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leo1925's page

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber. 5,013 posts. 19 reviews. 3 lists. 1 wishlist.


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Well my players were divided regarding helping or leaving the lich so they didn't save the Herald yet. But this is their next stop as almost everything else is dead.

@ranistheslayer,
You know that while on time stop a person cannot harm others around him right? He can't target them with any non harmless spell and can't attack them. Taking that into consideration, how did bayonet did what you said?


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Tonight is probably the night. They still have to encounter Adlerpash and try to save the herald but they usually go fast.

@grandpoobah, your setup is gonna be extreeeeemly frustrating for the players as they wont be able to hit him. With so much AC they will fill useless and that the AP(and me) is mocking on them on purpose.He is there, hitting you and you cant. Also, if he becomes subject to Mage's Disjunction then it's all over. He is back to square one(plus, without mythic timestop he has to buff himself before the battle. Lame for a DEMON LORD. Would Baphomet do that? I plan on having him attacking furiously on cinematic, without effect, and when the battle begins he casts M. Time stop and buffs himself)

@Joe Burn, ok that's the spell that covers my hole with Spell Immunity. Although it is Aroden's Spellbane... A spell created by a Lawful god that is, was, the mortal enemy of the demonlord he is cooperating with... I cant decide whether he doesnt wants to use it cause of it's creator or wants to use it to save his own fur and in the meantime make it so that this spell is the weapon that killed the meddlers, the heroes, that tried to stop Deskari. And that weapon was created by Aroden... Oh the irony for the dead god. He saved his enemy by being awesome creating new spells and stuff.

Also, my spellcasters are somewhat yolo on casting spells and they dont use the mythic-related spells so mythic severance is off. Im not afraid of it. Pass without trace? I dont think that with 3 minotaurs and 3 balors anyone is gonna look for footprints xD.
That setup is vulnerable to glitterdust and invisibility purge and im thinking of leaving only one of those option open.

They can always use the stole of the inheritor and leave but no demon lord achievement for them!


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

With his 27 caster level it would normally be up to 8th level but good point there. Normal heal. I dont think some more hit points will do much difference


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Tha paladin rides a pegasus and charges with a lance(spirited charge and build around the charge->pretty good), cleric's fighting capabilities are so-so, im not afraid of her(just her heals and breath of lifes), bard and rogue/ranger are with fleet charge and they fight well(especially the rogue/ranger. He is the highest damage dealer when the paladin is not using smite). And finally the arcanist is not so good but with wild arcana he will have access to everything in his list.

Im using Sc8rpi8n_mjd 's statblocks(so baphomet is mythic) and i have no problem with baphomet having 12 scrolls(instead of 2d6). Mind blank, greater invisibility and spell immunity are good buffs. I have also thought of a contingency with mass heal, spell turning, deflection, Heroic invocation and some others as im missing my notes right now, but I think you get the point.

He is pretty mad and wants to slice them and capture anyone who lives(but he wants more to kill them)


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There are some but not something significant.

We play today but they still have to get through his prison warden and the herald so im guessing 2 weeks from now


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Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Ok I TOTALLY missed that. Thanks for pointing that out both of you. Problem solved!

@Kalindlara, yes Im the GM :P

My party is semi to high optimized. They are pretty strong and well-built but they just arent using everything they have in their arsenal because they manage... somehow...

They are:
Human Paladin of Iomedae Guardian
Human Cleric of Iomedae Hierophant
Tiefling Rogue/Ranger Trickster(dual path Champion)
Aasimar Bard Marshall(dual path Champion)
Aasimar Arcanist Archmage

Tell me your ideas(so i can counter them if my players come up with them! muahahahaha)


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

My group is about to try and save the Hand of the Inheritor. And we know what follows after that.
Baphomet knows he is about to fight great champions of good that have opposed him many times successfully and also knows that his ressurection is on cooldown. So he is going to fight them prepared.
His greater weapon is his scroll use ability.
So he has access to any spell and can buff himself during his time stop or even before he gates himself before the PCs.

One of the most deadly tactic I have come up with is the following:
-Mindblank
-Greater Invisibility
-Greater spell immunity for 6 spells (dispel magic, Gr. dispel magic, Invisibility purge, glitterdust +2 spells(maybe siphon magic or other similiar spell))

For 27 round the players will have to guess where he is and even when they guess correctly they will have 50% chance when he charges them and full-attacks them with no mercy.

HOW can the players counter this?


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John Kretzer wrote:

Have just reread both Pirate's Honor and Pirate's Promise as though just occurred to me....

** spoiler omitted **

Pirate's Honor spoiler:
The halfling thief kept the ring of invisibility as his payment.

