Rasputin Must Die! (GM Reference)


Reign of Winter

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that movie is a modern re-telling of the old myth, i'm also having trouble searching it down on the internets, might be called originally Greedy Guts or Otesanek:)


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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
voideternal wrote:

I toyed with the idea of having them find motorcycles. Maybe broken ones that can be fixed with Make Whole or something. According to Google and the Internet, motorcycles were used since World War I, and some makers like Harley-Davidson were quite famous. So now, I seek advice at a rather high level:

- Is this a good idea? Are there better alternatives? Should I have them find some crashed Fighter aircraft instead? Should I just stick with horses?

Sounds pretty cool to me, but be aware that it will come with some complications. The biggest concern I'd have at this point is speed: 60 miles per hour translates to over 500 feet per round (600 according to the text of wind walk, 528 according to my math). That's an unseemly amount of movement, and I know that it would cause me all kinds of headaches vis-a-vis mat size and the fact that someone would want to use ride-by attack to be virtually untouchable in combat. Maybe if you gave them a movement speed of 120 or 150, and treated them as being able to "run" indefinitely, you could let them get high overland speed without combat being too incredibly ridiculous, but it's something to be aware of.

Also, if they want to use them after leaving Russia, they may run into concerns about gasoline, which could be a plus or a minus, depending on your position.

voideternal wrote:
- How would one make stats for such a thing? Should I treat it as a creature or follow the Ultimate Combat vehicle rules? Personally I'd like to treat it as a creature since my players and I are more familiar with those...

I'm not very familiar with the vehicle rules myself, but I don't see any reason you can't treat them as creatures, especially since a mount's stats aren't generally that important. You can probably build a reasonable approximation from scratch: construct, hardness 10 or so, I'd probably say 5-8 Hit Dice, but that's hardly set in stone. Obviously no natural attacks, but maybe figure out trample damage, because I guarantee a PC is going to want to run someone down with one.

If you assume the rider can set a kickstand as part of dismounting, and that the motorcycle can't take actions on its own (barring magical shenanigans), I don't see why they need to be handled all that differently from horses.

voideternal wrote:
- How unacceptible is it for medieval fantasy heroes to spam composite longbow arrow barrages or do lance-spirited-charges on a motorcycle (with no hands on the handles)? How about for a fighter aircraft?

This depends largely on how much you value realism. I don't have much trouble envisioning someone using a lance while riding a motorcycle. A bow I think would be much harder. Perhaps a quick and dirty solution would be to make the DC to "Guide with knees" much harder on a motorcycle (perhaps also have it increase based on the speed they're going), and have failure by 5 or more cause them to veer off in a random direction and/or hit something, crash, and take a lot of damage (perhaps 1d6 for every 10 feet of movement they were going to make? Ouch!).

All in all, it sounds very exciting, but be prepared to houserule some weird situations.


Surely there are some mount-like creatures somewhere in the AP bestiaries or other sources which will fit the bill? Something Russian/Slavic or Scandinavian-flavoured?

Or maybe they could find a lost wolliped or two in the Hut? Just imagine the Russians reacting to something truly alien like that! :)


This is my first time here, and I hope I am posting this in the correct place. I am the GM for the Reign of Winter. We have already finished Baba Yaga's hut once we "landed" in Russia and now the PCs are about to venture into Siberia. I have a question about role-playing Rasputin. It says that when he meets the PC's (using his projectes image), he meets most inquiries with icy glares and vague, cryptic responses. It says I should give the PC's some time to converse with him, however. Any tips on the types of answers he would give/conversation he would have before leaving? Also, I know there is something going on in the camp where there is no teleportation or spells of that nature near the World Engine. Is this only in the direct area of the World Engine? I have a PC who I know will be using Planar Binding and I want to make sure the spell won't be affected in a weird way. Thanks!


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venysnizel wrote:
Any tips on the types of answers he would give/conversation he would have before leaving?

My group just encountered him there - I just spread out his dialog a bit, and didn't have him really answer any questions.

-------

A question of my own: How far can the snipers in G1 see? Can they take potshots at the PCs anywhere in camp? Rifles have an 80' range increment, and can shoot up to 10 range increments away, so they can shoot 800'. Given that it's only 450' from their tower to the edge of the map, and given their elevation, it seems like they can attack anywhere that isn't directly behind a building.

How did you all handle this? Do the PCs have to keep dodging 1d10+6d6+6 potshots the whole time they're running around camp?


I think the answer is yes, the PCs should be eating shots whenever they're not behind cover. That'll make them nice and paranoid until they finally pass the check to notice where the shots are coming from (the snipers get stealth checks at -20 + distance bonuses (so net -7 + 1 per 10 ft) to remain hidden), at which point the PCs may be storming the cathedral.

