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Vrock

primemover003's page

RPG Superstar 2011 Top 16. Pathfinder Society Member. 916 posts (2,179 including aliases). No reviews. 3 lists. 3 wishlists. 1 Pathfinder Society character. 5 aliases.


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How would you adjucate an ability that allows a high level monster a saving throw even if the spell or ability does not allow one? Would the save negate the effect, allow partial effects like 1/2 damage, etc.

--Vrocking Grasp


1 person marked this as FAQ candidate.

If an encounter site such as a ruined temple complex sat in the middle of a forest what would you consider it in terms of a Rangers favored terrain? Would encounters taking place within the structure count as forest or would they count as urban/underground? If the site/ruin is somewhat open to the elements (use LOTR's weathertop for an example) is it then considered the prevailing region's terrain type?

--Vrocky Mountains


I love the item card decks having purchased the Legacy of Fire, Carrion Crown, and a couple adventurer packs. But one thing that I think could be more useful to GMs is if every pack included cards that could actually be played on the map or battle grid.

I love the idea of the Gamemastery Map Pack: Caravans, but a 5x8 inch wagon and horse train just kills the space on a battle mat (even my enormous 3 ft. by 5 ft. sheet of glass over a drafters grid).

The much smaller, less wieldy 2x3 inch cards could fill the dungeon dressing niche. I'd much rather have a flat card on the board representing:

  • mounts and pack animals
  • carts and wagons
  • tents
  • pit traps (or the pit spells)
  • piles of coins
  • magic carpets
  • a set of stairs
  • a patch of phosphorescent fungi
  • teleportation or summoning circles

--Vrocking Horse

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

Well we were expecting a twist and boy this is a good one! Monster must be 600 words, CR 7, and cannot be a construct, dragon, ooze, or outsider!

This definitely falls right in the sweet spot for adventuring so its a monster that can terrify low levels or gang up on higher levels. For my money the best CR 7 monster that fits the criteria above is a toss up between the Drider and the Medusa!

So what are the community's favorite CR 7 monsters?

--Monsters of Vrock


Hey I've been noticing a lot of keywords in posts and titles are now links to advertisers, the most noticable is any instance of the Title for Pathfinder Companion subscribers linking to an E harmony ad bubble.

What's up with that? Is that on your end or is it a browser issue???

--Pop Up Vrocker


Forgive me if this has been answered elswhere, but for the life of me I can't find the right search terms to bring a satisfactory answer up.

What are the School, Bloodline, and Domain (Sp) abilities considered in terms of SR & Concentration checks. Only the Acid Ray of the Conjuration school mentions it bypasses SR. Are they considered 1st level spells if you gain them at 1st level? Would I need to make a DC 17 concentration check if I use the Spell-like ability Defensively?

--Vrock the House!


I have eight players itching to play in my Carrion Crown campaign and not a single one has chosen a class that can channel energy. I have a feeling that even with a double party Haunts will be problematic for them.

Party Breakdown:

*m half orc Inquisitor of Pharasma (Lt. Worf from TNG)
*m half elf Alchemist w/ Bbn level dip to Master Chymist (Jekyll/Hyde)
*m dhampir Ninja
*f changeling Sorcerer (Protean bloodline, green widow/gnome)
*m elf Ranger (ranged)
*m kellid Barbarian (superstitious ?)
*m orc Order of the Lion Cavalier from Lastwall
*m ? Summoner

--I wanna Vrock... VROCK!


Now that's a right proper Rogue!

--Masterwork Vrock Picks


With Carrion Crown a month away I'm sure many fellow GM's are gearing up to run it. The obvious tie in products coming out during the AP's run, like Rule of Fear, Undead Revisited, and of course Classic Horrors Revisited, may be essential in fleshing out Ustalav for your group of players. What other accessories or products do you plan on using and why?

I'm picking up the Gobbo-licious Condition Cards for sure with the Bestiary 2.