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

It's good to hear updates from scorpion. My players lately are nailing everyting even on these statblocks.

My group has just obtained Father's blood and is ready to go to the prison. They use Mythic Heroism extensively so it would be nice to use it against them.

Let me ask you two things:
1. Svendack is strong enough as written and you didnt change her?

2. Regarding Baphomet's Summon Minotaurs. He can summon 3 times per day 8 half-fiend minotaurs. Simple minotaurs with the half-fiend template???

And once per day 4 mythic minotaurs or one labyrinth minotaurs. I guess the mythic minotaurs are like the miners on midnight isles and the labyrinth minotaur is the Ivory minotaur??


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I don't think that there is.


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It's a little weaker than a cleric but that doesn't mean that it's a weak class.


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In my group it's usually about a full arcane caster, i think because most in my group are lazy.


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I really dislike how the firearms rules and the gunslinger class, it seems too cluncky and messy and potentially disrupting to play, i have found that the technological firearms are better written and less disruptive to the game, sure they still carry some of the messy things of early firearms but are more manageable to a game (especially an AP or module).


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Xethik wrote:
FAQs that were deemed to not require an answer used to be marked Answered in an FAQ. I'm not sure if this was done prior to the update to only 'Answer' questions that have been answered.

Doesn't those things get the "No answer needed"?


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tchrman35 wrote:

Sorry to wake this up, but the top post says, "Answered in the FAQ," but my search-fu is not turning up that answer. Can someone point me to the link? (That will probably help later searchers also.)

Thanks!

I also can't find it, can someone provide a link?


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That's pretty much true for almost every AP but more so for this one.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I also would like to see such books but i would like the NPCs to be a little more optimized.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Either you or the paladin's player should play a different character (assuming that the rest of the party is non-good and non-evil).


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Solomani wrote:

Thanks Nile and Leo.

Leo, did you do anything with Hellion in the 8 hours he was away?

Absolutely nothing, since the CPU room was fine Hellion has no reason to reason, to him it was just a bunch of flesh bags who managed to kill some of his meat bags, he was positive that he could defeat them if they dared to come before him.


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Darius Darrenbar wrote:
I always figured Radovan would have had the martial artist archetype since it doesn't have the same alignment restriction the Monk class normally has. Of course now he could probably just as easily be Brawler which fits in a little better with him overall as a character.

Or he got his monk levels while he was on his devil form but managed to retain only two of them in his normal form and until he changes his chaotic alignment to lawful he can't get any more monk level.


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Fletch wrote:

Y'know, I haven't really pinged on any volume of Kingmaker as a standout chapter, but looking at Varnhold on its own merits, it really is a nice adventure. I haven't had a chance to run it yet, but for those of you who have played it, I have a spoiler-y question about it.

** spoiler omitted **

kingmaker book 3 spoiler:

When i was playing Kingmaker me and my party didn't connect the spriggans with the vanishing of the people.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
Elf_NFB wrote:
Count me as one who would end the subscription if the included electronic copy ends.

I would also, probably end my tales subscription if the inclusion of a digital copy ceases, it will largely depend on how much i will be called to pay for the tale in June when compared to how much i pay now for tales (taking into account the better quality of paper of course).

PS. I am not asking for the kindle version of the digital book, an epub or even a simple pdf is enough for me.


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Solomani wrote:

Questions for other DMs who have run the Lords of Rust dungeon. Did you allow your players' characters to rest in the dungeon and if so how did you manage Hellions' and the other lords reaction to the party going missing for a day?

I ask because to me the pacing implies that once they attack the LoR they need to push on and defeat Hellion to make sure he doesn't have time to mount a suitable defence. But if they do that the party may be exhausted (resource wise) by the time they face Hellion which = TPK.

My party retreated and rested after (what turned into) the mega encounter with Kulgara, Draigs and pretty much anyone inside the excavator. Fortunately for them they went to the CPU room during their second time in the excavator so they managed to weaken Hellion using the memory facet and finally defeat him.


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The Radovan mantioned in inner sea combat (which i believe that it's a Radovan after Master of Devils or maybe after Queen of thorns) and he has 2 monk levels, yeah the lawful alignment is an issue since Radovan is CG so he can't really advance his monk levels.
Radovan is a weird (and mysterious) case all over, remember that while not being evil he does registers as evil even when not in his devil form and that's only of the mysteries of Radovan.


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Mysterious Stranger wrote:

One nice thing is that you can install it on two devices so if you have more than one computer it can be put on both.

Actually that isn't a nice thing, it's a bad thing that you only install it on only two devices and you have to pay for the rest.