I think the snipers are sort of supposed to force the party to go into that building before they bring the the "real" cathedral out of the First World.


Zhangar wrote:

I think the answer is yes, the PCs should be eating shots whenever they're not behind cover. That'll make them nice and paranoid until they finally pass the check to notice where the shots are coming from (the snipers get stealth checks at -20 + distance bonuses (so net -7 + 1 per 10 ft) to remain hidden), at which point the PCs may be storming the cathedral.

I think the snipers are sort of supposed to force the party to go into that building before they bring the the "real" cathedral out of the First World.

Good point on the stealth checks and the reason. I'm probably going to assume that the snipers don't take notice until the PCs get inside the inner fence and that their shots don't alert the whole camp, though. There are a lot of things that are around to spot and kill intruders and would keep piling on. Has anyone compiled a list? I need to make listing out what forces are where and what they respond to a priority.

I kindof like the idea of making it a stealth mission until something goes wrong and it turns into a Charlie Foxtrot. Now, how to convey that...


venysnizel wrote:
Also, I know there is something going on in the camp where there is no teleportation or spells of that nature near the World Engine. Is this only in the direct area of the World Engine? I have a PC who I know will be using Planar Binding and I want to make sure the spell won't be affected in a weird way. Thanks!

I was wondering what you meant, and I just read far enough ahead to find it. I think this is just applicable to the area inside the monastery once it's been called down by the world anchors. The H group of rooms. That has a forbiddance effect, which (among other effects) "seals an area against all planar travel into or within it. This includes all teleportation spells (such as dimension door and teleport), plane shifting, astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically."

So they can't teleport into H, they can't shift dimensions to get to H, and once they've entered it, they can't dimension door, summon monsters (unclear about calling spells like gate, but flavorwise they should be blocked too), or use other similar effects. An already summoned creature is not affected other than by the alignment-based damage on entering the area (same as the PCs).

If there's another spot that affects teleportation, I don't remember seeing it.


Can anyone think of a way that I can skip frozen stars and get my group to rmd without bumping their levels and without significant alterations to rmd.

I feel there isn't as I don't think some of the rmd elements work at lower levels.

I'm not sure some of my players are experienced enough to be bumped from 9 to 12/13 and be able to cope


Use a different AP for that section. The Hut can go anywhere. Use a module or AP segment from anywhere and have the group just put in there at that point. Adjust so it tells the story you want it to tell.


I don't have a problem with frozen stars.
I'm just concerned my group will not retain interest in the game/ap for long enough to get to RMD.

We have (hopefully) one session left of MMC.
But they stars will take at least 4 if not up to 6. And sometimes we are lucky to play once a month


Same here actually. One thing I did was eliminate XPs. They level up when I tell them to. I then cut out all random encounters and any encounter that is not directly related to the story. Mind you, I did this for Book 2 and going to Whitethrone so I'm a bit further back than you.

So. If I were to make a suggestion? Keep Book 4. Have the group skip the secondary encounters leading up to the keep (or the enemy camp if they go that route, or even just have them infiltrate the keep) and consolidate the "repel the invaders" by eliminating one or two of those fights. When they head to fight the White Dragon general, just cut side encounters and keep it at its core adventure. You could probably reduce the number of games to get through Book 4 by half.


Thanks. Will do a re-read of 4 during the week so I can contextualize your suggestions!

I want to keep 4 because I really like it and want to see what side my group take (i'd laugh if they chose sneaky because not many of them can really do it!)


I think the problem atm is the group is getting a bit worn down by the maze dungeon in mmc.

I mention one session left but that will probably only be if I alter some things to reduce some time
An example being giving them every opportunity not to fight the night hag (who seems quite resilient with the Dr and Sr but not powerful enough to do enough damage to force them to flee and find another route - turning it into a grind


It helps that Book 4 isn't exactly a dungeon crawl. So they won't be doing the same old thing in a different setting. They'll be in an open environment in which enemies can come from above and the like. It opens things up a bit.


Pathfinder Adventure Path Subscriber
Ironlemon wrote:

I have couple of questions, first one about troops and their fusillade ability. Does single target take damage from multiple lines from one troop if target is large or well, larger, creature or those lines happen to cross on the square of medium target is standing on?

...

So if this holds: a single Variant Troop:

Standard action: 4 lines (can overlap): 200 foot line, 6d10+6 Ref 23 1/2
Move action: Grenade Volley 12d6, 30 foot radius, Ref 21 1/2
Swift action: special attack such as nauseating gas, fire, more area damage.

So in a single round (assuming they get to act):
24d10+24+12d6 (Ref 1/2) plus special to an area. Average 198 not including special, 99 on 5 successful saves. Barring DR and other mitigations of course. Ignore concealment and cover. Per troop.

And throw in the old lovable Mad Monk via project image or a possessed servant casting 9th level spells.

