Sins of the Saviors (GM Reference)


Rise of the Runelords

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You know, if you give the dragon the spell-warped template (I believe that is it from MM3), then you have a great fight on your hands. The PC's went for about three hours with the damn thing before they killed it in a lucky series of die-throws.

Bastards.


William Bryan wrote:

I'm looking to hear some interesting ways that DMs segwayed "Fortress of the Stone Giants" with "Sins of the Saiviors". What happened for you in the middle of these two adventures?

Darn it.. I had a good long answer to this but problems with someone messed with the computer and the post disappeard. Trying to remember all the stuff I wrote..

First of all if you run AP like it is written there is no "chilling time" between these two. The sinkhole appears at the time when PCs kick Mokmurian's stony ass. Then they come back Sandpoint and investigate the sinkhole. But you asked what other GMs have done between these books. Here are some ideas:


  • If some of your PCs have romantic relationship with NPC it is good roleplaying stuff between these two books. Maybe he/she was kidnapped by the giants and was saved by PCs. Now they want to get married. Then in a middle of wedding the sinkhole appears. Or maybe they are on a wedding trip and they hear about the accident at Sandpoint. The first quarrel between happy couple is ready..

  • PCs found library about Thassilon at the end of the FotSG. They have to do a lot of researching before next book [hopefully they got curious about Karzoug and Thassilon]. Maybe Brodert Quink also wants to check library and asks PCs to escort him to the Jorgenfist. When the expert is researching someone [Shalelu is logical choice] from Sandpoint contacts PCs about mysterious sinkhole. PCs maybe have learn something about "traitor Xaliasa" and they want to check Catacombs of Wrath ones more. "Enemy of an enemy is friend" right?

  • Social business. If PCs still have the stewardship of the Fort Rannick the mayor Grobaras wants to know why they have left the fortress. If PCs have relatives in Magnimar you can run something with them. "Son, where have you been and why didn't you tell us beforehand? Saving the Sandpoint and whole Varisia from giants? Don't make me laugh."

  • If some of PCs have long lost siblings maybe they were in Jorgenfist as prisoner. Now they have found each other again and there are lots of stories to be shared. Maybe sibling wasn't prisoner but Mukmurian's subortinate and wants revenge.

Hopefully these tips help you. I haven't tested these because my party hasn't reached this point yet.
I'm not sure will I use these or run AP as written [without chilling time] or will I give some time between these two books.


Blue_Hill wrote:
{Great Stuff}

Thanks! - this is exactly where I'm at. I had some good researching ideas, plus they know about the Dwarven Crown that's worth a bundle in Janderhoff, but more is better when it comes to RP'ing ideas!


Majuba wrote:


Thanks! - this is exactly where I'm at. I had some good researching ideas, plus they know about the Dwarven Crown that's worth a bundle in Janderhoff, but more is better when it comes to RP'ing ideas!

Nice to hear these helped you. ^^ Now my group is middle of SoXS and this point is happily behind. I run some funny roleplaying moments with nine saved dwarves and trip to return the Crown. I run this trip without planning it and one of my players said that that session was the worst session on whole AP. So plan it carefully. Something to do all players. In my group rogue returned the crown, fighter bought dwarven ale to Rusty Dragon and cleric... chatted with clerics of Torag. So only rogue had something really interesting job to do. For defence I have to say that I improvised whole session. Still it wasn't that good idea.


E The Cleric wrote:

First off, when the PCs kill Mokmurian and Karzoug speaks through him he never directly mentions his own name. At what point do the PCs realize that Karzoug is the one in control of all of the things going on? I think that my players might not entirely understand that the main villan is ideed Karzoug due to very few refences of him previously

luckily, my party has a loremaster that speaks ancient Thassilonian. her thick black rectangular framed glasses do make her smarter. (think Yomiko Readman or Sosuke Aizen)(too bad the DM said no to the labcoat, a major part of the concept) her combat contribution consists of supplying haste and making knowledge checks, her out of battle contribution is knowledge checks, deciphering/decoding/interpreting thassilonian lore, activating wands of cure light wounds, and being the living thassilon radar, (anything of thassilonian origin within a small variable range causes extreme outbursts of suspiciously high level of joy, intense sweating, arousal [not neccessarily sexual] and feelings of intense bodily warmth.)

this particular loremaster did all the identification in 48 hours at a private abandoned library. she cast a low of predestigitations during those 48 hours.


So... about the

Spoiler:
Disjunction Trap in the Envy/Abjuration section:
Since Disjunction doesn't perm destroy items anymore (except on a natural 1), this trap is ... kinda useless. Wipes out prep'd spells, sure, but items only gone for ~20 minutes.

So what creatures would be good to add to that section, to give a little fight after that, make it a bit more interesting?


