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OK, so I'm running a large group of 7 PCs through the an Adventure Path and when they find the time to buy gear it usually takes a good chunk of time that I'd rather spend actually playing. I'm trying to come up with a way to not only lessen the GMs workload, but to further involve the players between sessions by having them explore and learn about the world of Golarion. It will also teach them to think like their characters in order to solve problems within the context of their campaign world rather than just having a player look through the books to find the perfect item and casually stroll into town and expect it to be there.
Obviously the core assumption is PCs will have roughly X Wealth-by-Level in order to take on the appropriate challenges for their Average Party Level. So treasure found while adventuring that isn’t immediately useful or doesn’t fit what a player wants is sold off for half its value. Enterprising PCs can take Crafting feats in order to minimize this loss and basically swap out unwanted gear at the cost of some downtime. For everything else though we ask, “what can a character reasonably find when they walk into a marketplace?” Let’s find out!
We have the rules in the Game Mastery Guide (GMG) for Settlements, which has the Base Value and Purchase Limits that are adjusted by the settlements size, type of government, and special qualities and disadvantages. There’s also a number of items that are supposedly above the base value of the settlement available, though it’s probably a better place to add in special items native to that region/settlement or items you might want to entice your players with. I call those the “featured items” discovered when PCs attempt Diplomacy checks to gather information. We have the wonderful appendix tables in Ultimate Equipment (UE) that break up consumable items like potions, scrolls, and wands into common and uncommon, as well as dividing the minor, medium, and major labels from the Core Rulebook (CRB) further into greater and lesser.
Between these resources we can determine a baseline for what a given marketplace reasonably has for sale. The Base Value of a settlement says that at any given time there is a 75% chance to find any item under that value. Easy enough but should ANY item really just be available? I think it strengthens the verisimilitude of the game world if items and spells that are labeled uncommon and greater are a little tougher to dig up, say only 35%. Another question which isn’t directly answered by the above resources is how many of a given item are available. Sure a scroll of resurrection is available at the local temple, but what if the PCs ask for 10? Though it doesn’t come right out and state it, the settlement’s Available Magic Items line has an appropriate number of items for a given category listed already!
So now that we know the availability and number of items we can find what happens if we don’t find a given item? The rules say you can try again in a week of game time. How about if the items aren’t in the CRB or UE? Maybe they’re in the Adventure Path back matter, the Campaign Setting book, or the Player Companion line for that AP (or your home setting). If the item is appropriate it’s more than fair to consider it common and to sort it into at least the minor, medium, or major categories. If its from a source that isn’t necessarily connected or completely unassociated (an Ulfen item in a Mwangi village for instance) feel free to consider it at least uncommon, but some items could easily be rare (available only 10% of the time), or even unique!
So how do you curtail a Player scouring through their entire library, or the d20pfsrd.com, for just the right item to thwart your BBEGs weakness or to shore up a weakness of their own? Well here’s where you can try to detach the player from the straight game mechanics and make them think as their character would. Would a rough and tumble brawler from the docks who grew up poor with no formal education know about the hand wraps of holy fire the ascetic monks that live on the other side of the sea wear? Maybe with enough ranks in the appropriate Knowledge skill. For common items appropriate to your campaign a typical adventurer who is a cut above the average person after all should have at least a shot at making a successful Knowledge check.
DC 10 is appropriate for any common spell that can be made into potions or wands (at most 3rd or 4th level respectively) or any lesser minor items that fall into the Arms and Armor, Rings, or Wondrous Items categories.
Beyond that a PC will need to not only make more difficult Knowledge skill checks, but they may even have to do research. This is a great way to teach them that paying attention to the details of the campaign world is important! Did they save a burning library or perhaps get the cart of a traveling merchant unstuck from the mud? NPCs can provide Boons by assisting in making skill checks the PCs don’t have access to, provide clues to where such items might be found, or even brokering the deal and retrieving the item for the PC while they continue adventuring!