Is that how you guys ran this?


You could, especially if someone tries to fight a troop by themselves at range.

If you want to do a more "build up" style, have the troop split its initial fire between between multiple targets, then narrow down to 2, and then on the 3rd round of engagement narrow down to 1.

(Possibly with the round 2 attacks ending with (hopefully someone has tongues up or actually knows Russian (my PCs all learned Russian from Jadrenka at the end of book 3 =P)) "What is this?! Why won't they die?! Men, concentrate fire!"

Give the PCs a chance to go "oh balls" and respond before they get swiss cheesed.

(Or you might have a ranger with evasion who's just wading through all the bullets without taking damage, like I do in my game =P)

It's potentially really rough, but your PCs are certified bad-asses at this point. They SHOULD manage.


Replying pre-emptively to Magnus's post that will presumably be moved over here:

While the mortar troop can attack within 400 feet as a swift action, I'd rule they can still use their 1d2 mortars "normally" as a standard action - with the full 200 ft range increments. After range penalties, the closest troop would be.. +5? to hit AC 5. Other mortar troops in the trenches could also conceivably fire, though maybe at +1, -1, or even -4 to hit AC 5.

While not fantastic, the troops are not helpless against a fireball assault.

It'd also take the nearest pair of tanks around 3 rounds to reach the tree line.

Also, you always have the option of rolling on the random encounter table to find out what was patrolling the woods nearby. Suddenly, yetis!

Lastly, if your PCs figure out from Akuvskya village that all of the soldiers are dominated that might change their approach a bit.

(My PCs are trying to take down all of the troops and soldiers with subdual damage!)


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Well, it seems the mods are busy cleaning up the Occult Adventures playtest (I don't know, haven't really checked out many other sections of the board in the last month, it seems that the ACG was my fatigue point about new classes or I never cared about psionic classes. Or I am just busy in RL, which is also true). So I am re-posting my question here, since apparently it won't be moved.

---

I was looking at this adventure today again (still planning to integrate it somehow into another campaign, at the moment thinking about using it to replace the fifth module of Shattered Star, which would give me two Brandon Hodge penned modules IN A ROW! ^^) and I noticed what appears to be a potential problem.

Around the prison camp there is a 1000 feet No Mans Land in all directions. So far so good. But although this gives the defenders an excellent LOS, they don't have the range to capitalize on it. The farthest distance they can cover with the mortar troops is 400 feet.

This seems a good distance, but it is vastly outdistanced by long-range spells, like Fireballs. Assuming that the prison camp uses some lighting, so that there is a LOS, a level 13 Sorcerer can start a veritable bombardment of the camp without any fear of repercussion from the troops.

Their only option seems to be to rush the party en masse, which of course could work, but really kind of would ruin the whole idea of infiltrating the camp or the feeling of assaulting a fortified position.

I am not sure how to solve this, outside of increasing the range of the troop attacks dramatically. Or hoping that we got no Fireball throwing character in the party, I guess. ^^

And to directly answer Zhangar:

Zhangar wrote:

Replying pre-emptively to Magnus's post that will presumably be moved over here:

While the mortar troop can attack within 400 feet as a swift action, I'd rule they can still use their 1d2 mortars "normally" as a standard action - with the full 200 ft range increments. After range penalties, the closest troop would be.. +5? to hit AC 5. Other mortar troops in the trenches could also conceivably fire, though maybe at +1, -1, or even -4 to hit AC 5.

While not fantastic, the troops are not helpless against a fireball assault.

It'd also take the nearest pair of tanks around 3 rounds to reach the tree line.

Also, you always have the option of rolling on the random encounter table to find out what was patrolling the woods nearby. Suddenly, yetis!

Lastly, if your PCs figure out from Akuvskya village that all of the soldiers are dominated that might change their approach a bit.

(My PCs are trying to take down all of the troops and soldiers with subdual damage!)

True, you can read the mortar stat block so that they have a range increment of 200 feet, so the troops can reach the No Mans Lands edge from one side. Since they do indirect fire, the to-hit number can be calculated. Going by the adventure, I still could only fire mortars from one side of the camp at the party, but this could be circumvented by increasing the range increment to 250 feet and reducing the No Mans Land to something like 800 feet. Just to be sure. ^^

I would love to give the troops some sort of improved cover (i.e. Evasion) for being in their trenches, however the argument against that would probably be to position Fireballs directly above the trench... although that again would only affect a small section of them.


Yeah, I'd simply give the troops their cover bonus against any ranged or AoE attacks directed against them while in the trenches - I'm sure there's metal sheets, boards, etc. the troops can improvise into cover against "death from above."