Majuba wrote:

So... about the

** spoiler omitted **
So what creatures would be good to add to that section, to give a little fight after that, make it a bit more interesting?

How about the trap automatically rolling that "1" with rule 0, or, having any nearby beasties approach once they sense someone's activated the trap and are now vulnerable?


The natural "1" is the players' rolls for each, not a single one by the DM.

And unfortunately the trap activates all the time on its own.


On page 18, when discussing the Stone Runelord Heads, the adventure reads, "Of course, each attack against a stone triggers its trap, and once a stone is destroyed, the resulting explosion of magical energy and light deals 20d6 points of electricity damage in a 60-foot burst." What trap is being discussed here?

Liberty's Edge

Scott Betts wrote:
On page 18, when discussing the Stone Runelord Heads, the adventure reads, "Of course, each attack against a stone triggers its trap, and once a stone is destroyed, the resulting explosion of magical energy and light deals 20d6 points of electricity damage in a 60-foot burst." What trap is being discussed here?

The "trap" is the magical explosion that happens when one of the heads is destroyed.


Greycloak of Bowness wrote:
Scott Betts wrote:
On page 18, when discussing the Stone Runelord Heads, the adventure reads, "Of course, each attack against a stone triggers its trap, and once a stone is destroyed, the resulting explosion of magical energy and light deals 20d6 points of electricity damage in a 60-foot burst." What trap is being discussed here?
The "trap" is the magical explosion that happens when one of the heads is destroyed.

I thought that too, but then I noticed it said that the trap triggers on "each attack against a stone," which clearly is not the case with the explosion - that effect triggers on only one attack: the one that destroys the statue. Is the "each attack" bit simply a typo, or was there an additional trap that was supposed to exist on the statues but which didn't make it into print?

Liberty's Edge

Scott Betts wrote:
Greycloak of Bowness wrote:
Scott Betts wrote:
On page 18, when discussing the Stone Runelord Heads, the adventure reads, "Of course, each attack against a stone triggers its trap, and once a stone is destroyed, the resulting explosion of magical energy and light deals 20d6 points of electricity damage in a 60-foot burst." What trap is being discussed here?
The "trap" is the magical explosion that happens when one of the heads is destroyed.
I thought that too, but then I noticed it said that the trap triggers on "each attack against a stone," which clearly is not the case with the explosion - that effect triggers on only one attack: the one that destroys the statue. Is the "each attack" bit simply a typo, or was there an additional trap that was supposed to exist on the statues but which didn't make it into print?

Again without the book in front of me - wasn't that part of the description talking about a potential for a cascade effect where the explosion from one stone would do enough damage to set off the others as well? That could be what "each attack" is referring to - the idea that one stone exploding could set off the other(s).

Either way, I would treat it as 20d6 damage released on destruction, no damage for each individual attack.


Greycloak of Bowness wrote:
Scott Betts wrote:
Greycloak of Bowness wrote:
Scott Betts wrote:
On page 18, when discussing the Stone Runelord Heads, the adventure reads, "Of course, each attack against a stone triggers its trap, and once a stone is destroyed, the resulting explosion of magical energy and light deals 20d6 points of electricity damage in a 60-foot burst." What trap is being discussed here?
The "trap" is the magical explosion that happens when one of the heads is destroyed.
I thought that too, but then I noticed it said that the trap triggers on "each attack against a stone," which clearly is not the case with the explosion - that effect triggers on only one attack: the one that destroys the statue. Is the "each attack" bit simply a typo, or was there an additional trap that was supposed to exist on the statues but which didn't make it into print?
Again without the book in front of me - wasn't that part of the description talking about a potential for a cascade effect where the explosion from one stone would do enough damage to set off the others as well? That could be what "each attack" is referring to - the idea that one stone exploding could set off the other(s).

Nope, that part comes a little later. I get the feeling that this was either a mistake in phrasing, or there was at one point an additional trap tied to these stone heads that didn't make it into the final product.


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Odd, I swear I read in this thread that that is indeed an editing error - the traps on the heads were removed. I just reread it a month or two ago.

Oh, and I figured out what to put in the Envy halls.

Spoiler:
Arkryst


Hello all. I'm hoping someone gets to see this and can help me out before my next session in a couple days.

The mirrors of opposition in the Pride section: they release 2 duplicates of each party member to fight them.

How is an encounter with 8 12th level characters an EL 14 encounter? And this can happen up to 3 times?

What am I missing here? Because this seems like an instant kill zone.

Thanks in advance.


I used wave tactic. Mirros can't duplicate more than two character at time so not so dangerous anymore but still fun. When things look better other ones step out of the mirrors and you can hear your players to curse their own fellas that they are too strong. If you can use non-caster feat. caster-combo not non-caster feat non-caster and then caster feat. caster-combo because casters tend to be more challenging and when there are two 12 wizards things can go bad really fast. So fighter feat. wizard and theb rogue feat. cleric if you have generic group. Know your party. Hopefully this helps.


klofft wrote:


What am I missing here? Because this seems like an instant kill zone.

