gustavo iglesias wrote:
Putting in a demon because he fell out of favor with the devils? That'd really upset Asmodeus. Give the PCs even more reason to take him down too.
Love the idea of Victor von Doom. You should totally do that this time too. Maybe make a homebrew item to give them all mirror image as well.
After giving him max wealth, and using various tomes/manuals my Throne has AC 48. Should be quite the tough time for my PCs. By that point I'm thinking a couple of them will have touch abilities to get passed the high AC. At least I'm hoping. Otherwise I'll have to bring him down a bit.
Yeah, there's no archers in my party. They're all melee based. I've made sure they at least have bows on them, but no one ever uses them. Everyone's Dex sucks in my party, short of the gnome ninja.
For Thorn, I switched out on feat for Quicken Channel (uses two channels as a move action) so he can still do up his standard action to cast.
Please tell me someone has some kind of link saying that the swift actions got changed to immediate. Otherwise this creature's abilities don't work so well.
And it'd be awesome if the link was "official". Apparently just because James Jacobs says it should be and confirms it, doesn't make it gospel anymore because he's said in the past to not use his quotes.
@gustavo iglesias --
For Thorn, I've changed some of his wealth around, and given him a bunch more. Gave him a bunch of scrolls of Summon Monster XI, and will have him readied to do a Time Stop (that will be DM fiat maximized) where he'll just continually summon. That should take care of some of their resources. Also, I'm going to add in that Grigori made Thorn a simulacrum scroll a long time ago, and it's time to finally activate that. The PCs will think it's the real deal, and once they've taken out the weaker version, then the real fight will begin.
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.
I'm totally making note of that right now.
Well they're 5 HD each, and have either the Advanced Template (made it a +2 LA) or another template of equal value (ie lesser half-dragon or cunning creature, both of which are 3rd party). Reading up in the later books about how everyone could just be given the vampire template, but skip the basement scenario, I just gave them the above templates instead of the vampire one. They were quite content. Three of them are veterans, two are brand new to d20, and the last one is new to PF but has played eight months of 3.5 D&D. As for AP's, none of them have ever gone through that before. One's been in a group where they started the first book, but never completed the entire thing. My group's very new to this.
Part of me is glad that they're shaken up because when they first got the templates, they honestly thought they'd be invincible. They've since learned the hard way that this is most definitely not the case. Getting +4 to all of your stats does not save you from Smite Evil, swarms of birds, or AoE spells.
gustavo iglesias wrote:
wasn't your party loaded with plenty templates and several gimmicks that made their characters above average? How can they fear those fights? They should be roflstomping those encounters.
They honestly thought I was advancing the game to compensate for their templates, but I haven't really done anything. Just max hp and added an npc level or given them 25 pt buy instead of 15. But yeah, they're like two "levels" above what they should be for this part of the fight, and they are cringing hard over what their gaming experience would be if they'd done it without anything advancing them.
It's probably the crazy lucky rolls I've been getting. I let my players see my rolls so they know I'm not cheating. That way when I roll a "1" we all get to have a good laugh at how bad the main guy failed.
W. John Hare wrote:
I'll be giving a better summary of it later but we played last night, and the players were not happy when we started playing and they found out in game what they had to take down, including a Lantern Archon Gestalt and Havelyn. They were just going to wait for the bugbears because they honestly believed that they weren't supposed to take on such "epic fights" for their level. They are not looking forward to the next couple of sessions. Especially since they messed up on stealth checks last night, and now the entire garrison is up, and hunting for them.
Well the entire 6th book is having them become entrenched so another additional year? Depends on how much of the sandbox quests they did before, and how many you'd have them do off-screen afterwards.
As for where they'd start, there's the mountains, the forests, sewers, caves, or maybe an NPC that's only pretending to on their side has an underground bunker for them to hide out in.
I'll bring it up. He just like the bonus for getting the wrong check.
So one of my player's would very much like to make a continuous magic item that will give him bonuses to his rogue's trapfinding. However, the spell in question is confusing for how you'd normally do it up via the rules.
So, the spell in question is called
If you have the trapfinding ability granted by class levels, however, this spell grants you a +5 competence bonus on all Disable Device checks made to disarm mechanical (but not magical) traps. While under the effects of this spell, whenever you trigger a trap by rolling poorly on a Disable Device check, you may roll a second Disable Device check. This new roll uses the same modifiers as the first roll. If your second roll is high enough to avoid accidentally springing the trap, you avoid setting it off, but still fail to disarm it. Each time you take advantage of this feature, the remaining duration of the spell is reduced by 1 minute—if less than a minute’s worth of duration remains, the spell ends as soon as you reroll your Disable Device check.
The first part is easy. It's the second part, where it says "each time you take advantage of this feature, the remaining duration of the spell is reduced by 1 minute". How do you "reduce" a continuous spell? You can't.