Also, the mortars have a max range of 2,000 ft (200 foot range increment x 10), so I'm pretty sure the other mortar troops can return fire right over the camp. Give the party a couple rounds vs. the mortar troop they're bombarding, and then they eat massive return fire from the Brothers Three having the mortar troops come out of their trenches to start returning fire.

The troop on the far side of the camp from the party will be gloriously inaccurate (-16 or so from range, -6 for not seeing their target, net -7 to hit or so), but they're still targeting AC 5 !

Also, your 13th level sorcerer only has a range of 920 ft fireball, so they'll need to move up to engage.

And... oh, wow. The main gun on the animated tanks has a 300 ft. range increment.

Those tanks target touch AC at 1,500 feet =D

Man, I didn't realize that at all. Those tanks just became much more awesome, and I did not do them justice in my last session - I thought they had to be much closer to engage.

Edit to rephrase: If there isn't a building or a fence between you and the tank, the tank can shoot you.

So I think there's your real answer. Is the party flying 900 feet up and fireballing? Have the tanks demonstrated they're better at it from 1,000 feet off. (+9 to hit touch AC that range). The animated tanks can force the party to close in.


magnuskn wrote:
Well, it seems the mods are busy cleaning up the Occult Adventures playtest (I don't know, haven't really checked out many other sections of the board in the last month, it seems that the ACG was my fatigue point about new classes or I never cared about psionic classes. Or I am just busy in RL, which is also true).

they probably are, i have the playtest myself, i don't really care for the classes, but like you i was never a fan of Psionics, i was super disappointed that the playtest only centered on classes and not other parts of the occult like monsters or even a race or two, oh well, i'll most likely pass on the book as well:-)>


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Zhangar wrote:

Yeah, I'd simply give the troops their cover bonus against any ranged or AoE attacks directed against them while in the trenches - I'm sure there's metal sheets, boards, etc. the troops can improvise into cover against "death from above."

Also, the mortars have a max range of 2,000 ft (200 foot range increment x 10), so I'm pretty sure the other mortar troops can return fire right over the camp. Give the party a couple rounds vs. the mortar troop they're bombarding, and then they eat massive return fire from the Brothers Three having the mortar troops come out of their trenches to start returning fire.

The troop on the far side of the camp from the party will be gloriously inaccurate (-16 or so from range, -6 for not seeing their target, net -7 to hit or so), but they're still targeting AC 5 !

Also, your 13th level sorcerer only has a range of 920 ft fireball, so they'll need to move up to engage.

And... oh, wow. The main gun on the animated tanks has a 300 ft. range increment.

Those tanks target touch AC at 1,500 feet =D

Man, I didn't realize that at all. Those tanks just became much more awesome, and I did not do them justice in my last session - I thought they had to be much closer to engage.

Edit to rephrase: If there isn't a building or a fence between you and the tank, the tank can shoot you.

So I think there's your real answer. Is the party flying 900 feet up and fireballing? Have the tanks demonstrated they're better at it from 1,000 feet off. (+9 to hit touch AC that range). The animated tanks can force the party to close in.

Huh, that neatly answers my question, I guess. Geeze, I always thought that five range increments would be the maximum for ranged weapons, apparently I was wrong or they changed it from the older editions.

And, yeah, those tanks just became way more awesome.

Thanks, Zhangar!


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captain yesterday wrote:
magnuskn wrote:
Well, it seems the mods are busy cleaning up the Occult Adventures playtest (I don't know, haven't really checked out many other sections of the board in the last month, it seems that the ACG was my fatigue point about new classes or I never cared about psionic classes. Or I am just busy in RL, which is also true).
they probably are, i have the playtest myself, i don't really care for the classes, but like you i was never a fan of Psionics, i was super disappointed that the playtest only centered on classes and not other parts of the occult like monsters or even a race or two, oh well, i'll most likely pass on the book as well:-)>

We'll see. Maybe, after I find some time, I'll like the concept better. If I understood it correctly, the Occultist should be a way to simulate Harry Dresden from the Dresden Files novels, which should be interesting.

I am a bit unhappy that apparently they missed the opportunity to introduce Benders from Avatar/Korra, though. :p


magnuskn wrote:

Well, it seems the mods are busy cleaning up the Occult Adventures playtest (I don't know, haven't really checked out many other sections of the board in the last month, it seems that the ACG was my fatigue point about new classes or I never cared about psionic classes. Or I am just busy in RL, which is also true). So I am re-posting my question here, since apparently it won't be moved.

---

I was looking at this adventure today again (still planning to integrate it somehow into another campaign, at the moment thinking about using it to replace the fifth module of Shattered Star, which would give me two Brandon Hodge penned modules IN A ROW! ^^) and I noticed what appears to be a potential problem.

Around the prison camp there is a 1000 feet No Mans Land in all directions. So far so good. But although this gives the defenders an excellent LOS, they don't have the range to capitalize on it. The farthest distance they can cover with the mortar troops is 400 feet.