--Vrocky Horror

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

Hoarfrost Throat-Tearer, Shapeshifting Huntsman
Portrait: 11
Description: Fierce bloodshot eyes leer out from the ghostly painted face of Hoarfrost Throat-Tearer, a feral half-orc whose clawed fingers and overdeveloped tusks scream, "I am a predator!"
Motivations/Goals: Hoarfrost commands a warband of rage worgs (NPC Guide 39) that join him in pillaging Irrisen's borders slaking their bloodthirst by hunting the greatest of prey: Adventurers! This Huntsman gleefully makes trophies of heroes.
Schemes/Plots/Adventure Hooks: Hoarfrost lures adventurers into the wilds by raiding frontier hamlets and thorps taking children and maidens hostage. Baiting pursuers into his prepared hunting grounds, the shapeshifter stalks them learning their tactics before striking. It's rumored the huntsman keeps treasures looted from slain adventurers in a yurt made of Storval auroch hide deep in the Hoarwood Forest.

Hoarfrost Throat-Tearer CR 7
Male half-orc barbarian 2, ranger (shapeshifter, APG 126) 6
CE Medium humanoid (orc, shapeshifter)
Init+6; Senses darkvision 60 ft., low-light vision, scent; Perception +12
===== Defense =====
AC 17, touch 10, flat-footed 15; (+5 armor, +2 Dex, +2 natural, -2 rage)
hp 78 (2d12+6d10+32)
Fort +13, Ref +8, Will +6
Defensive Abilities shifter's blessing (form of the dragon, 7 rounds/day), uncanny dodge
===== Offense =====
Spd 40 ft.
Melee bite +15 (1d6+7), 2 claws +15 (1d4+7)
Ranged mwk composite longbow +11/+6 (1d8+4/x3)
Special Attacks cause fear (war paint of the terrible visage 1/day, DC 11), favored enemy (human +4, dwarf +2), rage (8 rounds/day), rage powers (scent), rend +1d6
Ranger Spells Prepared (CL 3rd, concentration +4)
1st--feather step, keen senses
===== Tactics =====
Before Combat Hoarfrost paints his face before a hunt with war paint of the terrible visage then casts keen senses and magic fang on his bite and claws before attacking.
During Combat Hoarfrost throws his javelin of lightning at obvious spellcasters then rages wading tooth and nail into melee using bloody assault then power attack. He saves the cause fear effect of the war paint for flanking rogues and throws tanglefoot bags at highly mobile foes.
Morale If reduced to less than 15 hit points or two of his rage worg allies are defeated Hoarfrost breaks off his attack and flees.
Base Statistics When not raging or shapeshifting, Hoarfrost's stats are AC 17, touch 12, flat-footed 15; hp 62; Fort +11, Will +4; Melee bite +12 (1d6+4), 2 claws +12 (1d4+4); Str 18, Con 14; CMB +12, CMD 24; Skills Climb +8
===== Statistics =====
Str 22, Dex 14, Con 18, Int 10, Wis 12, Cha 8
Base Atk +8; CMB +14; CMD 24
Feats Aspect of the Beast(B), Bloody Assault, Endurance(B), Improved Initiative, Power Attack, Rending Claws(B), Rugged Northerner (see below)
Skills Acrobatics +10, Climb +10, Heal +10, Intimidate +10, Knowledge (geography) +4, Knowledge (nature) +9, Linguistics +1, Perception +10, Stealth +10, Survival +10
Languages Common, hallit, orc
SQ fast movement, hunter's bond (companions), intimidating, orc blood, toothy, track +3, weapon familiarity, wild empathy +5
Combat Gear javelin of lightning, potions of cure light wounds (3), potion of enlarge person, tanglefoot bags (2); Other Gear bear traps (5), bloodblock (2), cloak of resistance +1, dog sled, dust of tracelessness, masterwork composite longbow (+4 Str) with 20 arrows, +1 chain shirt, wand of magic fang (25 charges), war paint of the terrible visage (3), 44gp, 50gp in jewelry.
===== Special Abilities =====
Feats Hoarfrost has the Rugged Northerner feat. He treats extreme cold conditions as severe cold, and severe cold as cold weather conditions. Hoarfrost is not impacted at all by normal cold weather conditions. In addition, he does not become fatigued by frostbite or hypothermia. See page 288 of the Inner Sea World Guide.