In order to do this the PC must take the initiative and figure out how their character would interact with their fellow party members who can make checks for them and NPCs or other in-game resources to provide a short narrative on how they discovered the item they want and how they are going about tracking it down. Its up to them to determine the best Knowledge skill and PC/NPC/in-game resource to use. In between sessions they relate their narrative for you to determine the DC of the skill checks needed and the availability the given item. Then you can allow them to make the rolls out-of-game or at the beginning of a session.
So in our above example the dockside brawler is looking for something to make his unarmed strikes more effective against a Water Yai Oni that’s been terrorizing the fisherfolk near a sacred islet along the coast. The party bard having identified the weakness of the Oni with a Knowledge (planes) asks the cleric for items that do fire or holy damage. The cleric makes a Knowledge (religion) check and identifies the hand wraps of holy fire of the distant monks. Earlier in the campaign the brawler and the party recovered some cargo from the local thieves guild for a ships captain who frequents their port from a city across the sea. The PCs then ask 1) is the captain in port, 2) does he have the item for sale, or 3) can he retrieve the item?
The GM now determines if the item is appropriate (common, uncommon, rare, or unique), the chance the captain is in port and has the item for sale (availability), and the DCs of the Knowledge checks involved. Everyone makes their rolls and go from there.
The GM could also use this opportunity to deliver a side trek to the party. Say the captain doesn’t have the item but could retrieve it but needs an important passenger (an investor in his ship) entertained and protected in the city while he fetches the item for them.
So given the various categories what do you think are appropriate DCs are for items beyond common and lesser minor?
While using it's ethereal jaunt ability does the phase spider rogue attack as invisible thus gaining sneak attack because it's ethereal until it attacks?
Also do readied actions against the rogue go off before it attacks or after as it uses it's move action to return to the ethereal?
Ethereal Jaunt (Su) A phase spider can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or as part of a move action). The ability is otherwise identical to ethereal jaunt (CL 15th).
--NOT Vrock solid
As I read it the second paragraph of martial maneuvers still applies to using the ability at higher levels.
"If the ability is triggered before the duration expires, the brawler loses the previous combat feat and gains a new one in its place."
Specifically when a 6th level Brawler is eligible to have more than one martial maneuver going at a time can they start using a feat in round 1 as a swift, then in a later round begin using a second feat and continue the first? Or does the second use of martial maneuvers end the first feat as it did from levels 1-5?In other words does the brawler have to start using two feats simultaneously with the greater action cost or can he use for example Dodge in round 1, then in round 3 when he gets blinded use a swift to gain Blind-Fight? Does Dodge end when he uses martial maneuvers again start Blind-Fight?
According to the text a brawler gains a combat feat at 2nd and every 2 levels afterward, but that isn't relfected in the chart. What is reflected is the bonus feat swap progression at 5th and ever 3 levels afterward.
Is the 2nd and ever 2 bonus feat progression correct or should it match the swap (2nd and bonus every 3 levels after, begin swapping at 5th)?
--Figure Four Leg Vrock
For those of us with groups larger than four I know I'd like to have some additional powers to grant them with their own Terendelev's Scales.
Cloaking Mists: Three times per day as a standard action, a scale can be used to cast obsucring mist. While concealed in the mists the scale grants the effect of the Blind-Fight feat to the bearer.
Graceful Movement: Three times per day a scale can be used to cast feather fall. Alternately as a standard action, a scale can be used to grant the target a +4 competence bonus to Acrobatics and Fly checks for 1 minute.
--We will, we will... VROCK YOU!
We're looking for all of you who worked the demo booth this past weekend, especially the Tier 3-5 GMs who didn't work all 7 slots. Meeting everyone was such a rewarding experience that keeping in touch is a must.
So message me here or find me on facebook or twitter (info in my profile)!
--I wanna Vrock! VROCK!