This seems a good distance, but it is vastly outdistanced by long-range spells, like Fireballs. Assuming that the prison camp uses some lighting, so that there is a LOS, a level 13 Sorcerer can start a veritable bombardment of the camp without any fear of repercussion from the troops.

Their only option seems to be to rush the party en masse, which of course could work, but really kind of would ruin the whole idea of infiltrating the camp or the feeling of assaulting a fortified position.

I am not sure how to solve this, outside of increasing the range of the troop attacks dramatically. Or hoping that we got no Fireball throwing character in the party, I guess. ^^

And to directly answer Zhangar:

Zhangar wrote:

Replying pre-emptively to Magnus's post that will presumably be moved over here:

While the mortar troop can attack within 400 feet as a swift action, I'd rule they can still use their 1d2 mortars "normally" as a standard action - with the full 200 ft range increments. After range penalties, the closest troop

...

When I ran this the party destoyed all the tanks first and then started hurling fireballs from 900 ft at the troops. Eventually they ran out and didn't kill all the troops. Being that there is an intelligent comander of the troops he pulled them all inside the building the next day. So as soon as the party came up and started attacking the towers they remianing troops came charging out of the buildings and the party was in range at that point.


magnuskn wrote:
captain yesterday wrote:
magnuskn wrote:
Well, it seems the mods are busy cleaning up the Occult Adventures playtest (I don't know, haven't really checked out many other sections of the board in the last month, it seems that the ACG was my fatigue point about new classes or I never cared about psionic classes. Or I am just busy in RL, which is also true).
they probably are, i have the playtest myself, i don't really care for the classes, but like you i was never a fan of Psionics, i was super disappointed that the playtest only centered on classes and not other parts of the occult like monsters or even a race or two, oh well, i'll most likely pass on the book as well:-)>

We'll see. Maybe, after I find some time, I'll like the concept better. If I understood it correctly, the Occultist should be a way to simulate Harry Dresden from the Dresden Files novels, which should be interesting.

I am a bit unhappy that apparently they missed the opportunity to introduce Benders from Avatar/Korra, though. :p

In case you're serious, that's the kineticist class =P The entire point of kineticist is that they're the element benders.

I LIKE the Occult Adventures stuff, but the playtest stuff feels too complicated for me to drop into my RoW game (Seriously, my players are in book 5 right now, this is the place to do it) without it bogging the game play down.

I mean, Rasputin could be completely rewritten as a psychic magic class, and it'd be a great fit.

I kind of want to stick a couple lobotomized kineticists (they cast with Con!) in the kyton's building, but as I said, all of the classes seem too complicated to casually drop in a high level game. Maybe I'll give it a shot anyways - my game is being put off a week, so I have some time to do weird stuff.

Re: ranged weapons - 5 increments is the cap on thrown weapons, which is probably where you're getting that from.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I don't know, I think 5 range increments was the maximum in prior editions. <checks out old rulebook> Or maybe it wasn't, in 3.5 it already was ten increments for bows, etc. I can't easily get to my 3.0 PHB at the moment, but I'll just assume that we read it wrong all the time before.

As for the Kineticist, I had been under the assumption that it was more of an elemental Warlock, but I just read over this superficially. Oh, well, I'll have to take a closer look eventually.

And thanks to roysier for giving a good example of how the situation could exactly have happened. Thanks, you guys. :)

Liberty's Edge

The troop subtype description says that they deal automatic damage to any creature within reach and that its stat block has "troop" in its Melee entry with no attack bonus given.

The very next column of that page (pp. 17) shows the stat block for a Russian Rifle Troop with its Melee entry listing a +20 attack bonus.

Other than a scenario (which I played in and don't remember the name of), this is the only reference I've found for the troop subtype, so I'm not sure where else to look for this info.

Contributor

baradakas wrote:

The troop subtype description says that they deal automatic damage to any creature within reach and that its stat block has "troop" in its Melee entry with no attack bonus given.

The very next column of that page (pp. 17) shows the stat block for a Russian Rifle Troop with its Melee entry listing a +20 attack bonus.

Other than a scenario (which I played in and don't remember the name of), this is the only reference I've found for the troop subtype, so I'm not sure where else to look for this info.

Hey Baradakas!

The subtype description is correct--troops deal automatic damage like a swarm, and the target gets a save, as you'll see under the Fusillade and Grenade Volley abilities. Seems someone must have mistakenly slipped a +20 in there before the book went off to the printer, which is weird because when we debuted the troop subtype on the blog, it didn't include that, and is the more correct version.

But anywho--ignore the +20: troops deal automatic damage and the target gets a save.


Hi, I'm a GM for Reign of Winter and I have a question. One of my characters has met a grisly end, and making him come into the story line shouldn't be terribly hard, however I'm stuck on how he'll have magic items. Any suggestions?