The mirrors release 2 copies of the one PC who is standing between them, not 2 copies of every PC in the party.


Are wrote:
klofft wrote:


What am I missing here? Because this seems like an instant kill zone.

The mirrors release 2 copies of the one PC who is standing between them, not 2 copies of every PC in the party.

So presumably they fall for it once and then realize that they shouldn't look in the mirrors, right?


klofft wrote:
So presumably they fall for it once and then realize that they shouldn't look in the mirrors, right?

Yep but I think that it is really hard to fight and not look around so you could pull of that they just glanced a mirror short time when opponent fell down/etc. I used that and players didn't complain. Mirrors locate place that is prideful so looking yourself from mirror when fighting migh be unconcious.


Mirrors can be broken very easily and invisibility is useful too.


Some questions about the Scribbler:

I don't have Green Ronin's Book of Fiends, which is where I'm guessing the thaumaturge of Lamashtu class comes from, since it doesn't match the 5 level prestige class from the DMG. So, I'm confused on whether the Scribbler is a spontaneous caster (like a Sorcerer) or a prepared caster (like a Cleric), since the stat block lists "Spells Known" (like a sorcerer), but then goes on to list spells with the extend and quicken metamagic feats already built in (like a Cleric). It also mentions that previously the Scribbler had cast planar ally and ended up with a glabrezu. Planar ally is not listed among his "Spells Known", so I'm guessing it should read "Thaumaturge spells prepared" instead of "Spells Known", and planar ally is among the spells a thaumaturge can divinely prepare.

As a side question on the planar ally spell with regard to the glabrezu, the text mentions that he's in service for "several more days", so he fights to the death. Taking the definition of the spell, this seems to be "long-term service", meaning the glabrezu is in service for one day per caster level. Since the Scribbler cast that spell, that would be 12 days, and 12,000 gp (though the glabrazu might have waived the fee if it was allied with Lamashtu). But the spell clearly says that those allies killed in the line of duty stay dead, as opposed to a summoned creature, so why would the glabrazu fight to the death? I'd make the DM call that this glabrazu is so devoted to the cause of Lamashtu that he's waiving the fee for his services and is willing to give his life for the cause, but the text of the module seems to imply he's there against his will. The 12 days of service is about in line with the timeline of the sinkhole appearing and the Scribbler first casting that spell.

One more question about the denizens of that shrine: The "Hounds of Lamashtu" elite shadow mastiffs are explained as "the Scribbler has called into this world to guard the shrine". In what manner? If it was more planar ally spells, are they on a time limit as well? It's not via his own summon monster spells (those creatures are described as normal shadow mastiffs, and disappear rounds after arriving) that they arrived. Did Lamashtu just send them down to him, the same as she sent the Yeth hounds to Nualia back in the first module?


MidnightLightning wrote:

Some questions about the Scribbler:

I don't have Green Ronin's Book of Fiends, which is where I'm guessing the thaumaturge of Lamashtu class comes from, since it doesn't match the 5 level prestige class from the DMG. So, I'm confused on whether the Scribbler is a spontaneous caster (like a Sorcerer) or a prepared caster (like a Cleric), since the stat block lists "Spells Known" (like a sorcerer), but then goes on to list spells with the extend and quicken metamagic feats already built in (like a Cleric). It also mentions that previously the Scribbler had cast planar ally and ended up with a glabrezu. Planar ally is not listed among his "Spells Known", so I'm guessing it should read "Thaumaturge spells prepared" instead of "Spells Known", and planar ally is among the spells a thaumaturge can divinely prepare.

A thaumaturge prepares spells.

The Book of Fiends, p. 11 wrote:
Thaumaturges do not acquire spells from books or scrolls, nor do they prepare them through study. Instead, they participate in a daily ritual known as an obedience, a short ceremony required of them by their Abyssal patron. The obedience takes one hour to perform. At the end of the ceremony, the thaumaturge receives his full daily complement of spells. Time spent resting has no effect on whether a thaumaturge can prepare spells, though he cannot replenish his spell allotment until 24 hours have passed since he last began his obedience ritual.

I seem to recall that his obedience ritual is already described somewhere in the AP. Need help tracking it down?


At the beginning of this volume, in having the PCs traverse the sinkhole and return to the catacombs of wrath, I'm wondering about the original level from volume 1. Did anyone re-populate it with stuff from the lower level? Seems like at least a few undesirables would migrate upstairs ... or maybe just some wandering monsters should be about ???

Sovereign Court

MidnightLightning wrote:
One more question about the denizens of that shrine: The "Hounds of Lamashtu" elite shadow mastiffs are explained as "the Scribbler has called into this world to guard the shrine"....