The Scrollmaster’s Ransom
The Scrollmaster’s Ransom is an urban investigation and dungeon exploration adventure for 5th level characters, written for the Pathfinder Roleplaying Game. Characters should reach 6th level by the end of the adventure using the medium experience track.
One of the most fervent believers in the superiority of Druma over the dwarf kingdoms is Vianella, Banker of the Countinghouse of Abadar in Peddlegate (LN female human aristocrat 4/ cleric 5 (theologian)). The ambitious Kalistocrat is the daughter of the powerful Archbanker of Kerse and a popular political figure successfully negotiating several advantageous trade contracts with the city’s stubborn dwarves. Vianella’s research for the trade talks uncovered a vague reference to what she believes is a priceless cultural and religious treasure held by the dwarves belonging to Druma. The faded contract dating back to the Kerse Accord, purports the Resplendent Bureaucracy commissioned the dwarf wizard Eodrakk, master limner of Tar-Kazmukh to illuminate a vellum scroll with precious metals and powdered gemstones. The completed masterpiece contained a hitherto unrecorded prophecy by the First Prophet Kalistrade. Eodrakk mysteriously withdrew from public taking the scroll and locking himself away in an extradimensional vault along with several other priceless written works eventually transforming into a lich. Records of the lich Eodrakk Tomehoarder are now rare and only mentioned in whispers among the sages and librarians of Tar-Kazmukh, though never to outsiders.
Intent on uncovering the lich’s vault Vianella spent a small fortune consulting with otherworldly beings before acquiring the description of the vault’s key, a gilded folio hidden in plain sight among the rarities collection of the Arcane Library. Utilizing her corrupt political network, Vianella tasked the local Mercenary League Captain to commission a group of thieves to steal the folio from the Arcane Library and uncover the location of the lich’s vault. The thieves successfully reached the vault, secreted away among the shifting “Lost” libraries but their intrusion awakened the dormant guardians left by Eodrakk to defend his treasures. Its primary guardian, an advanced crypt thing wizard 5 (scrollmaster), dispatched three of the interlopers but one managed to escape with the key. Preparing for the thieves inevitable return, the Scrollmaster placed guardians and traps throughout the Library while abducting the tattooed librarians known as the Blue Warders one by one, imprisoning them in Eodrakk’s vault.
The following day visitors to the Arcane Library found an emblazoned parchment upon the levitating corpses of the human infiltrators at the entrance. The Scrollmaster’s ransom calls for the return of the key and those responsible for its theft lest every Blue Warder slowly die. Fearing the collective loss of centuries of knowledge and expertise the Sage’s Guild of Tar-Kazmukh immediately dispatched a representative to post a reward for the return of the stolen rarity and a bounty on the heads of its thieves at the dwarven embassy of Peddlegate, the nearest human city.
Book One: Peddlegate, Druma
Chapter 1: Dwarven Embassy, Undercity
Leaving the embassy for the Uppercity to begin investigating the PCs may notice a patrol of Mercenary League soldiers tailing them instructed to observe and report on any “adventuring types” visiting the Five Kings embassy. The PCs have the option of confronting the Blackjackets, questioning them, fighting, or losing them in the warren of the Undercity’s tunnels.
Finding the thief and discovering who ordered them followed are all challenges the PCs must overcome in Peddlegate. Successful Diplomacy checks to gather information about the dead thieves reveals the name Narsio of Xer (N male human rogue 4 (burglar)), while a Knowledge (local) check informs the PCs the group used the Pick & Quarrel tavern as a meeting place and Blackdamp Hollow, a dangerous mine outside of town as a rendezvous and drop site. Further Diplomacy or Knowledge (local) checks reveal the name of the Cassodan, Mercenary League Captain of Peddlegate (LE male human fighter 6).