Why shouldn't he have magic items? Could you explain the details of the grisly end and why this causes a problem with magic item possession?


He was killed by the crucifixion spirit on the door to the monastery after the world anchors are destroyed. He died to negative levels and the bard couldn't buff him enough to make his will save high enough to keep up with the negatives from the lost levels. Earth doesn't have magic, and he wants to be from Earth. That's the only real problem I see with the magic items, because there is no one to craft or sell them.

Tangent101 wrote:
Why shouldn't he have magic items? Could you explain the details of the grisly end and why this causes a problem with magic item possession?


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Well, he could have ties to the Thrice-Tenth Kingdom, or Avalon, or El Dorado, or Shangri-La... All of those places could exist in the First World.

Or knows Mab or Titania. Or some other mythological figure who's in fact real.

Or he knows Tesla and is decked out in a bunch of prototype inventions that are functionally reskinned magic items =P

What sort of class and ethnicity is he looking at for the new character? That would probably help for coming up with stuff.

Magic on Pathfinder!Earth didn't completely leave; rather it went to ground. It's in hiding, not gone.


He wields Excalibur (or another blade of legend) but doesn't realize it. ;)

There are plenty of mythological blades and items. Just because the wizards were driven into extinction (mostly) doesn't mean the items stopped being magical. :)


Starts without gear, but quickly gets the opportunity to loot some and/or uses extra stuff the party has.
High tech gear?

Partly depends on what background he wants, coming from earth. If that fits with some secret magic group or ancient artifact, that works. If he's more of a normal guy, just run with it and add some stuff into the adventure for him.


ask yourself
what would Highlander give him?


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He's going to be playing an American Gunslinger. Thank you for your help guys. :)


Billy the Kid?:-)

Contributor

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Jcat wrote:
He's going to be playing an American Gunslinger. Thank you for your help guys. :)

If he's playing a gunslinger from Earth, I think a magic item shortage for the PC is the last of your problems. The adventure is lousy with machine guns, mortars, grenades, flamethrowers, and practically unlimited ammunition. Jus' sayin'. =-)

PS: But just to review, the pale snipers in G1 have 3 +1 rifles and one has a sniper's helmet, the four C3 locations each have a Maxim of suppressive fire, Lavrenti in E2 has 6 dimensional grenades, a +2 Nagant M1895 revolver, a belt of incredible dexterity +4 , and some other goodies. There is PLENTY in there to outfit an enterprising gunslinger.


captain yesterday wrote:

Billy the Kid?:-)

Nice idea! However, if he had survived then Billy would be closing in on 60 in 1918. Maybe his child or grandchild instead?


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That's pretty funny "Billy the kid". Personally I would take someone who had a unique personality and was pretty young in 1918. Maybe George Patton who was a JR officer in WW1. If you wanted to go gangster route Al Capone was 19 in 1918. Charlie Chaplin was also 19 at the time if you wanted to go with a acrobatic Bard.


Would you wanna mess with a 13-15th level Billy the Kid? Even at almost 60 he's gonna be tough:p


captain yesterday wrote:
Would you wanna mess with a 13-15th level Billy the Kid? Even at almost 60 he's gonna be tough:p

Billy the Grandpa?

Billy the Old Man?

Nah. Just doesn't have the same ring to it.


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Hows about
William Bonney,
World Spanning Bad Ass Old Man
:D


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Indiana Jones, Archaeologist/Gunslinger

Data, Android Wizard/Technomancer,
insists he's from the Future and got separated from his Captain during a "Temporal Displacement" (whatever that is)
:-D


Oddly, I recently did a thing with exactly (somewhat) this premise. He's fighter rather than gunslinger, but it's simple to write a little history to justify whatever you come up with...

http://paizo.com/threads/rzs2s46q?Rasputin-Must-Die-Ways-to-slip-your-playe rs-a#1


I really like the Lantern Goat, but I find him underwhelming stat-wise. I'm thinking about keeping the lantern goat description, but replacing his stats with that of an advanced Devourer. It provides the same soul-consuming service, and the same CR for what looks to be much more of a threat.

I'll say he consumed Victor right before the PCs arrive, and this guy likes to savor his souls, so Victor won't be completely devoured unless the PCs really take their time. I already have his planar ally buddies all picked out; Tokka, an advanced poisonous Genthodaemon, and Rahzar, an advanced arcane Venedaemon (with mythic haste and mythic enervation at his disposal).

Energy drain on Victor is a nice rules effect on top of the thematic stupor he will be in, as well, possibly compelling the PCs to fix that before he can help.

Seem like too much? Want those stats?


Stats, please!

(I'm always ready to yoink things for APs that I'll be running later.)


