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what would you do in this situation ?
Moon Maiden -> hunter
so they are:
LYRUNE-QUAH MOON MAIDENS CR 5
As a standard action, the hunter can cho
SKLAR-QUAH THUNDERCALLERS CR 6
SKOAN-QUAH BONESLAYERS CR 3
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We did (looong time ago ie ADD 2) a class that looks like the Arcanist: the "Snowmaker" had a focus item (a snowflake) that contains the spells they could cast as the sorcerer does. They were also allowed to melt their snowflake and create a new one with different spells by taking a ritual at the Snow Academy. They where also able to cast more spells than defined by their level by melting the snowflake and losing access to the cast spell until they ran the above said ritual.
It sounds that our snowmaker could comme back by this way.
here are four goblins I made for this adventure:
Feats Goblin Gunslinger, Gunsmithing, Roll With It
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
* this goblin had a cursed item that gave him a +2 dex but this was quite dangerous for him (he needed the help of the others to catch the ioun stone and put it back in its box)
Feats Eschew Materials, Fast Crawl
this one is the weakest one, still the player enjoyed it with his ball of mud !
Feats Ankle Biter
Skills Acrobatics +1, Climb +6, Escape Artist +2, Fly +3, Intimidate -1, Stealth +5, Survival +5, Swim +6
Feats Extra Cantrips or Orisons (Oracle)
It was an hillarious game session.Reta started by licking a wonderful rock she just noticed. soon after, Poog decided to get the complete collection of the rock liked by reta. In the third round, the thief had his arse hitching and needed to rub it against a tree. And, on the last round, the sorcerer needed to pee (because of the sound of the water).
During the fight they rolled 3 fumble. Reta released her bow instead of the arrow. the gunslinger misfired and the alchemist threw a bomb (up in the tree) that came down directly on him. He managed to catched it and threw it again on the next round (2 ! on the dice) the bomb exploded just above his head, burning him to -1 hp. We all had tears in the eyes laugning. Memorable evening.
btw I decreted that gobs can only count up to 16. So the players got it quickly ang gave their dice result this way '16,8 to hide !" or "I still have 16 and 2 arrows left". Quite fun !
Mark Sweetman wrote:
this is pure genius !I'll use it this evening
thank you for your comments !
so basically it's a brunch of Cloaker with regen... 5 x CR 6 ?
the 1d4 CON is for the blood sucking version that is CR 10..
For one of my next session (in the stairs below caer maga) I was thinking about some kind of mix between an hydra and a cloaker. Every head of the hydra is a cloaker that can engulf a prey and retract in the shadow. The body of the beast is smaller than the one of a classical hydra and it can spider-climb.
the beast is 5 headed. I was thinking about something around CR8 ?
CN Huge aberration
AC 20, touch 11, flat-footed 15 (+3 Dex, +7 natural, -2 size)
Speed 20 ft., climb 20 ft.
During Combat the hydracloaker try to engulf as many prey as possible and then withdraw in her lair to consume them.
Str 21, Dex 16, Con 19, Int 14, Wis 15, Cha 14
Fast Healing (Ex) A hydra's fast healing ability is equal to its current number of heads (minimum fast healing 5). This fast healing applies only to damage inflicted on the hydra's body.
Multiple cloak-like heads rise from the sleek, lizard-like body of this terrifying monster.
I would say: yes/yes to your both questions.
About Int: Yes, I would give it the hive's Int (and wis and cha btw) unless there is a way to put it off remote control.and you are right for the skills.
I was wondering if you are using their score as they are in the books or do you calculate their "race bonus" and then buy points like a PC would do ?
I could also built her using the gargoyle race (described in the advanced race) augmented with the half succubus template. In that case, I could use these abilities adjustments: Str +2, Dex +2, Con +8, Int +0, Wis +0, Cha +6 and spend 15-20 pt to buy her abilities.
Do you customise the abilities of your monsters ? often ? never ? only for npc ?
BTW, the gargoyle race is weak in comparison with the gargoyle score. by the rules of the 3.5, the race adjustements should be Str +4, Dex +4, Con +6, Int -4, Wis +0, Cha -4
Nice job !
I would say CR2 or 3.
hello ! thank you for your comments.
Now about her (any idea of a name BTW ?)
for her special abilities:
I was also thinking about rogue, but monk could be fun too.
Her secret goal is to take control of all the wild gargoyles that lives close to kaer Maga.
-sorcerer. I also though about that but she will not gain any bonus from her bloodline :/
for your information: here she is:
Gargoyle-Half succubus CR6
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
Speed 40 ft., fly 80 ft. (good)
Space 5 ft., Reach 5 ft.