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

Grave Robber (Rogue)
Everyone knows it's unwise to linger near lonely roadside graveyards after the sun goes down. For a grave robber, it's all in a nights work. While many grave robbers are no better than petty thieves, fencing trinkets and baubles unearthed by lantern light, few can argue their skill at sneaking past undead guardians to pilfer the treasures they protect. Hours spent breaking into forgotten crypts and accursed barrows has taught these rogues much about the abilities of the walking dead. Grave robbers are frowned upon by goodly faiths for disturbing the peaceful rest of the dead and loathed by evil cults who share the same haunts. Grave robbers walk a fine line between finding their fortunes or their deaths in a shallow grave.
Class Skills:The grave robber's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha). These replace the standard rogue class skills.
Mortician's Guile (Ex): When using the Bluff, Disguise, or Stealth skills against an undead creature, a grave robber gains a bonus equal to 1/2 his rogue levels (minimum + 1). This ability replaces trapfinding.
Elude Death's Touch (Ex): At 3rd level a grave robber develops the ability to shrug off the debilitating touch of undead creatures, giving him a +1 bonus on Fortitude saves against disease and paralysis and a +1 dodge bonus to AC against incorporeal touch attacks. These bonuses increase by +1 every three rogue levels thereafter (6th, 9th, 12th, 15th, and 18th level). This ability replaces trap sense.
Soiled Soul (Su): At 4th level a grave robber's long exposure to desecrated soil and unhallowed sites grants him a +2 profane bonus on saves against negative energy effects, including the save to avoid permanent negative levels. This ability replaces uncanny dodge.
Cheating the Reaper (Su): At 8th level a grave robber with ability damage, ability drain, or negative levels from attacks by an undead creature can attempt to steal a portion of that energy back using a special Bluff check to feint the creature. Success on the check and the attack deals damage normally, however the grave robber may forgo some or all of his sneak attack damage dice to regain a point of lost ability damage, ability drain, or a single negative level per 1d6 sacrificed. The undead creature loses any lingering special benefits such as temporary hit points. This ability replaces improved uncanny dodge.

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

Boots, Nightmare
Aura faint evocation and transmutation; CL 3rd
Slot feet; Price 7,500 gp; Weight 3 lbs.
Description
Prized by the various Hellknight orders and the elite tiefling skirmishers of Cheliax these hobnailed boots are made of an inky black leather trimmed with a crimson mane of fiendish horsehair. While moving in the thick of battle the wearer may call upon many of the dreaded Nightmare's infernal powers. First, during a Run or Charge action burning sparks spray from the boots iron shod soles capable of catching combustible materials on fire along the wearers path. Second, as a swift action while moving through threatened squares or during a Withdraw action the boots shroud the wearer in a cloud of black smoke granting concealment (20% miss chance). The smoke persists until the wearer's movement ends or for 1 round if using the Withdraw action. Finally, three times per day as a free action the wearer can command the boots to ignite dealing 1d6 points of fire damage on a successful hit against the target of an Attack action, Charge, or Spring Attack.
Construction
Requirements Craft Wondrous Item, burning hands, pyrotechnics; Cost 3,750 gp


I'm planning on having an Oracle of Waves & her cultists bodyguards evagelizing at a grand fountain built in a small village (Sirathu in Varisia). The Fountain houses 2 Large Water Elementals that defend the Oracle. I want the crowd to pelt the PC's from the periphery of the main fight with stones & debris. What mechanic would you recommend using to simulate this annoyance???

Would you use a Reflex save to negate say 2d6 of nonlethal damage? Some sort of volley rules to hit player AC's or perhaps touch AC's?

The Encounter's CR should be 8 or 9, with an APL of 6 (7 PC's). The crowds would target spellcasters or PC's that roam the edges of the combats like archers or skirmishers.

--Vrockslide


Not a god yet, but perhaps wielding some clerical or maybe even some psionic powers? I'm hooked.

Love the homage to Lanhkmar's Street of the Gods as well...

--Vrock, vrock, vrockin' on Heavens door


Are raging barbarians still not allowed to use command words in Pathfinder?

--Vroctoberfest


Post CotCT, who's in charge of Korvosa? Is it the Seneschal? An heir from Cheliax?

--Vrocky Road


Ooo, I'm on the cover! lol

--Vrock the House!


Although the Trap section goes into great detail about building big complex mechanical traps and their costs, they say nothing about Natural or Primitive Traps. 1000gp for a simple snare, a tripwire with bells on it, or a shallow spiked pit camouflaged with leaves is a bit much don't you think?

How would a nest of Kobolds or say a Ranger or Rogue set up a small ambush site with a hastily dug hole, sharpened sticks and some quick and dirty snares? How long does it take? Certainly not a weeks time!

Unless you're leaving simple traps to the Snare spell a bit of advice for impromptu traps would be nice. I mean why have a Detect Snares and Pits spell if you don't have any snares or pits for it to detect?