Tokka:

Tokka, Advanced Poisonous Genthodaemon
CR 7

NE Large outsider (daemon, evil, extraplanar)
Init +2; Senses darkvision 60 ft.; Perception +12
Aura destruction (30 ft.)

DEFENSE
AC 22, touch 11, flat-footed 20 (+2 Dexterity, +11 natural, –1 size)
hp 75 (6d10+42)
Fort +12, Ref +7, Will +5
Defensive Abilities barbed defense; DR 5/good or silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10

OFFENSE
Speed 30 ft., fly 30 ft. (average)
Melee bite +12 (1d8+6 and poison twice), 2 claws +12 (1d6+6 plus bleed 1d4 and poison twice), tail slap +6 (1d8+3 plus bleed 1d4 and touch poison)
Ranged 4 shrapnel +7 (1d6+6 and poison/19–20)
Space 10 ft., Reach 10 ft.
Special Attacks penetrating slivers, trample (1d6+9 plus bleed 1d4, DC 19)
Spell-Like Abilities (CL 6th; concentration +10)
Constant—detect good
At will—cause fear (DC 15), lesser confusion (DC 15), message, obscuring mist
1/day—crushing despair (DC 18), dispel magic, meld into stone, move earth

STATISTICS
Str 22, Dex 15, Con 24, Int 15, Wis 16, Cha 19
Base Atk +6; CMB +13; CMD 25
Feats Power Attack, Weapon Focus (bite), Weapon Focus (claws)
Skills Fly +9, Intimidate +13, Knowledge (engineering) +11, Knowledge (planes) +11, Perception +12, Stealth +7
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.

SPECIAL ABILITIES

Aura of Destruction (Su)
A genthodaemon can create an aura of pure carnage. All critical threats made against targets within the aura (including the genthodaemon) are automatically confirmed. Dying creatures within the aura take a –10 penalty on stabilization checks. The genthodaemon can activate or suppress this aura as a free action.

Barbed Defense (Su)
A creature that strikes a genthodaemon with a melee weapon, an unarmed strike, or a natural weapon takes 1d4+6 points of piercing damage from the barbed wire and other pieces of jagged metal embedded in the genthodaemon's body. Melee weapons with reach do not endanger their users in this way.

Penetrating Slivers (Ex)
When a genthodaemon confirms a critical hit with a claw attack, pieces of its metal nails break off and enter the target's body, working their way toward its heart. When the slivers reach the heart 1d3 rounds later, the creature takes 1d6 points of Constitution damage. The slivers are destroyed by anything that removes curses, diseases, or death effects. Likewise, creatures immune to curses, diseases, and death effects are immune to this ability.

Shrapnel (Ex)
A genthodaemon can shake loose four large pieces of the shrapnel embedded in its body as a standard action (make a separate attack roll for each piece). This attack has a range of 180 feet with no range increment. All targets of this attack must be within 30 feet of each other. The daemon can launch at most 24 pieces of shrapnel in any 24-hour period.

Poison (Ex)
Each of the base creature's natural attacks that causes slashing or piercing damage can deliver an injected poison with each attack. The Fortitude save for the poison has a DC of 20. The damage is 1d2 point of Constitution damage per round for six rounds. Cure is one save.

Poisonous Cloud (Ex)
A poisonous creature is constantly surrounded by an invisible cloud of poisonous gas. This inhaled poison affects any creature that breathes the air or water within 10 feet of the poisonous creature. The DC for the Fortitude save is 20. The damage is 1d3 points of Strength damage for six rounds and grants the sickened condition for one hour. Cure is two consecutive saves. Two consecutive saves also reduces the sickened condition to 1 minute.

Toxic Flesh (Ex)
The poisonous creature's flesh exudes a contact poison. Each time a poisonous creature makes physical contact with another creature, it delivers its poison (Fortitude DC 20, damage 1d2 points of Dexterity damage for six rounds; cure is two consecutive saves). Such contact includes grappling and successful touch or natural attacks by either the poisonous creature or its foe, unless a glove or gauntlet prevents flesh-to-flesh contact. This contact poison loses its effectiveness when removed from the poisonous creature, so it is not effective when placed upon objects. In addition, any creature that eats a poisonous creature's flesh or swallows it whole is affected by the poison as if it had touched the poisonous creature.

Venomous Breath (Ex)
Once every 1d4 rounds, a poisonous creature can spew forth a disorienting mist of contact poison in a 60-foot cone as a standard action. Each creature in the area must succeed in a Fortitude save (DC 20) or suffer the effects of the poison. Failing the save results in 1d6 point of Intelligence damage, 1d6 point of Wisdom damage, and the creature is confused as per the spell. Saving halves the ability damage and negates the confusion effect. The confusion effect lasts for one round per HD of the poisonous creature.