Chapter 2: The Pick & Quarrel, Uppercity
Unfortunately a patrol of Blackjackets waits outside the tavern ready to grab the thief for Cassodan who has learned of the bounty. The watch officer charges Narsio with robbing the Countinghouse of Abadar and threatens to arrest the PCs as accessories if they interfere. The Officer directs PCs displaying the dwarven warrant to Captain Cassodan’s office. If they allow the mercenaries to take Narsio they may follow (or track) the patrol to the Countinghouse instead of the city jail.
Chapter 3: The Countinghouse of Abadar, Uppercity
Once inside the PCs eventually encounter Vianella, Banker of Abadar and Captain Cassodan. Vianella avoids admitting involvement right away focusing blame on Cassodan. If the PCs believer her bluffs, she instructs Cassodan to return the folio which he states remains at Blackdamp Hollow. If the PCs follow him they are ambushed by Blackjackets who attempt to force them into the hazardous mine complex. If the PCs see through her lies she turns the tables admitting responsibility and asserting her right to recover a priceless cultural heirloom from the dwarves. She sympathizes with the unfortunate plight of the Blue Warders, but reminds the PCs the guardian is an evil undead abomination. She attempts to bribe the PCs, utilizing her pet carbuncle’s abilities if necessary, into destroying the vault’s guardian, rescuing the librarians, and retrieving the lost prophecy of Kalistrade for her. Failing that she releases the folio (and Narsio if captured) warning the PCs she is a terrible enemy to have. If her protectors are defeated she states her father, the Archbanker of Kerse already knows her plans should she go missing or be found dead, and will bring every means at his considerable disposal to bear against them.
Blackdamp Hollow (Bonus Location):
Two miles north of Peddlegate lies the abandoned mine complex known as Blackdamp Hollow. The mine once produced a steady stream of coal until the miners broke into a gas pocket causing a violent explosion. Fires smolder deep below the surface and noxious vapors periodically belch from the mine as burning skeletons and beheaded, the remains of the accidents victims, find their way out of the lower mines to wander the area. Elders tell tales of Hot Rolgar, a forge spurned brooding in the fiery depths collecting the souls of fools entering the Hollow to appease Droskar and end his suffering.
Dragon Road (CR 7)
Book Two: Tar-Kazmukh
Chapter 1: The Sage’s Guild
If the PCs accept the offer the Sages describe the Arcane Library’s layout explaining it has a limited awareness of creatures within its wings and their worthiness to enter the “Lost” libraries. They also provide the PCs with wardstones to bypass some of the Library’s passive defenses. Failing too many of the Library's tests of knowledge or skill results in being returned to the Great Hall.
The wardstones are used to grant a +5 circumstance bonus to specific skill checks used to exit rooms in the “Lost” libraries of Tar-Kazmukh.
Chapter 2: The Arcane Library
PCs examining the folio find it is a primer on the virtue of charity and the sin of greed written in Ancient Thassilonian. The folio holds clues to finding the lich’s vault and the path through the Library to get there. Narsio reluctantly guides the PCs from the Great Hall along the path his group took if forced. However they must contend with the Scrollmaster’s surprises including new magical traps and guardians in rooms that previously held none.
Examples of Lost library chambers:
Arcane Archives (CR 6)
Creatures (New Monster):
Scroll Golem CR 3
Scrolls used repeatedly by apprentices learning to scribe sometimes gain an ability similar to a wizard’s arcane bonded item, able to cast a single spell written on itself once per day. Arcane colleges and universities use these scrolls to teach the construction of true golems to students. Scroll golem bodies are typically made of scrolls with calligraphic spells such as explosive runes, sepia snake sigil, or even symbol spells. Divine versions typically utilize a glyph of warding.
Scroll Burst (Su): Once per day the scroll golem can use the spell imbued on itself to affect all creatures in a 15-foot cone.
Chamber of Cartography (CR 5)
The Reading Room (CR 6)
There is a chance the PCs encounter the Scrollmaster checking on traps and guardians. If attacked the crypt thing uses teleporting burst followed by a quickened dimension door to escape. If presented the key and prisoner the Scrollmaster speaks, “Deliver the ransom to my master’s vault and the hostages release is assured.” It then uses a quickened dimension door to leave.