I think this is one of those ill-defined things that is 'a cool thing a PC did' rather than a defined ability.

I know that doesn't satisfy everyone but it crops up now and again in APs.


For the Shrine of Lamashtu, the first dungeon in this volume, is the Glabrezu supposed to be hiding in room A6? Does it attack the party on sight? Or does it wait upon directions from the Scribbler?


Hi!
Have the stats of the Sins of the Saviors and The spires of Xin Shalast already been converted too?


Cenobyte wrote:

Hi!

Have the stats of the Sins of the Saviors and The spires of Xin Shalast already been converted too?

Mostly.

<a href=http://www.d20pfsrd.com/bestiary/fan-conversions/paizo-adventure-paths /pf-05-sins-of-the-saviors> pfsrd </a>


ziltmilt wrote:
Cenobyte wrote:

Hi!

Have the stats of the Sins of the Saviors and The spires of Xin Shalast already been converted too?

Mostly.

<a href=http://www.d20pfsrd.com/bestiary/fan-conversions/paizo-adventure-paths /pf-05-sins-of-the-saviors> pfsrd </a>

Well not really with

Delvahine
Eryalla, Lelyrin, Voivod, and Zevashala
Highlady Athroxis
Kazaven
Nelevetu Voan
Ordikon
The Simulacrum
Sinspawn Axeman
Warrior of Wrath
Xyoddin Xerriock & the
Iron Archer
missing. :(

Well okay. I guess I'll give it a try myself.


How does one proceed for conversion? I'm about to start part 5 for my group but have been relying on Grandfather's conversions. I'd like to learn how to do em proper tho so I can continue myself. Is there info on how to do this somewhere?

Thanks

Silver Crusade

Pathfinder Adventure Path Subscriber

Here we go, my interpretation of Athroxis:

Spoiler:

ATHROXIS CR 15
Female Human Eldritch Knight 10 Fighter 1 Wizard 5
CE Medium Humanoid (Human)
Init +2; Senses Perception +2
--------------------
DEFENSE
--------------------
AC 26, touch 14, flat-footed 24 (+10 armor, +2 Dex, +2 natural, +2 deflection)
hp 125 (11d10+5d6+32)
Fort +15, Ref +11, Will +14
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Flaming Ranseur +21/+16/+11 (2d4+6/20/x3)
Wizard Spells Known (CL 14, 19 melee touch, 18 ranged touch):
7 (2/day) Prismatic Spray (DC 23), Power Word, Blind, Hold Person, Mass (DC 21)
6 (3/day) True Seeing, Chain Lightning (DC 22), Chain Lightning (DC 22), Cone of Cold, Still (DC 22)
5 (3/day) Cone of Cold (DC 21), Scorching Ray, Maxim, Scorching Ray, Maxim, Wall of Force
4 (5/day) Shout (DC 20), Shout (DC 20), Invisibility, Greater, Magic Missile, Maxim, Magic Missile, Maxim, Fireball, Still (DC 20)
3 (5/day) Haste (DC 17), Magic Weapon, Greater, Lightning Bolt (DC 19), Lightning Bolt (DC 19), Fly, Keen Edge
2 (5/day) False Life, Mirror Image (DC 16), Blindness/Deafness (DC 16), Scorching Ray, Scorching Ray, Scorching Ray
1 (5/day) Shocking Grasp, Shocking Grasp, True Strike, Ray of Enfeeblement (DC 15), Magic Missile, Magic Missile
0 (at will) Detect Magic, Flare (DC 16), Flare (DC 16), Read Magic
--------------------
STATISTICS
--------------------
Str 14/16, Dex 12/14, Con 14, Int 17/19, Wis 10, Cha 8
Base Atk +13; CMB +16; CMD 30
Feats Arcane Armor Training, Arcane Strike, Combat Expertise +/-4, Craft Magic Arms & Armor, Craft Wand, Craft Wondrous Item, Greater Spell Focus: Evocation, Improved Iron Will (1/day), Iron Will, Maximize Spell, Power Attack -4/+8, Scribe Scroll, Spell Focus: Evocation, Still Spell, Weapon Focus: Ranseur, Wizard Weapon Proficiencies
Skills Acrobatics +18, Appraise +6, Bluff +1, Climb +12, Craft: Weapons +25, Diplomacy +1, Disguise +1, Escape Artist +3, Fly +12, Heal +2, Intimidate +20, Knowledge: Arcana +25, Perception +2, Ride +3, Sense Motive +21, Spellcraft +25, Stealth +3, Survival +2, Swim +13
Languages Abyssal, Celestial, Common, Draconic, Thassilonian
SQ Abjuration, Bonded Object: +1 Flaming Ranseur (1/day) (Sp), Conjuration, Evocation, Force Missile (7/day) (Sp), Intense Spells +2 (Su), Spell Critical (Su)
Combat Gear +4 Mithral Breastplate, +1 Flaming Ranseur; Other Gear Amulet of Natural Armor +2, Belt of Physical Might, STR & DEX +2, Cloak of Resistance, +3, Headband of Vast Intelligence, +2: Intimidate, Ring of Protection, +2
--------------------
TRACKED RESOURCES
--------------------
Bonded Object: +1 Flaming Ranseur (1/day) (Sp) - 0/1
Force Missile (7/day) (Sp) - 0/7
Improved Iron Will (1/day) - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bonded Object: +1 Flaming Ranseur (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Conjuration You must spend 2 slots to cast spells from the Conjuration school.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Force Missile (7/day) (Sp) Magic Missile hits for 1d4+2
Greater Spell Focus: Evocation +1 to the Save DC of spells from one school.
Improved Iron Will (1/day) 1/day, re-roll a Will save.
Intense Spells +2 (Su) + 1/2 wizard level to spell damage (minimum +1).
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Spell Critical (Su) Cast a spell as a swift action when you confirm a critical hit.
Spell Focus: Evocation Spells from one school of magic have +1 to their save DC.
Still Spell You can cast a spell with no somatic components. +1 Level.


