. He wasn't going for a grappler, but rather something that helped an ex-monk until he could get an atonement. This should work just fine.

Qadira

Just a simple question about multiclassing. If you've already got Improved Unarmed Strike from either class, do you get a separate bonus feat in place of it when you take the other class? I mean, you shouldn't get the feat twice. Unless that's the penalty for multiclassing two similar classes.

I ask for a friend who is now an ex-monk because it was too hard to be lawful in a rather chaotic group.

Qadira

The fact that Victor can't add his Int bonus to damage is really bothering me. There's a ranged attack feat, Focused Shot, where the character can add their Int bonus to damage with a bow or crossbow, but nothing about melee attacks.

Qadira

2 people marked this as a favorite.

There are going to be those who immediately recognize the name, and know well about the Hell's heart master detective who turned evil because his ego wasn't satisfied. The trilogy in Dungeon Magazine's 133, 150, and 151 are practically legendary. Heck, the second adventure is reminiscent of the SAW movies, and they came out after this adventure.

I can not recommend running or playing this trilogy enough. It is one of 3.5's absolute best mini-series.

Victor Saint-Demain exists in the world of Eberron. In "The Chimes of Midnight" we meet him for the first time. It is here that we realize that he's on the PC's level in every which way, including stats. Victor is a human expert 2/swashbuckler 3/master inquisitive 4 with 28 pt buy stats (10/14/12/18/8/14).
Unfortunately, there is no Paizo equivalent for the original swashbuckler or master inquisitive (no, I don't accept that the Sleepless Detective is a proper alternative as some have suggested).
In "Hell's Heart", we meet him for the final time as an expert 2/swashbuckler 5/master inquisitive 4/duelist 5 (there's obviously some kind of typo somewhere because Victor has true seeing yet he hasn't accessed the final level of Master Inquisitive) with the same 28 pt buy stats (10/18/12/22/10/14) but with two +4 stat items.

What I want to do is make an equivalent version, and instead of having his wisdom stat actually show how egotistical he is, just have it be a flavor thing. The main reason is that an inquisitor gets Discern Lies, and can take Zone of Truth as a spell. They also get access to True Seeing. And in Ultimate Campaign, anyone can gain contacts without the need of taking feats or a PrC.

I've already talked to James Jacobs and he said that giving an NPC standard elite array or PC stats shouldn't increase the CR, so I'll give Victor the equivalent exchange (3.5 28 pt buy to PF 20 pt buy). This makes his stats 10/14/12/18/15/14 with the +2 for humans going to Wisdom.
Unfortunately, there are a few things that we're going to lose. Namely the feats: Education, Investigate, and Urban Tracking. Granted, thanks to Dreamscarred Press Urban Tracking has been brought back so feel free to use that version if you'd like. Also swashbuckler doesn't exist in its original form so you'll have to either use rogue levels or take the swashbuckler class from Tome of Secrets. Either way, this doesn't make up for the Insightful Strike damage that he'll missing out on.

The first thing I'm doing is getting rid of the expert class altogether. Of no use to us in this conversion. Next, I'm making Victor an Inquisitor 5. This gives him back Discern Lies and makes him a high enough level to take Zone of Truth as a 2nd level spell known. Next he needs at least four levels of rogue archetype investigator. This gives him uncanny dodge, sneak attack, and two rogue talents (Finesse Rogue, Follow Clues). Victor doesn't have trapfinding, but he always seems to know everything about the PCs, so Follow-Up is more thematically sound. Finally, give him the magic trait Mathematical Prodigy for +1 arcana and engineering, and make Knowledge(engineering) a class skill. Eduction gives you a +2 to two knowledge skills, but they aren't defined as to which ones gain the bonus. My guess is one of them was Knowledge (local), but the +3 trained aspect of Pathfinder skills should balance it out. Then again, Reformed Acolyte might be the best for the +1 Knowledge (local) and (religion) as his final version has those as the absolute highest possible.

Two more levels of rogue for the extra sneak attack and rogue talent (combat rogue: dodge) will easily allow you to gain access to the duelist 5 levels. As for the true seeing, I honestly don't know. There's a typo somewhere. Master Inquisitive 5, not 4, gives you true seeing. However, he has it a level early in his final incarnation, and zone of truth is missing. Also, the caster level is 15th when he's obviously 16th level (2+5+4+5=16). It even says he's 15 HD beside the 98 hp. And considering he has 2 points put into his wisdom stat to make it 10 instead of 8, I think he's actually 16 HD and MI 4, not 5, meaning he shouldn't have true seeing at all.

In my version, his final form should be 11/14/12/18/16/14 for stats, have access to a +4 Dex belt and +4 Int headband (doesn't really matter what skills they are but Knowledges local and religion seem like the best bet), one trait (or two if you'd like), and be a human inquisitor 5/investigator (rogue) 6/duelist 5. He never actually uses the two contacts in his PrC so he doesn't actually need them, but having them for flavor purposes is fine. Finally, add +1 CR so he can have PC wealth because otherwise he can't afford the +2 speed wounding rapier he uses, or any of the other high level gear he owns. Also, if giving him true seeing is important add an item with that as well.
As for the inquisition or domain for being an inquisitor, I'd say inquisition. I'll leave it up the GM in question as to which one should be taken, but personally I'd go with the Recovery Inquisition. It seems like a decent substitute for the Investigate feat.

-----------

Let me know your thoughts.

Qadira

John Malueg wrote:
Thanks for the suggestions, I will check into those.

One more thing:
I don't have it saved on the hard drive so it might be somewhere else, but I distinctly remember that the priest who was killed, was Soloman's own brother (don't recall if it's older or younger).
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