There is also a chance the PCs encounter Vianella and six Blackjacket officers even if they took her offer. With time to study the folio and take notes before the PCs claimed it, she learned the path and decided to retrieve the prophecy not trusting it with nonbelievers. If attacked the Kalistocrat attempts to enter the next chamber covered by a pair of mercenaries delaying the PCs.
Use Vianella’s group if the PCs are having an easy time of encounters. If not defeated or captured before reaching the vault she enters the chamber alone attacking the PC holding the folio.
Chapter 3: The Vault of Eodrakk Tomehoarder (CR 8)
If the PCs turn the prisoners over, the Scrollmaster it claims the key, opens the vault, and places the thieves in oubliettes the Blue Warders currently occupy releasing the librarians. If the Scrollmaster is destroyed the PCs can use the key to enter the vault.
From the entrance a raised stone walkway circles halfway around the vault ending in stairs to the lower portion of the chamber. A half dozen iron grates in the floor open into deep cells where the weakened Blue Warders cry for help. A great stone throne at the center of the bowl shaped room sits before a mithral lectern upon which perches an ancient illuminated scroll. The vault’s niches and alcoves surrounding the throne are filled with all manner of exotic writing tools, fabulously colored inks in bejeweled vials, spellbooks, scrolls, bowls of gem dust, sheets of gold and platinum foil, marvelous pigments, and several other wondrous items. When a creature sits upon the throne a magic mouth activates:
”For surviving my guardians choose one item from the vault except the accursed scroll. Let it be known Eodrakk Tomehoarder has taken interest in you.”
The Script of Avarice
The Pools of Iridescence
The strong, supple, and well-practiced hands of the Pools’ attendants are second only to the ministrations of its most recent addition, the “Aromamancer” Majet. The gnome sorcerer claims her prescriptions of mineral laden mud baths or sessions of leeching draw ill humors from the body and restore tranquility with the application of exotic, essential oils. Many of Lackthroat’s most prominent citizens frequent the Pools of Iridescence to socialize, trade gossip, and receive daily treatments from Majet.
The truth however is always more sinister than idle rumors let on. Majet hails from the capital of Starfall where her family of perfumers had fallen in vogue with the Black Sovereign’s court. Exposed to the bizarre, addictive serums and tonics by members of the Technic League the impressionable youth soon manifested sorcerous abilities and the manipulative arcanists indoctrinated her into their cabal. Piqued by multiple addictions, Majet’s intrinsic gnome curiosity fixated on the pursuit of the “perfect” drug. Auspiciously she happened across reports of an ooze-like creature encountered near the Egelsee River whose mere touch brought about symptoms of withdrawal within hours of contact. Intent on finding, capturing, and studying the creature she needed a suitable location for her research and hired on at the Pools of Iridescence. Majet quickly assembled an alchemical laboratory and quarantined the unusual amalgam creature in a cistern below the facility.
Majet has since translated her research into a drug made from denaturing newly split cocktails in a series of alchemical baths and distilling the result. While not as powerful as direct contact with the ooze, the drug produces an effect only the Aromamancer’s special treatments are able to sate. Bribing the lax authorities of Lackthroat with the coin, influence, and secrets she pries from the subjects of her secret experiments, Majet has yet to arouse undue suspicion in a town where living in excess is the norm.
Taking advantage of her short stature, the gnome inconspicuously observes potential victims from within the heated open spaces of the bathhouse’s interior walls using bars of seer’s soap (R1). Majet uses spells to take the forms of several distinct human bathhouse attendants to eavesdrop, leave the Pools unnoticed, or even recommend the Aromamancer’s treatments as the answer to any or all mental or physical maladies. Chosen victims receive exclusive invitations to the Aromamancer’s suite where she subjects them to drug laced balms, incense, and oils beginning a slow cycle of dependence intent on siphoning off more than just impurities. Majet also employees strong handed enforcers (LE male monk 2, Initiate Gamemastery Guide 274) posing as masseurs to keep troublemakers away. She feeds persistent addicts unable to afford her remedies to the ooze in order to produce more young and more of the drug.