I'm thinking a +40% increase just because you can't do such a thing.
That being said, is this one of those items that will just never be able to be continuous, but charges/day is more than doable?
Rite Publishing wrote:
No, I like your idea about the +2 to damage. That makes a lot of sense to do that. While GMs should do what might be better for the game, it's always nice to hear from the people behind the initial creation and get their opinion first.
Got a question on the Torturer Creature template. Why give it the Improved Natural Weapon feat (which I'm assuming is really supposed to be Improved Natural Attack since the other feat doesn't exist)? What if it doesn't have natural attacks? Is there a substitute feat for it? Should they instead get Improved Unarmed Strike? Perhaps Ability Focus (Chastise)?
I don't think it'd be hard at all. Especially considering the PCs are eventually supposed to take over the whole world. It doesn't even have to be on Talingarde.
That being said, after Throne of Night, Gary had mention contemplating doing a sequel to Way of the Wicked, which included expanding the tyranny beyond the island. It would be decades later, and you'd be playing offspring of the previous characters.
Silent Saturn wrote:
That's not bad at all, and it really does make perfect sense. Just too bad that it's a CR 23.
Funny enough, there's a sorcerer bloodline specifically for unicorns, and a race that has a horse head. I could change that to a unicorn. And, it'd give them the spells they need.
That might be plausible enough to work.
Only if you're allowed to play them. Any group I've been in the GM's nerfed them so I've never been able to play one legit passed level 6 (E6 system). I honestly don't know much about their power.
What level are you looking at?
It'll all depend on what they end up facing. Was thinking about level 5-6. However, for the curse to work, there'll need to be a few sorcerer or cleric levels involved as well, as well as a template for +1 CR (Green Guardian). So the level cap might be closer to 10. In the end, to break the curse, they'll need higher level spells too.
Whenever there's a campaign that has anything to do with the forest, it's always about how the fey will do everything to keep "the man" out. Well, I'm going to take that one step further. What if the forest was in jeopardy from man? I'm talking rain forest deforestation here. Think "Avatar" or "FernGully". Who would be leading the team against that? Who would be the head person who'd gather everyone and go "Take them out." Like Godfather mafia status. And don't say "A druid" because that's a class, and the druid is always seen the hippie that ties themselves to the trees in hopes that the loggers don't chop them up too.
I'm looking more for a race. Would it be a forest giant? A dryad (even though it can't move more than 900 feet from their tree)? Something else? If it's the dryad, they can't move very fair so they'd probably get some kind of boss man to do it.
I'm looking to do a one-shot for a convention, and the story is that the humans have little regard to the forest, or nature in general (oh the surprise there). As such, they are constantly getting larger families and need more timber to build their homes and make room for their expansion. Finally, someone has had enough.
When the adventures arrive at the city, looking for work, or maybe they've been sent there on a mission, it's vacant. Not a single person is in the village. However, a new forest seems to have grown within the city itself. These trees are the people themselves, cursed by the green guardians who've decided to make the humans pay for their crimes by making them rebuild the forest with their own bodies.
(PS, If you don't have the book, it looks like the kingdom building rules are, surprise surprise, drawn from the Kingmaker AP.)
Drawn from, but everyone keeps telling me that they've been improved upon. I have to take their word for it seeing as how I haven't read either Kingmaker or the new Ultimate Campaign book.
But seriously, I've never heard of what you're talking about. Jeremy would be the one to directly answer you but I confess to being intrigued. Where have you seen/heard of such a thing as plastic-coated-metal?
It was a proposed Kickstarter that unfortunately didn't get funded. Was just wondering if DS was doing up standard minis or if they were going to try and complete what the other Kickstarter wasn't able to.
It was essentially a plastic resin that would help protect the metal inside from getting chipped or scuffed.
James Jacobs wrote:
James, I'm hoping the answer is "yes", but in D2 Seven Swords of Sin, you guys introduced the blades that represented each of the individual deadly sins (lust, greed, gluttony, etc) but by the end only the Asheia the Sword of Lust was elaborated on. Was just wondering, did you guys ever expand on the other six swords on page 31 of the module besides them being a +1 weapon? If so, where can I find each of these weapons? If not, what would you make Garvok, Shin-tari, Tannaris, Chellan, Baraket, and Ungarato?
gustavo iglesias wrote:
The problem with me is I don't do well with free-form. If it's not in the book, I've got nothing.
Right now I'm looking for a guest GM to take over for a while because it's looking like I'm not cut out for running this kind of scenario.
Today we managed to set aside enough time for a quick game. One of my old players was able to come back this session, one player had to leave because he joined a band, and a new player joined us. We now have an elf torturer.