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I agree with most of the things said. Be warned that you will most likely have issues if you format you devices often.


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EndgamerAzari wrote:
Is there a set of non-marked maps I can purchase somewhere? I've got the hard copy of the adventure which I can scan, but I heard mumblings of interactive/editable maps without the grids or notations on them.

Subscribers get them. In addition, iirc, after an AP finishes the maps are compiled and sold for anyone to buy.


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Rhedyn wrote:
Opuk0 wrote:
Greater Invisibility+Fiery Shuriken, grab evocation school to change element on the fly, you win.

Oh god. That would hurt, assuming your GM let's it work. The rules say it would works, but the devs did state in an FAQ some nebulous rule that you can only do one sneak attack per spell.

I just ignore FAQs though, but I understand not everyone does
** spoiler omitted **

Indeed they did, FAQ here

Even with that the spell is a good one for an AT because it allows him to make one more attack per turn by using his swift action.


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Charon's Little Helper wrote:
Errant Mercenary wrote:
The printed APs as is are not very difficult for 4 optimised characters. However with 3 and not very experienced, some parts will be mince grinders.
They're not even hard for 4 decent characters. But 3 borderline decent characters will definitely have issues at certain points.

And when two of them are a level behind it quickly leads to TPK.

I will join the choir and say that it is very bad form on your part to go and read part of the AP behind your DM's back.


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The Holy Moo wrote:
Why is Furkas Xouds corrupting touch only a +2 to attack? seems to me it should be +7 (ghosts use dex for their touch attacks right?)

His corrupting touch is a natural attack and his attack with his rod is an attack with a weapon, when you make both weapon attacks and natural attacks, the natural attacks are made with a -5 modifier to their attack rolls.


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voska66 wrote:
leo1925 wrote:

Forum ate my long post.

It's nice that you selected, mostly, 5th level (usually augmented) mythic spells to compare a non-augmented 3th level mythic spell.

You can counter mythic wall of thorns quite easily, it's called freedom of movement, and you might be able to bypass it by flying over it (depends on the terrain) or dimension door your way across it (again depends on the terrain).

Mythic heroism is a spell that has a long enough duration to last (usually) the entire dungeon.
If the entire party has it and their opposition doesn't then the party's capabilities are at least a couple levels higher than they should be and the opposition is effectively weaker.
If some of the members of the party have it and some don't, then the members that do have it have capabilities that are at least a couple of levels higher than they actually are and are severy outperforming the party members that don't have mythic heroism.

Long story short, the +4 to attack, damage, saves and skills for the entire dungeon at the cost of a 3rd level spell and a mythic point is TOO much of a benefit.

I've found 10 minute per level spells last about two combats at least until you are high level. But then you usually end up having it dispelled.

Two battles in a dungeon?


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zza ni wrote:
leo1925 wrote:

Let me see if i have understood it correctly:

The rogue character is stealing from your character.
DM told you to solve it in game.
You tried solving it in game by talking and didn't work.
You say to the DM that you are going to solve, in game, by beating/kicking/killing his character and the DM said no.

Am i correct on the above?

i think you mised the part the GM went to the rogue and asked him what he thinks of the op sugjestions : "The GM, after running the idea by him, says that i can't"

Who can't do what?


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Let me see if i have understood it correctly:
The rogue character is stealing from your character.
DM told you to solve it in game.
You tried solving it in game by talking and didn't work.
You say to the DM that you are going to solve, in game, by beating/kicking/killing his character and the DM said no.

Am i correct on the above?


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Ok things aren't as bad as i thought, the no getting the digital version might be an issue if it includes subscribers.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I could go and talk about each one of the spells you menioned but since i have already done so but the forum ate my post i have no desire to that again.

Look you have your opinion on the spell and i have mine, i have seen it in gameplay during the WotR game i play in and it was both troublesome for the DM and troublesome for the party when during book 2 only the cleric and the bard had that spell on them and the rest of the party didn't, and continued to be troublesome for the party during book 3, at book 4 all of the party has that spell (usually) always up and running and it's only a problem for the DM.

You might not have problems with things that cause problems for the DM when he uses APs or modules but i do have a problem with those things, because i buy the APs in order to DM and play in games because i don't have the time to create my own campaigns.


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LazarX wrote:
What you'll generally find is that Mythic works best when kept to the NPC/Monster side of the table, used for special challenges to your cracked out non-mythic player characters.

I am running Iron Gods (currently book 3) and i can say that the above is true.


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Rastrum wrote:
I think they said it would be the same length of books, but also they're still only charging the current price for subscribers.

That seems very good news, do you have a quote for that?