Majet’s latest mark is Yala of Aramor, daughter of the Battle-Chaplain of Gorum's holy citadel. Sent to the Pools of Iridescence for pampering before her journey to Starfall, her scheduled arrival in the capital is far overdue. The battle princess is fated to become one of the Black Sovereign’s many concubines. If she is not presented as tribute to Kevoth-Kul in the next fortnight, the barbarian king threatens to withdraw his troops from the citadel. The Battle-Chaplain and his faithful would then be left to fend off the foul demons of the Worldwound with only the Lord in Iron for support.
The Boiler Room (CR 8)
The door leading to this room is locked (hardness 5, hp 15, Break DC 16, Disable Device 20). The ceiling rises 10 feet above the platforms and the wet masonry walls require a DC 25 Climb check to traverse. The pipes overhead (hardness 10, hp 10, Break DC 24) are held by iron rods in the ceiling’s mortar requiring a DC 20 Climb check to hang from and support up to 250 pounds before falling. The filthy water in the room acts as a deep bog. The iron sarcophagus (hardness 10, hp 60, Break DC 28) is secured with an average quality padlock (Disable Device DC 25) and can be lowered into the water as a move action and raised using two full round actions on the chain winch along the wall.
Creatures: The gnome sorcerer Majet along with two of her water mephit minions have Yala of Aramor (N female human aristocrat 4, Noble Scion Gamemastery Guide 288) unconscious and locked in the iron sarcophagus preparing her for immersion with the egelsee cocktail. Should intruders enter the room Majet orders the mephits to delay them with their ranged spell-like abilities. She moves to the boiler controls and readies an action to trigger the trap when the PCs get into range of one of the nozzles along the ceiling. The egelsee cocktail moves to attack any creature in or on the water, surfacing to bring its stench aura to bear. If no creatures enter the water, the mindless ooze waits 1 round before using its glob attack against the nearest creature. If the PCs make it across the water, Majet or any surviving mephits drop the iron sarcophagus into the water where its occupant immediately begins to drown (at initiative count 0). They then attempt to escape out the secret door (Perception DC 20) behind the boiler leading to area 4.
Egelsee Cocktail CR 5
Majet, Tainted Sorcerer CR 3
Water Mephit (2) CR 3
Trap: The steaming copper boiler (hardness 10, hp 20, Break DC 28) magically heats the pools and rooms in the bathhouse above. However, with a turn of the correct control valves it can release a limited number of steaming blasts each day from one of six nozzles along the pipes on the ceiling. A successful DC 27 Disable Device or DC 20 Use Magic Device check activates the trap remotely. A failure by 5 or more randomly activates the trap (roll 1d6 to determine the point of origin). A sundered boiler or broken pipe discharges the highest available burst and disables the trap until repaired.
Steam Pipe Blast CR 3
A long, mustard colored tongue lashes out from the maw of this enormous, amphibian horror. Its mottled brown skin undulates as hundreds of frogs burst forth from mucus filled pustules carpeting the ground at its broadly, webbed feet.
Yellowtongue Hulk CR 4
The yellowtongue hulk is a menace to any territory it invades. Its wide, flat back froths with spawning frogs that claw their way through the thick mucus of its pockmarked skin. This disgusting form of reproduction serves as a lure for smaller prey looking for easy meals. The spawn also act as a defense, nauseating creatures attacking the yellowtongue hulk. The thick mucus even provides a resistance to fire. The yellowtongue hulk is 8 feet long and weighs 1,500 pounds.