--Caution: Vrock slide area ahead.


I'm crafting an Enchnanted Elavator for my weekend game. It's more of a puzzle than a trap, but it makes sense to use the Trap rules to quantify what the PC's can do while in the room (Activate, Disable, etc).

The room is a 15 ft. diameter circular room (roughly). A sliding iron gate seperates it from the previous room (simple lock DC 20). With in the room are 2 stone benches and a Medium sized statue of a female humanoid sitting in the lotus position. A gleaming ruby is set in the statues navel and a permanent magic mouth w/ tongues is set to go off when a humanoid approached within 5 ft.

It delivers the message:
"Welcome supplicants. The Pleasure of Flesh is ruled by Power over Minds and Hearts. Dominance or Submission is proven by thine Art. Hail Domina Zoriel!"

The greeting implies the control to the elevator is the casting of any Enchantment spell (or make a DC 25 UMD check). If no spell is cast after 1 minute the gate closes, locks, and the room begins to descend to the lower level of the dungeon. It only does this if a humanoid is within 15 ft. of the statue. The Ruby is the sensor for the alarm/magic mouth effects.

Now basically this is a Non-damaging Puzzle/Trap. The alarm effect is the only Trap-like spell (DC 26), but there's a minor mechanical aspect in the closing gate (DC 20 perception). I would call this a Multiple dependant trap so it's XP would be the same as the Puzzle Trap (CR 3).

If the Rogue spots the gate as trapped and disables it (spiking it open for example) my gut says OK, but that leaves the chance when the room starts moving and a PC wants to jump out they could get a serious crushing. Reflex save or Attack roll?

If the Rogue detects the alarm on the Ruby and disables it (and probably pries it out of the statue) should the whole device cease to work stranding them and killing the rest of the dungeon, or should it cause the Elevator to act haphazardly? I'm thinking some reflex saves to remain standing and a d6 or two of damage, plus 2d6 of backlash damage if the ruby's taken out (same as if a UMD'er royally fails their check to activate blindly).

Enchanted Elevator CR 3
Type Magic/Mechanical; Percept(DC 26 alarm, DC 20 gate) Disable(same)
Trigger sight (alarm); Onset 1 minute; Reset Automatic
Effect: as above

--Vrock n' Roll ain't Noise Pollution


Do outsiders that do not need to sleep regain hp's each day? Must they engage in some sort of rest period (sitting still, meditating, etc.)???

--Vrocking Grasp


I threw a few mimics at my PC's tonight and was wondering what the rule for attacks with Natural weapons would be against their adhesive. Would a creature attacking with a bite and 2 claws have to make the Reflex DC 17 save to avoid getting stuck each attack? What happens if it fails, does it gain the grappled condition?

--Vrock of Ages!


Anyone watching this Steampunk web-show? It's a very dark indie project with some pretty hefty (sci-fi) star power... I'm loving it so far, especially the super gorgeous Christine Chatelain! It's basically a story of a kingdom overturned by a religious coup. The main character Riese wanders across the country running from the Sect which is trying to hunt her down.

The story is picking up speed and the costumes are impressive for a smaller project. The fight choreography is damned fine too.

Join the Sect Today!


Does the Urumi from the Pathfinder Campaign setting work like a Whip or is it more like a Polearm? I have a player who uses one that thinks it is more like a sword with reach. I contentd that it acts like whip in that it doesn't threaten at reach.

--Vrock Salt!


Have any of you ever had PC's try to ride another PC? I think I've had a player try this in nearly every campaign I've ran (though it's the same group of players so that could be why).

For example a human Barbarian gets enlarge person cast on them by the gnome sorcerer and said sorcerer wants to hop up on the Barbarian and Ride them into combat (taking advantage of the Bbn's faster movement).

How would you rule that and why?

--Vrocking around the Christmas Tree


Ok had a situation last night while playing AoW Three Faces of Evil. My PC's had defeated all the cultists, tiefling guards, and priests in the Temple of Hextor save the High Priest Theldrick (Clr 5). Now Theldrick had an enormous AC due to his spells and armor (a goof I forgot that clr didn't have heavy armor prof anymore), so the PC's decided to grapple him.

The Cleric had a heavy shield and ONE free hand, Str 15, Dex 12, BAB +3, Ring of Prot +1, and the spells Bless and Divine Favor.
So his CMB is +4, CMD 17.