Ok I tried converting Delvahine myself. I basically took the succubus from the bestiary and added the 6 levels of Bard and 5 levels of Dominant. I used my own judgment as to what skills she'd have raised and additional spells she would have known and such.

Please let me know what you think and if I've made mistakes. Thanks.

Movie plot spoiler:
Delvahine CR 15

Female succubus bard 6/dominant 5 (Beastiary 68, Plot & Poison 3.5 ed pg 66)
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft., detect good; Perception +30

Defense
AC 29, touch 16, flat-footed 23 (+6 Armor, +6 Dex, +7 natural)
hp 198 (11d8+8d10+106)
Fort +11, Ref +18, Will +19
DR 10/cold iron or good; Immune electricity, fire, poison;
Resist acid 10, cold 10; SR 18

Offense
Speed 30 ft., fly 50 ft. (average)
Melee +1 wounding whip +23/+18/+13 (1d3+3 plus 1 Con) and
claw +16 (1d6+2)
Special Attacks energy drain, profane gift, bardic performance 25rds/day (countersong, fascinate, inspire competence +2, inspire courage +2, suggestion), binding whip, deadly whip, penetrating whip

Spell-Like Abilities (CL 12th)
Constant—detect good, tongues
At will—charm monster (DC 25), detect thoughts (DC 23), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 25), greater teleport (self plus 50 lbs. of objects only), vampiric touch
1/day—dominate person (DC 27), summon (level 3, 1 babau 50%)

Spells Known (CL 11th) (remove 2 from DC's if Eagle's splendor is inactive)
4th (4/day)—dominate person (DC 28), freedom of movement, greater invisibility
3rd (7/day)—confusion (DC 28), dispel magic, displacement, summon monster III
2nd (7/day)—blindness/deafness (DC 25), cure moderate wounds, eagle’s splendor, mirror image, hold person (DC 26)
1st (8/day)—charm person (DC 25), cure light wounds, grease (DC 24), hideous laughter (DC 25), Undetectabe alignment, Silent Image (DC 24)
0 (At Will)—ghost sound (DC 23), mage hand, mending, message, prestidigitation, read magic

Statistics
Str 15, Dex 22, Con 22, Int 16, Wis 14, Cha 32 (36)
Base Atk +15; CMB +17; CMD 33
Feats Agile Maneuvers, Iron Will, Weapon Finesse, Combat Reflexes, Exotic Weapon Proficiency (whip), Hover, Impressive Demonstration, Spell Focus (enchantment), Weapon Finesse, Weapon Focus (whip)

Skills Bluff +38 (40), Diplomacy +30 (32), Disguise +30 (32), Escape Artist
+23, Fly +25, Intimidate +27 (29), Knowledge (Arcana) +17,
Knowledge (local) +25, Knowledge (Planes) +17,
Perception +30, Perform (Dance) +24 (26), Sense Motive +20,
Spellcraft +8, Stealth +22;
Racial Modifiers +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Common, Draconic; tongues,
telepathy 100 ft.
SQ change shape (alter self, Small or Medium humanoid), enchantment specialization, well-versed, lore master 1/day, versatile performance
Gear +2 glamered mithral shirt, +1 wounding whip, amulet of health +4, gloves of Dexterity +4

Special Abilities

Energy Drain (Su) A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus’s kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 22 Will save to negate the suggestion. The DC is 22 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.

Profane Gift (Su) Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).

Agonizing Touch (Su) Delvahine can cause pain in a foe by making a touch attack, as part of a successful grapple check, or with any spell delivered by touch. The foe takes 1d3 points of nonlethal damage when so touched—Delvahine cannot add her Strength
bonus to this damage. The target may make a DC 26 (28 with eagle's splendor active) Fortitude save to negate this effect. The save DC is Charisma-based.