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Acolyte of Mushu wrote:
leo1925 wrote:

The DC 30 disable device is for jury-rigging the wheel to the door (without repairing the wheel), the -10 to the disable device check is for opening the door without the wheel.

I think that it's quite a jump a jump in logic to say that the DC for opening the door is the same as the DC for jury-rigging the wheel, those are two different tasks.
They're not two different tasks, that's the point. Jury-riggin the wheel to open the door, not to set it in place, is what I believe Gratz means. If there is no wheel to set and jury-rig, then the DC increase by 10, meaning it would be DC 40.

Ok that makes some sense, it's still a jump in logic but it's a reason-able one, and the DC 30 seems to be in line with the DC 35 from the airlock doors lower in the dungeon, since the DC for opening those airlocks should be higher than openning the "simple" airtight doors.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Forum ate my long post.

It's nice that you selected, mostly, 5th level (usually augmented) mythic spells to compare a non-augmented 3th level mythic spell.

You can counter mythic wall of thorns quite easily, it's called freedom of movement, and you might be able to bypass it by flying over it (depends on the terrain) or dimension door your way across it (again depends on the terrain).

Mythic heroism is a spell that has a long enough duration to last (usually) the entire dungeon.
If the entire party has it and their opposition doesn't then the party's capabilities are at least a couple levels higher than they should be and the opposition is effectively weaker.
If some of the members of the party have it and some don't, then the members that do have it have capabilities that are at least a couple of levels higher than they actually are and are severy outperforming the party members that don't have mythic heroism.

Long story short, the +4 to attack, damage, saves and skills for the entire dungeon at the cost of a 3rd level spell and a mythic point is TOO much of a benefit.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

The DC 30 disable device is for jury-rigging the wheel to the door (without repairing the wheel), the -10 to the disable device check is for opening the door without the wheel.
I think that it's quite a jump a jump in logic to say that the DC for opening the door is the same as the DC for jury-rigging the wheel, those are two different tasks.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I really don't care if you view it as an 8th level spell or not, it's one of the best mythic spells, better than a lot 4th and 5th mythic spells, and most importantly I have seen it disrupting the game and making the DM's life harder.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
Cornielius wrote:

Check the news post.

TOR will take over publishing, using what appears to be trade paperback format, but add E books.

I have read it and I am not sure what switching to a trade paperback means.

Does it mean we will be getting larger books? I am not talking about the size of the physical book (which will be bigger) I am talking about the actual word count of the novels.
I also understand that there will be better quality of paper, am I correct?


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

You are forgetting the duration, mythic heroism has 10 minutes per level where greater heroism has 1 minute per level.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Why the sudden 50% increase in the price of pathfinder tales starting from the June novel?


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
Gratz wrote:
Doors with intact wheels don't require a Disable Device and for all the others I would go with: If the PCs have the missing wheel, it can be fitted back into the hole, but unless the contraption is repaired with make whole or mending, a successful DC 30 Disable Device check is required to jury-rig repairs with the wheel to allow it to function again. Without the wheel, Disable Device checks to open the door take a –10 penalty.

Bold mine.

I am asking what's that disable device DC. Also in room F7 where it's mentioned that the disable device DC to open the door increases by 10. It seems to me that there is a way to open doors with disable device but the DC isn't mentioned anywhere, maybe it's the DC 35 that is for opening a second airlock, maybe it's something else because the 35 seems kinda high.


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Gratz wrote:

Directly under "Chocking Tower Features":

Doors are shaped like elongated rectangles with rounded edges, each is an airtight iron hatch opened by turning a central wheel present on both sides of the door except where indicated. Opening such a door is a full-round action. A door without a wheel can be opened only by force (hardness 10, hp 60, break DC 28). The DC of Perception checks to notice activity on the other side of one of these doors increases by 10 (rather than by 5, as for a normal door), but when a door is opened, creatures on the other side automatically notice the turning of that door’s wheel. None of these doors are locked or trapped except where indicated.

And where in that text is the disable device DC?


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In various places of the Choking Tower it mentions modifiers to disable device checks for opening doors in the tower but it never mentions what is the disable device DC for opening doors.

What's that DC?


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Since the Mythic Advantures book hasn't gone for a 2nd printing, we don't have an errata for it.

My opinion is that the mythic heroism spell is too powerful in it's current form and should be banned.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

If the PCs neutralize all of the toxic gas inside Aurora, does the soil of Iadenveigh stops being so rich?
If yes how long would it take for this to happen? (for the soil to lose it's super rich nutrients)


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Apart from the fact that they can get rage cycling at level 1 at the cost of a feat, they aren't overpowered at all.

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