The PC Rgr 3 dropped one of his morningstars to grapple the Cleric and succeeded in beating the Clr's CMD. On subsequent rounds the Rog 3 and the Bbn 1/Sor 2 jumped in to help.

So here's the question, do the two additional grapplers add +2 (each) to the Rangers CMD when the Cleric attempts to escape the grapple? Or do they only Aid on the Rangers CMB check. I ruled the latter as the text says they aid on the Grapplers "checks."

PRD wrote:
Multiple Creatures: Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's combat maneuver check.

--Vrock Market Crash!


Is it just me or is the demoralize option of the Intimidates skill still too easy to pull off? DC 10 +HD +Wis mod is not very hard to beat. The 1st level bard in our campaign could reasonably demoralize a 10th level character with ease.

Easy example Bard 1 vs. Cleric 10 with equal starting Chr and Wis of 20 respectively. Assume all stat boosts are to Wis and target has +4 periapt.

Bard Intimidate mod is +9
Cleric DC is 23.

12 or above for a 1st level character to spook a 10th level character.

Would you add in any Bonuses to saves vs. Fear from spells, feats, or class abilities? Could you replace the HD and Wis mod with Ranks of Intimidate?

I have a 5th level fighter, a Hellknight NPC who has the heroic NPC array and +9 Intimidate score which is only equal to the Bard's (who rolled using the Heroic method of 2d6+6).

--Vrock and Awe


Check out the movie poster for Bruce Willis' new flick Surrogates...

Urgathoa's a hottie!

--Vrock Party!


What's the reasoning on this change? I though the whole point of Manyshot was to be able to deliver more than one ranged attack as a Standard action at a significant penalty?

--Vrocking Burst Bow!


Hey all, if you're interested in all manner of 8 bit/overclocked remixes of songs from radio, tv, movies, and video games you should really check out the Jump Button @ WHFR.FM on Thursdays at 6pm EST.

Check out this months feature the Themesong Throwdown (sitcom edition). You can also friend The Jump Button and awesome host Robbwith2bees on either Myspace or Facebook.

--Spacely Vrockets

Taldor (RPG Superstar 2011 Top 16)

Thank you for this item Paizo! I was just asking that someone remake the classic Wyvern Watch spell and here you go and deliver... SAME DAY even! And you even kept the alliteration!!!

--Paizo Vrocks the House!

Taldor (RPG Superstar 2011 Top 16)

James Jacobs wrote:
Sharoth wrote:
So what are your favorite SciFi TV series, James?

Currently? Lost.

My top five SciFi TV shows of all time would probably be:

1) Lost
2) Battlestar Galactica (the SciFi channel incarnation, not the original)
3) X-Files
4) Twilight Zone
5) Star Trek (Next Gen)

So yeah I stole this from another Thread but James got me thinking what mine were so here goes!

1) Babylon 5
2) Star Trek (TNG)
3) Farscape
4) Dr. Who
5) Alien Nation

Honorable mentions: Sliders, Stargate SG-1, Buffy the Vampire Slayer, Quantum Leap.

Here's a good article if you need to look up some... LINK

--Vrocket man!

Taldor (RPG Superstar 2011 Top 16)

Wow I'm surprised nobody's brought this show up in here yet! As a big fan of espionage and military fiction and TV this show is really great, especially all the little spycraft tips Michael Westin gives you throughout the episodes in narration. It has Bruce Campbell in it so it's automatic gold in my book! And Gabriel Anwar isn't too hard on the eyes! Gotta love a gal that makes things go boom!

I wanna Vrock... VROCK!

Taldor (RPG Superstar 2011 Top 16)

So the stalwart members of the SWORD defeated Demogorgon in a 12 hour marathon session laying the Prince of Demons low with well timed spells and a string of lucky crits (everyone, including me, were rolling Nat 20's like they were water). Even the help of Belcheresk and Demodragon were not enough to stop the determined band!

That said we're pushing on with the Seeds to continue this campaign into the Epic levels! Fisrtly the Sword is dragging Arendagrosts mangy hide to the Wells of Darkness to offer him to Ahazu. The groups Paladin who made the bargain in the first place kept the Tooth of Ahazu requiring the more powerful replacement (I upped the Maw of the Abyss up to 30HD and CR 25). Now Ahazu wants his Tooth back from the Paladin so he can realize his escape from the Wells of Darkness and bid for Divinity without undue scrutiny. When the group travels to the Wells, Ahazu will request an audience (through Elvorak, the only Keeper to survive) and demand his tooth back.