Str 15, Dex 16, Con 20, Int 8, Wis 13, Cha 15
I just got my copy of the Mythic adventure and quickly I had the feeling that this AP was almost a Mythic one.
the epidemy is the perfect moment of the ascension.
the queen is definitively a mythic foe (and Rols might be one as well)
cindermaw is a mythic creature as well as the dark sphinx of the arkona's dungeon.
what do you think ?
Douglas Muir 406 wrote:
exactly what I've done. And I put Rolth in the role of the mad scientist hwo product them.I also made the clones based on the missing lover of one PC (camping trait). He did not yet realize that . insert evil grin here >:)
Still I don't understand why Bahor did not tell them about the sphinx. He want to use them after that moment right ?
This is my own humble opinion:
First of all, DPR is not the most important value to estimate the viability of a character. Fun of plying it is !
2nd: If you goal is to make a dmg dealer. go for a 2H weapon + power attack + improved critical + specialisation... and you will get a dull pc that makes a lot of dmg.
3rd: if you go for a tank. take a rapier and a shield. This way you will make as many crit as possible and you will keep an higher AC.
and now to answer your question. with a 15builtPoint character:
I hope this helps you
I suggest this because I cliked the wrong button twice(*) during the last game and the undo function don't work with the roll init :/
What do you think about ?
(*) (yeah, I know. I don't learn from my mistakes)
did they already met the wererats ?
I also had a LN caracter hwo become sick with the plague. So he turn himselft to the hospice (as it is required by the queen's eddict). After one day in, he noticed that the hospice was not te good place to be cured.The player used his torment point to get his charisma back and pretended that he was cured. The doctor came to him and let him go (with, in fact a stronger version of the disease)
sorry but I don't like it :) I feel that this linear progression of the earnings with the skill rolls is just wrong and don't fit the economic system of the game.
I don't know if it needs to be fixed but I feel that the skill rolls should be cap by the size of the settlement and the ratio of the results should be exponential rather than linear.
still, 4gp for a 40+ skill check sounds very low.
I just downloaded my version of the Ultimate Campaign and the Downtime system puzzled me.
4 vs 150 ?
how to explain such a difference ?
note that a 5th lvl gnome alchemist can make several potions (with the proper tools and feats) on a working day and can earn much much more money than that.
1) Your druid can find interrest in the sewers (full of wild life) the seacost (quite obvious) or even the gray district (not everything is an undead over here). In the first she can meet the wererat, and in the last she can help fighting the undead.
2) in my campaign, they also tried to ask the guard to act. Cressida told her she needed more proof to act and send them to investigate (as it is suggested in the book in fact) and they reached the temple directely by the sewers (thanks to the wererats)
I don't see why giving the BBEG 100% more HP is more acceptable in term of rules coherence than giving more action to the "last one up in the fight". Imho, Giving him more limited use abilities is a complete waste of time if the fight run for 2 or 3 rounds he will not be able to use them anyway. That's exactly my point in fact. A group of six lvl-5 can bring down one 10th Cleric with almost no pain even if the cleric can cast column of fire. Because she will cast one, then she will takes 6 attacks/spell before she can act again...
I also like the hero point idea, but I'm affraid my players will ask for them too :-)
@Joshua. I think they are 2 level lower than expected by the start of this 3rd book. We are playing tonight (Laori encounter + emperor may be) I'll see how it run.
thank you all for your inputs !
it sounds like a skill challenge to me. You might need to fix the DC for each of them.
what about something like this ?
1) spot the stuff. (perception or appraise DC 10?) Failed: nothing to steal. Succeess: you can continue. critical success: get a +2 for the end of the challenge
half elf Magusgnome alchemist
human cleric of pharasma
human lure cavalier of the secret order
human wiz, specialized in evocation
they had 25pt. yes, I know it's too much. My main big mistake
for the NPC and monsters I'm using the conversion suggested on the forum. They are lvl 5 at the beggining of the 3rd book. And I did add a little bit of gold (10%) during the first part of the AP.
Thank you :)
Guy Ladouceur wrote:
You are absolutely right (and this is one of the worst thing in the 4th ed, the difference between encounters and pc)
I might change my suggestion this way. "when one team is fighting at one vs many, the one can act twice. It reflect the last stand heroic fight, even for the npc" in this case the rule is the same for everyone (pc included)
Adding level or feats and so on, don't seems a good idea. Of course you will change the stats, but the fight by itself will not be that different. (in other words, the high priest will still cast one spell on her round and higher is her level and higher are the risk of a TPK imho)
thx for your comments anyway !
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