Binding Whip (Ex) Delvahine can attempt to bind a Large or smaller foe within 5 feet with her whip by making a melee touch attack. If successful, she attempts to make a DC 15 Use Rope check as a free action; on a success, the foe is entangled and she can no
longer use the whip to attack. An entangled foe takes a –2 penalty on attack rolls and a –4 penalty to his Dexterity. A DC 25 Strength check or an Escape Artist check opposed by her Use Rope check frees the creature. Attempts to cast spells while entangled require
the caster to make a Concentration check.

Deadly Whip (Ex) When Delvahine attacks a foe with a whip, she may choose to deal normal damage with it rather than nonlethal damage. She does not provoke attacks of opportunity when she uses a whip in combat.

Enchantment Specialization (Ex) Delvahine is particularly adept at casting confusion. The spell save DC for this spell is increased by 1, and she gains a +1 competence bonus on level checks to overcome spell resistance with it.

Impressive Demonstration (Ex) Delvahine can use Intimidate to demoralize an opponent as a move action rather than as a standard action. This feat is from Plot & Poison, page 93.

Penetrating Whip (Ex) When attacking with a whip, Delvahine ignores the restriction on being able to only damage creatures with a +1 natural armor bonus or +3 armor bonus or less—she can damage foes of any armor level with her whip.


Has anyone come up with a suitable solution to the Mage's Disjunction trap? It's not really a danger any more, since the chance of it destroying magical items is so low..

Have any of you adjusted it successfully to present the correct level of danger?..

Also, pretty much everyone in the party has a Sihedron Medallion, which is listed as a minor artifact.. As I read it, there's a slight chance that my dear sorceror has a tiny chance of losing her spellcasting ability completely if her medallion gets destroyed..?


blaznee wrote:

Has anyone come up with a suitable solution to the Mage's Disjunction trap? It's not really a danger any more, since the chance of it destroying magical items is so low..

Have any of you adjusted it successfully to present the correct level of danger?..

Also, pretty much everyone in the party has a Sihedron Medallion, which is listed as a minor artifact.. As I read it, there's a slight chance that my dear sorceror has a tiny chance of losing her spellcasting ability completely if her medallion gets destroyed..?

Actually I think the new trap is better. It's still scary (even needing a 1 freaks PCs out), but it's not going to totally depress someone (unless they roll a lot of 1's). Any chance of permanently losing a magic item is enough.

Where is the Medallion listed as a minor artifact? I wouldn't say that, they aren't that powerful.

Grand Lodge

blaznee wrote:

Has anyone come up with a suitable solution to the Mage's Disjunction trap? It's not really a danger any more, since the chance of it destroying magical items is so low..

Have any of you adjusted it successfully to present the correct level of danger?..

Also, pretty much everyone in the party has a Sihedron Medallion, which is listed as a minor artifact.. As I read it, there's a slight chance that my dear sorceror has a tiny chance of losing her spellcasting ability completely if her medallion gets destroyed..?

Even then, you only have a chance of losing your spellcasting if you are attempting to disjunction an artifact yourself. (I.E. You are the one casting the spell.)


Extract from a question/answer on the Ask James Jacobs thread pertinent to this thread:

James Jacobs wrote:
Charles Evans 25 (with a spelling error corrected) wrote:

...On the subject of the Night Monarch, it was written up (in Pathfinder #5 I think) for the 3.5 rules. For PFRPG should it have the starflight ability, and if so to what extent?...

...Thanks for continued answers...

...The night monarch should have full starflight. Like a shantak...


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Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
blaznee wrote:

Has anyone come up with a suitable solution to the Mage's Disjunction trap? It's not really a danger any more, since the chance of it destroying magical items is so low..

I actually replaced the Mage's Disjunction trap - I didn't think it would be enjoyed by my group. Instead, I described the trap similarly, but when it went off, all of the PCs magic items were "taken" (the PCs saw their items go insubstantial and quickly recede into the distance). I then handed each of them a copy I'd pre-made of their character sheet with no magic items.

What followed was a series of challenges the PCs had to pass through in order to get into the Abjurer's Sanctum to get their magic items back. (I figured that Envy would be a desire to take other folks' goodies away, combined with an enjoyment of watching their victims jump through hoops.) The challenges included:
* Jumping across a series of platforms over a spike-filled chasm.
* Crossing a web-like series of bridges over a "bottomless" chasm with different skill checks required for completion (and each bridge collapsed as soon as someone crossed it, so everyone had to take a different path).
* Battling exploding automatons with saw-blades on a web of rope bridges.
* Choosing a final challenge (with each path designed to appeal to a different sin's followers, and designed to be impossible for mages of that sin to complete) - and having the collapsing paths beyond narrow to four, then two, then only one, so the PCs end up racing one another to be "the only survivor."