If the PC's refuse I've whipped up a powerful manifestation of the Demon Lord of Abduction and Night using the Shadow of the Void (see Epic SRD) as the base creature, adding a Night crawlers SLA's and the special abilities of Ahazu's Binders... Defeating this manifestation rather than skipping out on the original bargain will set Ahazu on the path to busting out Shattered Night. Enough time to get the Succubi War in full swing!

Has anyone else played past defeating Demogorgon?

--We will, we will... VROCK YOU!

Taldor (RPG Superstar 2011 Top 16)

Seeing a little doodle of the cover of Well of Worlds and having a Rebus in the same Blog tickled the whiskers of this greybeard! WoW was by far one of my favorite adventure anthologies from Planescape and I used every single one of those adventures... sometimes multiple times (Love Letter & Prison of the Lightbringer).

I remember the time when my PC's jazzercised through the Temple of the Titan Crius and the time they just obliterated the 3 pit fiends, balor and 2 mariliths of Blood Storm!

--I wanna Vrock. VROCK!

Taldor (RPG Superstar 2011 Top 16)

Although the Trap section goes into great detail about building big complex mechanical traps and their costs, they say nothing about Natural or Primitive Traps. 1000gp for a simple snare or a shallow spiked pit camouflaged with leaves is a bit much don't you think?

How would a nest of Kobolds or say a Ranger/Druid set up a small ambush site with a hastily dug hole, sharpened sticks and some quick and dirty snares? How long does it take? Certainly not a weeks time!

Unless you're leaving simple traps to the Snare spell a bit of advice for impromptu traps would be nice. I mean why have a Detect Snares and Pits spell if you don't have any snares or pits for it to detect?

--Caution: Vrock slide area ahead.

Taldor (RPG Superstar 2011 Top 16)

Having sold this AP as an urban based campaign I'm not really feeling A History of Ashes and Skeletons of Scarwall. I know some parties might be thinking of staying to lead the resistance against the queen but have any DM's plotted out how to accomplish this?

I'm in the planning stages of running CotCT in PFBeta and am trying to scrounge up others experience in running the path post 7 Days...

--We will, we will Vrock you!

Taldor (RPG Superstar 2011 Top 16)

Well the members of the Sword are one mission away from completing EomE (General Bagromar) and advancing the final stages to assault Gaping Maw. So my question is where would inserting the Bullywug Lich Orgrosh best serve the adventure? The PC's defeated him in Divided's Ire sending his accursed spirit back to Abyssm.

With many weeks past since that event the Lich has surely reformed and regained a measure of his power (after losing his army of undead and spellbooks). I was thinking assigning him to Bagromar as an aide, though I'm not sure if my group will end up fighting Bagromar at all. I could send him with Major Enderan and the JuJu hit squad giving them some much needed Arcane support. Captain Ulu-thurg could also use a bit of artillery to go along with the pitifully weak defenders outside Wat Dagon.

--Jingle Bell Vrock

Taldor (RPG Superstar 2011 Top 16)

Well Next weekend the Members of the SWORD are raiding Redfangs lair. Their new favorite toy is the Sorcerer's Superior Invisibility Spell. Also a few have items that grant True Seeing, so the Illusions are going to be bypassed quickly. I know that for the most part they normally shouldn't be able to communicate due to the spells restrictions but they have an item (Earing of the Wolf - DR334) that allows them to hear each other, so nix that limit.

Now With greater Planar Binding on Redfangs list I'll have a few bound Outsiders sprinkled through his lair (preferrably with True Seeing) and several Mental Alarms at the entrances and in his hoard room. Preferrably the bound minions will slow the PC's down enough that Sjternespise has time to get a wish off for True Seeing!

So what tactics would you use against the above tactics using Redfangs spell list as written? What would you suggest changing? I want the encounter with an Ancient dragon to be memorable without blatantly metagaming against the PC's abilities.

I'll already be maximizing his hit points (as my Barbarian's Leap Attacking Critical is 12d6+392!!!)

--Vrock star!

Taldor (RPG Superstar 2011 Top 16)

At first glance my only nitpick with Cleave is that the opponents must be adjacent to each other. That sucks. If I'm flanked I want to be able to hit both flankers with Cleave and thus it should be any opponents within reach.