Detect Anti-Poison (Su)
At will as a standard action, the poisonous creature can detect alchemical items, magic effects, and magic items within 30 feet that neutralize or delay poisons, or determine whether a creature in the same range is naturally immune or resistant to poisons. For each qualifier in the area, the poisonous creature can make a DC 15 Wisdom check. Success indicates that the poisonous creature knows the location of the qualifying creature, object, or magic effect and why it qualifies. Knowing the location of a hidden or invisible qualifier does not reveal it; the poisonous creature merely knows what square or squares the qualifier occupies. The poisonous creature knows the location a qualifying object, effect, or creature at the moment of the detection, but it cannot follow the qualifier's movement without another detection attempt. Most poisonous creatures use this ability to determine whether their poisons can affect a certain foe, but some spellcasting poisonous creatures use it to detect spells so that they can dispel them.

Rahzar:

Rahzar, Advanced Arcane Venedaemon
CR 7

NE Medium outsider (daemon, evil, extraplanar)
Init +8; Senses arcane sight, darkvision 60 ft.; Perception +14

DEFENSE
AC 28, touch 16, flat-footed 24 (+4 Dex, +2 Deflection, +4 Armor, +8 natural)
hp 73 (6d10+40)
Fort +7, Ref +9, Will +10
DR 5/good or silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 18

OFFENSE
Speed 30 ft., fly 30 ft. (average)
Melee 2 tentacles +8 (1d6+2)
Special Attacks arcane soul-crush, Mythic Magic

Spell-Like Abilities (CL 6th; concentration +13)
Constant—arcane sight
3/day—dimension door, dispel magic, slow
1/day—summon (level 3, 1 cacodaemon, 75%)

Mythic Spellcasting (CL 6th; concentration +14)
1/day--Haste, Mad Monkeys, Enervation, Confusion (DC 22)

Spells Known (CL 6th; concentration +13)
3rd (4/day)—hold person (DC 20)
2nd (6/day)—invisibility, scorching ray (DC 19)
1st (8/day)—charm person (DC 18), mage armor, magic missile, shield
0 (at will)—acid splash, arcane mark, bleed (DC 17), mage hand, prestidigitation, ray of frost (DC 17), read magic

STATISTICS
Str 15, Dex 19, Con 20, Int 26, Wis 20, Cha 25
Base Atk +6; CMB +8; CMD 22
Feats Combat Casting, Eschew MaterialsB, Improved Initiative, Magical Aptitude
Skills Bluff +16, Disguise +13, Fly +13, Intimidate +16, Knowledge (arcana) +17, Knowledge (planes) +17, Knowledge (religion) +14, Perception +14, Sense Motive +14, Spellcraft +19, Stealth +13, Use Magic Device +18 And more!
Languages Abyssal, Aquan, Celestial, Common, Draconic, Ignan, Infernal; telepathy 100 ft.

SPECIAL ABILITIES

Arcane Soul-Crush (Su)
A venedaemon may consume a held soul gem as a swift action, allowing it to cast any of its spells known without using a spell slot. For the daemon to use this ability, the consumed gem must contain the soul of a creature with Hit Dice equal to or greater than the spell level of the desired spell.

Mythic Magic (Su)
Up to three times per day, when the creature casts a spell, it can cast the mythic version instead (as with all mythic spells, the creature must expend mythic power to cast a mythic spell in this way).

Tokka and Rahzar:

With their relatively low hit points and defenses, these two foes do not pose too much of a threat to a level 13 party. However, they can serve as able distractions, and will happily cause a little chaos, ability damage, and level drain. The two have been a hired pair for mere decades, merrily serving (and often betraying) those who call on their power. Dusha Koza the Devourer calls on them when he has need of a little more muscle, and thus far, the partnership has been profitable for all parties.

Note:

In my campaign, Mythic Mad Monkeys can fly.


So my players just made it to Akuvskaya and I've been wondering about some of the things they dealt with in the hut.

Vasilisa and the gingerbread house are clearly based on fairy tales and folklore, and a quick search told me Otesánek was a Czech fairy tale, but I can't seem to place the other rooms. How many are based on other things I'm not aware of and how many are wholly original ideas? Is there some Russian or otherwise eastern European basis for the window of life trapping, or the shadows, or the Coffin Man?

Contributor

Hey Altcode! I hope you'll forgive my memory--some of the specifics have long-since fled my addled brain, but I do recall the inspiration for the domovoi gulag was the story of Jorinde and Joringel, who were turned into nightingales (note the domovoi's birdcage prisons and food source). I don't recall if the shadows or mirror of life trapping had a direct correlation, and the Coffin Man was established Golarion canon for Baba Yaga already. I remember I had big plans for a room involving a hen, a cock, and a brindled cow, but I wound up cutting it. Hope that helps!

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