I'm having to railroad the players just to make them do something instead of nothing:
Unfortunately it was not a great session to introduce her as the party really didn't know what to do. The gnome no longer has any penances (he worked them all off thanks to the assistance of the group) so he's good to go and not looking to kill off his character any more. However, most of the night was making them roll Intelligence checks at DC 5 or 10 just to make them do something. They're so used to written campaigns that go "Turn off your brain and go fight these next 20 encounters" that they have no idea how to actually role play any more. And half of these guys have been playing for 8+ years. I can't help them, but I'm dropping HEAVY hints on them, and making them roll checks when they're thinking of doing something that will either derail things or will put them in jeopardy. It's almost like I'm playing the game for them. They're so stumped as to what they're supposed to do, right now they're contemplating just waiting for the whole two weeks, and just having a full out brawl. If they lose, they lose. If they win, all the better. It's not something I want to see happen, but they're so lost that that's all they've been able to come up with. If it wasn't for Timeon giving them the map at the beginning, they'd be even worse off. They're looking for red herrings that don't even exist. One player's not even doing anything at all. He's left the party and gone into the forest to hunt by poorly setting up snares because his Survival is practically 0. It's fine that he wants to role play, but he's on a mission. He's only doing it because he doesn't know what to do and told the party to come get him when they've got a plan.
They've got their own notes written down for who the captains are, who's away right now (Varning), that Mama comes once a week to make stew, etc, but they're not doing anything with it. And when I finally, very heavy handedly, got them to remember about the affair of Mott's wife and Eddarly, they were suddenly confused as to why that was a problem. It's adultery. But again, they still didn't know why that would mean anything. Finally I said that they should write a letter to Mott himself about the whole ordeal. The party decided against that, and wanted to use the information to blackmail Eddarly instead, and that it was a certain farmer far away (one week's ride away) that knew about it, and that they should meet private with no witnesses. Then one week later they'd send out another letter to Mott saying that they knew of who his wife was having an affair with and to ride out to the same location. They hoped that they'd settle things. Which I bluntly told them that things would get taken care of, but that was wasting too much time (they have 12 days left) and no witnesses meant if either died, no one would know about it. So, grudgingly, the players allowed me to once again put them on the path to give the letter to Mott and finally something happened. Mott attacked Eddarly openly, but Eddarly killed Mott. Then I had Mott's widow also get chained up because the male players decided that maybe they should keep the now obviously lonely widow company, and I didn't want things to go there.
We're playing again in three weeks, and still nothing has really happened. At least nothing that didn't have me telling them "go do this, go do that". It's almost getting to the point that I want them to fail just so I can quit this campaign. A campaign that I loved reading and supporting, but obviously my veteran players of 8-20 years can't handle it because they have to think outside the box and actually do stuff that's more than just fighting everything and spilling blood. I blame their previous GMs for this.
Got my answer on Facebook.
"Damage that is dealt based solely on your alignment, such as the damage dealt by a chaos hammer spell.
so the holy sword is going to still deal damage from it being a swrod, and from the characters strength and from its enhancment bonuses, but the +2d6 will not deal damage to you."
Patrick Kropp wrote:
That's during the three months. You can make side adventures for the PCs to make sure that doesn't happen. Should someone manage to escape, then Richard and company are there in Book IV with the army and you see the PCs start losing lots of minions.
I'm confused on the write-up in Purity of Hellfire regarding alignment damage.
At 1st level a purifier gains resistance to fire, and alignment based damage equal to her inquisitor class level, at 10th level this becomes immunity to fire and alignment based damage.
What exactly does that mean? If you're LE you have DR 1 through 9 against lawful evil creatures, but after 10th level you're immune to all damage dealt to you by lawful evil creatures?
Yeah, I'll admit that I really wanted my guys to have him on their team so I might have given them a little too much insight with him. Now they love the big guy.
Smug Narcissist wrote:
Its not about it being better.You can't have a small mount with a small character, your mount must be at least medium. Hence dogs at level 4,they can't be choosen as a mount before that.
That's fine, but unless you're planning on starting at 4th level, chances are you've got an actual bond with your wolf, and aren't going to just dismiss him for the dog for three levels, and then ask for him back at 7th.
My guess is that they aren't referring to the common dog, but the riding dog, which has significantly better stats than the former, and that has better base ability stats than a wolf (as well as having Acrobatics with a huge bonus to jumping).
Unfortunately, no, they are referring to the common dog.
This question is not mine, but one found unanswered on another forum. Was hoping James could answer it, but he said to instead put it here.
"A small Cavalier can take a wolf mount at level one. A wolf has 13 hp (2d8+4), AC 14, and a 1d6 bite attack.
If you're at 4th level, you can get a dog mount. A dog has 6 hp (1d8+2), AC 13, and a 1d4 bite attack.
....How does that make sense!? You get access to an (objectively) less powerful mount at a higher level?"
My guess? Is it because the dog starts out small sized, then is medium at 4th level? If so, you guys might want to spell this out to people a little better.