At the end, the one winning PC gets into the Sanctum of Envy, which is deserted as per the original module. A big shiny lever resets all the bridges and other traps, and locks the bridges in place to let the other PCs join the winner. (Those who fell into the "bottomless" chasm at any of the specific challenges went down a chute and were dropped back at the start of that challenge, so this wasn't as deadly as it may sound.) They find all their magic gear in a pile, waiting for one of the mages of Envy to sort through it. And to add insult to all this injury, they also find the secret door by which the Envy folks bypassed the trap when they came and went - so their payoff for completing this section of the adventure became a "safe house" they could retreat to between exploring the other sections.

Liberty's Edge

Pathfinder Adventure Path Subscriber

Following in the foot steps of The Grandfather, who posted conversions of AP2-4, here is my attempt at converting the encounters for Sins of the Saviors

Also thanks to Kor and his excel character creator as it was insturmental in helping to make sure that numbers were correct.

Liberty's Edge

blaznee wrote:
Has anyone come up with a suitable solution to the Mage's Disjunction trap? It's not really a danger any more, since the chance of it destroying magical items is so low..

Well, in light of its designated magical school, I...

Spoiler:
have replaced it with a Prismatic Sphere that manifests in a chokepoint. Since it manifests a good distance behind its trigger, it should either trap or divide the party, with several saves and counterspells necessary to get back out.


dracomancer wrote:

Following in the foot steps of The Grandfather, who posted conversions of AP2-4, here is my attempt at converting the encounters for Sins of the Saviors

Somehow I missed seeing this when it was posted in August, but it's still very timely, as we've just started SotS and lots of these encounters aren't available in Pathfinder format at d20PFSRD.com, so thanks, and please consider tackling Spires of Xin-Shalast as well! :)

Dark Archive

If I remember well, everyone in the runeforge stop aging...

So how come Vraxeris had to use clones to stay immortal if he didn't age ? And then one can find his dead body (probably dead of old age) ?

Paizo Employee Creative Director

Chewbacca wrote:

If I remember well, everyone in the runeforge stop aging...

So how come Vraxeris had to use clones to stay immortal if he didn't age ? And then one can find his dead body (probably dead of old age) ?

Creatures in Runeforge don't need to eat, sleep, or drink. They age normally... although several of the creatures in there (demons, undead, construts) are immortal, so they don't much care about aging.


James Jacobs wrote:
Chewbacca wrote:

If I remember well, everyone in the runeforge stop aging...

So how come Vraxeris had to use clones to stay immortal if he didn't age ? And then one can find his dead body (probably dead of old age) ?

Creatures in Runeforge don't need to eat, sleep, or drink. They age normally... although several of the creatures in there (demons, undead, construts) are immortal, so they don't much care about aging.

Isn't Mr. Mutt a Thassalonian soldier who'd age to death as soon as he left Runeforge? Aging normally, he'd have died millenia ago.

Paizo Employee Creative Director

Damon Griffin wrote:
James Jacobs wrote:
Chewbacca wrote:

If I remember well, everyone in the runeforge stop aging...

So how come Vraxeris had to use clones to stay immortal if he didn't age ? And then one can find his dead body (probably dead of old age) ?

Creatures in Runeforge don't need to eat, sleep, or drink. They age normally... although several of the creatures in there (demons, undead, construts) are immortal, so they don't much care about aging.
Isn't Mr. Mutt a Thassalonian soldier who'd age to death as soon as he left Runeforge? Aging normally, he'd have died millenia ago.

True, but that's not a property of Runeforge. Eternal youth is a specific property of the Iron Cages of Lust; if Mr. Mutt were to walk out of this wing of the dungeon, he'd turn to dust instantly. Needless to say, any other creatures in other wings don't gain the benefits of this particular effect at all, since they're not there.

Liberty's Edge

Pathfinder Adventure Path Subscriber
Damon Griffin wrote:


Somehow I missed seeing this when it was posted in August, but it's still very timely, as we've just started SotS and lots of these encounters aren't available in Pathfinder format at d20PFSRD.com, so thanks, and please consider tackling Spires of Xin-Shalast as well! :)

Am about 98% of the way done with Spires. Only have to convert Karzoug and Haridan and Kuchrima Lamias.(if I remember correctly) Am hoping one or both appear in Bestiary 3 so I don't have to go through the effort of converting the base creatures.

Paizo Employee Creative Director

dracomancer wrote:
Damon Griffin wrote:


Somehow I missed seeing this when it was posted in August, but it's still very timely, as we've just started SotS and lots of these encounters aren't available in Pathfinder format at d20PFSRD.com, so thanks, and please consider tackling Spires of Xin-Shalast as well! :)
Am about 98% of the way done with Spires. Only have to convert Karzoug and Haridan and Kuchrima Lamias.(if I remember correctly) Am hoping one or both appear in Bestiary 3 so I don't have to go through the effort of converting the base creatures.