The yellowtongue hulk hungers for the flesh of goblinoids, infiltrating lairs to choke down whole tribes in gluttonous orgies. Those that escape often carry yellowtongue sickness, spreading it to neighboring lands as displaced goblins raid hamlets and coastal cities in desperation. Fortunately the yellowtongue hulk’s hundreds of diminutive spawn are simply mundane frogs or the forests and rivers of the world would be inundated with monsters. However, yellowtongue hulks do breed true in a gruesome mockery of barghests who often rule over lesser goblinoids.
In 4217 AR the yellowtongue sickness ravaged Avistan killing thousands. This disease was pivotal to the fall of the Empire of Zog, a goblin realm in the River Kingdoms. Today there are yellowtongue hulk sightings in all branches of the Sellen, the Conerica River in Isger, and even as far west as the Yondabakari River in Varisia.
Horology (Sp): A forecaster establishes a bond with an ornate timepiece such as a clock, hourglass, or sundial in which they store spell effects called predictions. A forecaster prepares spells by calibrating the timepiece and casts his spells by reading the device. When a forecaster prepares his timepiece, he infuses it with a tiny fraction of fluid time — this creates powerful effects, but also binds them to his timepiece. If a forecaster attempts to cast a prediction without his bonded timepiece in hand, he must make a concentration check or lose the prediction. The DC for this check is equal to 20 + the prediction’s level. A forecaster keeps a list of all of his predictions in a special tome called an almanac. This modifies the alchemy ability.
Summon Paradox (Sp): At 1st level a forecaster can call upon his own future to aid in the present creating a short lived paradox. As a full round action the forecaster summons a duplicate of himself with his full hit points, copies of his current equipment, and is treated in all ways as a summoned creature. The forecaster and his duplicate share all limited class abilities such as bombs and predictions as well as consumable magic items or items with charges. A forecaster can summon a paradox for a number of rounds per day equal to his level + his Intelligence modifier. When the paradox ends the forecaster is staggered for a number of rounds equal to the duration of the paradox. This ability replaces mutagen.
Better Late Than Never (Su): At 2nd level during any surprise round where a forecaster would not normally act due to a failed Perception check he acts last, regardless of his initiative result (acting in the normal order in following rounds). This ability modifies swift alchemy and replaces poison use and swift poisoning.
Tightly wound (Su): A forecaster gains a +1 insight bonus to initiative. This bonus increases to +2 at 5th level, and +3 at 8th. This ability replaces poison resistance.
Temporal Burst (Su): At 10th level the forecaster may take a standard and move action (or full round action) in a surprise round. This ability replaces poison immunity.
Discoveries: These discoveries complement the forecaster archetype: delayed bomb, eternal potion, extend potion, fast bombs, and spontaneous healing.
Verdant Crown of Oak and Iron
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?
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:
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
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.
*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!
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.
Hoarfrost Throat-Tearer, Shapeshifting Huntsman
Hoarfrost Throat-Tearer CR 7
Grave Robber (Rogue)
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.
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.
Well my 1st level PC's went straight for the ruby with crowbars. I rewarded them with 2d6 magical backlash damage and an elevator malfunction. It moved suddenly clueing in PC's outside of it (half the party) to either jump in or get left behind. A round later, the entire party in tow, it dropped 60 feet in a herky-jerky fashion. A Reflex DC 20 negated 1d6 of nonlethal damage.
The lower levels encounters have forced them to rest for the day again, but short of following a winding path descending into the Darklands they have the option of trying to repair the elevator.
So should a simple Disable Device check do the trick, or would some additional Skill Challenge-esque tasks need to be added? Some knowledge (arcana or engineering) checks? They still have not deciphered the riddle so casting the enchantment spell or successful UMD check should still be required to operate the elevator. The party has Knowledge in Religion, Arcana, Dungeoneering, Engineering, Nature, & Local.
--Technical Vrock Out
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.
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.
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."
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
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
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.
James Jacobs wrote:
So yeah I stole this from another Thread but James got me thinking what mine were so here goes!
1) Babylon 5
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
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!
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!