--Vrocknrolla

Taldor (RPG Superstar 2011 Top 16)

Now I see why so many people said WoD is a weak spot in the STAP.

The Well of Ahazu encounters are just completely busted. The keepers have both teleport and dimension door memorized in an area of Forbiddance. The Tactics of said encounter also instruct to throw up Walls of Force in the Well... which is pretty dumb because they can only be verticle, not horizontal as the writer intended. The Custodians are missing their damage, the Warden of the Well is missing it's save DC's and is just asking to be disintegrated (the fate of every other retriever in my STAP so far). Is it awakened I wonder???

Now most of the statblocks I can fix, but tactics I have to completely re-do. That means changing out the Keepers spell selections.... sigh. Of course I probably need to do that anyway.

Anybody else running this catch more problems?

Taldor (RPG Superstar 2011 Top 16)

Where is this optional rule located? Also anyone who is using it, is it working out well or do your players hate it?

--Vrock the Vote!

Taldor (RPG Superstar 2011 Top 16)

Fellow DM's running the STAP, my PC's are just busting up the competition. At the moment I have 7 players (though only 6 regularly make it). Now my campaign idea was to run the STAP as a Planar campaign featuring a band of our old 2nd ed Planescape PC's.

I started with HBTM and am nearly concluded with SoS and the majority of my players will be 16th or 17th, which is spot on with the recommended advancement. My real problem is the PC's are just tough customers. With access to planeshift, teleport, windwalk and several known portals to Sigil the group has access to a planar metropolis for gear. Now I've only allowed them about a month of downtime in the span between saving Farshore (a colony of Signers on the Beastlands) and the abduction of the Umbra (alu-fiend love interest of the groups aasimar paladin, in place of Lavinia). Even so they are well equipped to fight tanar'ri and other evil outsiders sporting fiendslaying crytals, sacred, bane, and axiomatic weapons.

The Players...
-Arros Firebrand: male human Cleric 11/Demonwrecker 5 of St. Cuthbert
-Deek Blackhammer: male goliath Bbn 8/Ftr 4/Uncanny Trickster 3
-Duklar: male tiefling Scout 15
-Elyn: female star elf Sorcerer 15
-Kip: male gnome Cleric 3/Bard 3/Divine Trickster 9
-Sir Lucien Bradley: male aasimar paladin 17 (wings instead of mount)
-Yark: male half-orc Bbn 16 (has tooth of ahazhu)

They just tore through the Wreck… everyone but Vzorthys the Eye of the Deep was basically fodder. The Lemorians Captains could barely scratch the AC’s or dent the HP’s of the Paladin, Cleric, Scout, or Barbarians. Some of my PC’s can boost their ACs into the low 40’s, so even with +20 to 25 to hit I need 17+!!! The Goliath is annoying in that he took the Mage slayer and Pierce Magical Protections feats, not to mention his ridiculous damage output (large Goliath Greathammer and Leap Attack with 34 Str raging). The Sorcerer’s save DC’s are enormous (21 to 28 for the most part with her 30 Chr).

I have a feeling that few to none of the baddies as written further down the line will suffiently challenge them with out tweaking. So I ask you evil DM’s who’ve done just that to share some of your tactics with me.

Typical spells my PC’s use to great effect are Bolt of Glory, Disintegrate, Cacophonic Burst, Downdraft, Zealot’s Pact, Righteous wrath of the Faithful, Earth Reaver, Moon Bolt, Disintegrate, Field of Icy Razors, Rhino Rush, and Find the Gap.

Taldor (RPG Superstar 2011 Top 16)

I unfortunately need to cancel my Pathfinder subscription. If you could make that happen before volume 10 is shipped I'd be greatly appreciative.

I will be back though!

--Between a Vrock and hard place :-(

Taldor (RPG Superstar 2011 Top 16)

Even the PATHFINDER artists are getting it mixed up!

Notice the Blog about the Cheliax Faction? Why, oh why is an Erinyes energy draining a prisoner with a kiss??? Anyone?

Ah the Clueless. Even a Manes knows Succubi drain with a kiss and Erinyes don't.

Taldor (RPG Superstar 2011 Top 16)

Just a question posed to me by a player, but what good is a free metamagic feat at 1st level if you can't use it?

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