Neither appear in Bestiary 3. Both appear in the upcoming Runelords hardcover.

Liberty's Edge

Pathfinder Adventure Path Subscriber
James Jacobs wrote:
Neither appear in Bestiary 3. Both appear in the upcoming Runelords hardcover.

I kinda figured but was holding out some hope. Well I best get busy then as both of my groups should be done with the AP well before June.


Greetings, fellow travellers.

Karzoug has been converted to PF in another thread on the boards - maybe you can check it out and use it (as a starting point).

Ruyan.

Liberty's Edge

Quick question about Scribbler's dungeon. For the fog portion of his guards and wards spell, the description says that it fills "corridors".

Those few areas that I would consider to be a "corridor" don't seem to me to be an effective use of this fog: essentially the hallways leading to areas A4 and A5 as well as A10.

Is the fog intended to only cover areas A2, A6, A7, A8, and A9. Or is the fog intended to cover the entire dungeon? Thanks!

EDIT: according to the spell, the area covered is 200 sq. ft. per level, and the spell is cast at 13th level which would allow 2600 sq. ft. This is more than enough to cover the entire dungeon, especially then you take into account interior walls and the like.

The next question becomes: is the Scribbler and his allies affected by the fog too? (And the other affects of the spell for that matter)

Finally, @James Jacobs: how his this going to get Pathfinderized considering I assume the Guards and Wards spell-like ability to be one of the abilities of the Thematurge class and you have said that the Thematurge wouldn't be Pathfinderized but the spell is a wizard/sorcerer spell? For the record, I hope a solution is devised to keep this, as I think it's really cool to have this and makes this dungeon exponentially more difficult than without it.

Paizo Employee Creative Director

HangarFlying wrote:

Quick question about Scribbler's dungeon. For the fog portion of his guards and wards spell, the description says that it fills "corridors".

Those few areas that I would consider to be a "corridor" don't seem to me to be an effective use of this fog: essentially the hallways leading to areas A4 and A5 as well as A10.

Is the fog intended to only cover areas A2, A6, A7, A8, and A9. Or is the fog intended to cover the entire dungeon? Thanks!

EDIT: according to the spell, the area covered is 200 sq. ft. per level, and the spell is cast at 13th level which would allow 2600 sq. ft. This is more than enough to cover the entire dungeon, especially then you take into account interior walls and the like.

The next question becomes: is the Scribbler and his allies affected by the fog too? (And the other affects of the spell for that matter)

Finally, @James Jacobs: how his this going to get Pathfinderized considering I assume the Guards and Wards spell-like ability to be one of the abilities of the Thematurge class and you have said that the Thematurge wouldn't be Pathfinderized but the spell is a wizard/sorcerer spell? For the record, I hope a solution is devised to keep this, as I think it's really cool to have this and makes this dungeon exponentially more difficult than without it.

It's true that there's not a lot of corridors to fill with fog, but there doesn't have to be to impact combats. Remember that fog blocks line of sight, so a monster faced with powerful ranged attacks can step 10 feet into the fog to make ranged attacks really hard to pull off. The fog doesn't cover the entire dungeon, in any event. Just the areas between the rooms.

The Scribbler and allies are indeed affected by the fog and other effects of the spell.

The Guards and Wards spell-like ability is a feature of the divine guardian template from Advanced Bestiary. The Scribbler is indeed getting a class change (he'll be a cleric, I believe, or maybe an oracle), but he's keeping the divine guardian template, so he'll still be able to cast the spell.

Liberty's Edge

James Jacobs wrote:

It's true that there's not a lot of corridors to fill with fog, but there doesn't have to be to impact combats. Remember that fog blocks line of sight, so a monster faced with powerful ranged attacks can step 10 feet into the fog to make ranged attacks really hard to pull off. The fog doesn't cover the entire dungeon, in any event. Just the areas between the rooms.

The Scribbler and allies are indeed affected by the fog and other effects of the spell.

The Guards and Wards spell-like ability is a feature of the divine guardian template from Advanced Bestiary. The Scribbler is indeed getting a class change (he'll be a cleric, I believe, or maybe an oracle), but he's...

Thanks for the reply!

Ok, so to make sure I'm on the same page regarding which areas are fogged:


  • the hallway leading to A4 & A5
  • the length between areas A7 & A8
  • the length between areas A8 & A9
  • the halway between A9 & A10

Would the short length between A6 & A7 qualify? Also, is A2 & A6 essentially considered as one room for this effect, or is there fog in the narrowing portion between the two areas?

Thanks again! I'm getting excited to run this adventure in the summer.

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