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Organized Play Member. 54 posts. No reviews. No lists. No wishlists. 10 Organized Play characters. 1 alias.




I would like to cancel my subscription to Paizo Adventure Paths.

Thank You.


Hey everyone, still playing Giantslayer with my group (about to go into the tomb in book 4) and after the tragic death of my dwarven warpriest I threw together a phantom blade spiritualist rather quickly to keep playing with the group. The rest of the group consists of a Shield Bash Fighter, Martial Occultist, Cleric, and Ranger.

So quickly, in fact, that I may have made a couple of errors in spell selection.

We just hit level 12 and its caused me to take another look at my spell list and consider my options. For each spell level I'm trying to decide a few things:

1) What spells I already know are worth keeping vs trading out at appropriate levels (next time is lvl 14) or retraining.

2) What spells I'm considering are worth adding to my spells known either through normal leveling, or retraining.

3) What spells I have access to that should be put on a spell lattice, or taken as a wand.

The only feat I have right now that affects any of my spells is fey foundling (I'm a scimitar-wielding sarenite with the divine fighting technique).

Current wands: CL3 Cure light wounds, bless weapon, remove fear

Knacks: detect magic, read magic, mage hand, open/close, light, touch of fatigue

1st: burst of adrenaline, burst of insight, chill touch, cure light wounds, protection from evil, inflict light wounds

2nd: mindshock, cure moderate wounds, false life, invisibility, resist energy
Under consideration: stricken heart, lesser restoration, see invisibility, spiritual weapon, surmount affliction

3rd: displacement, heroism, haste, vampiric touch
Under consideration: slow, invisibility purge, dispel magic, bestow curse, force punch, fly, cure serious wounds, sands of time (this is always a busy spell level, and hard to pick for. A big oversight so far is that I didn't pick fly yet)

4th: freedom of movement, dimension door, etheric shards, shadow conjuration
Under consideration: shadowform, cure critical wounds, death ward

I don't have 5th or 6th level spells yet but here are the planned lists for consideration:

5th: breath of life, plane shift, shadow evocation, withdraw affliction
6th: greater dispel magic, getaway, harm

Planned spell lattices: true Seeing (6th), possession (4th)

The campaign should end around 17th level. Any help curating my spell list a little is appreciated.


Starting Giantslayer with my group very soon and I came up with something of an a-typical build. I want to both make sure my assumptions are correct (and the build is legal) and also ask for any suggestions to improve both it and my play experience with it.

Dwarf
Traits - Giant-Blooded, Fate's Favored
Warpriest (of Torag) 17 (Protection, Artifice)
1 - Steel Soul, Weapon Focus (Warhammer), Patient Strikes (Sacrifice minor Artifice power)
3 - Power Attack, Cleave
5 - Goblin Cleaver
6 - Vital Strike
7 - Orc Hewer
9 - Great Cleave, Quicken Blessing (Protection)
11 - Improved Critical
12 - Improved Vital Strike
13 - Weapon Trick Cleaving Smash
15 - Cleave Through, Cleaving Finish
17 - feat
Weapon of Choice: Large Warhammer

While it takes a LONG time to come online (due to requiring Improved Vital Strike) the idea is that using an oversized Warhammer (ergo requiring 2 hands) I can using the 2h Weapon Trick cleaving smash to apply Vital Strike to cleave attacks. This trick comes online for the last 5 levels of the campaign and I'm okay with that.

Early play is basically a standard power attack build with an oversized Warhammer. Plus picking up the dwarven cleave support to lead up to the main event.

Not sure what to take as my 17th level feat. And I'm open to suggestions on how to move things around to improve the character.


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Meet Strides-Besides-Death and his Eagle (reflavored Owl) familiar for the Curse of the Crimson Throne game my group just started.

Its been a while since I've played anything but an Arcane caster, and I loved a build snippet I found on reddit for this class, but am having trouble fleshing it out to a full build. The idea is to build up a large pool of channel (Restoration Spirit+Channel Luck) with buff riders, and support with those and hexes.

I'm already level 2 (though we haven't played a session at 2 yet so I can still change my hex choice) and need some feat options and maybe a better hex progression? I have a strong Luck theme going, but not sure the character will be effective all the way to 17 (though hes a full caster, so hes probably fine). Wandering Spirit will be Lore most of the time for Wizard spells Hex. Using Half-Orc FCB to get cleric spells (picking up Ant Haul at 3 to mitigate poor strength).

Build is below, any advice is welcome.

Shaman (Serendipity) 17
Half-Orc (FCB: HP or Cleric Spell) (Sacred tatoo)
Str 8, Dex 14, Con 12, Int 13, Wis 17, Cha 14
Traits: Fate's Favored, Missing Sibling
1 - Endurance (racial bonus), Defiant Luck {Restoration Spirit}
3 - Selective Channeling
5 - Fateful Channel (worships Pharasma)
7 - Quick Channel
9 - Extra Hex (Spirit Magic)
11 - Spirit Talker
13 - FEAT
15 - FEAT
17 - FEAT

Hexes
2 - Witch Hex - Protective Luck
4 - Chant
8 - Channel Luck
10 - Tweak the Odds
12 - Fortune
16 - Hex


So the only posts that show up on a google search about this topic are from 2015 or older. By RAW the Bolt Ace cannot make touch attack deadly aims with a crossbow, because the line allowing Gunslingers to do so is part of the firearm rules.

I've searched the FAQ and errata and found nothing about this. Did the dev team ever respond to this little issue?


So we just had a near-TPK in our online run of the Emerald Spire super-dungeon, and after my Gunslinger died I've decided to have a bit of fun and try out the Arcanist class from the new ACG. After seeing the Blockbuster Wizard guide I've decided I really want to give a Blockbuster Arcanist a try and have set out to figure out how to make it work.

Arcansit (Admixture School Savant)
Elf 8/17/10/19/12/14

Traits
Magical Lineage (Fireball), Reactionary (+2 Init)

1. Arcanist - Spell Focus (Evocation)
2. Arcanist -
3. Arcanist - Intensified Spell
4. Arcanist -
5. Arcanist - Spell Specialization, Exploit?
6. Arcanist -
7. Arcanist - Greater Spell Focus
8. Arcanist -
9. Arcanist - Empower Spell, Exploit?
10. Arcanist -
11. Arcanist - Dazing Spell, Exploit?
12. Arcanist -
13. Arcanist - Quicken Spell, Exploit?
14. Arcanist -
15. Arcanist - Spell Perfection, Exploit?
16. Arcanist -
17. Arcanist - Spell Penetration, Exploit?
18. Arcanist -
19. Arcanist - Greater Spell Pen, Exploit?
20. Arcanist -

Possible Exploits: Potent Magic, Metamagic Knowledge (Bonus Feats), Bloodline Developement?, Dimensional Slide, Familiar, Quick Study, See Magic

So far looks good to me, my main problem is deciding what Exploits to take and when. So suggestions on Exploit placement would be appreciated. I'm coming back into the game at lvl 3 so I have some time to think about it as well.

Main gimmick will be Intensified Burning Hands until I reach 5-6th level.


Warning Spoilers Below.

Alright, so my current AoW game is nearing the home stretch. I want to go all-out for Savage Tides as my next campaign (I'm gathering the music, building a 3D Sea Wyvern, and probably will costruct other set pieces).

Something that has always irked me a bit is that despite my massive collection of minis I'm always doing something like: "This Large mini is a dragon, I know it dosn't look like it. Pretend" So I've decided to crack my wallet open and buy proper minis for the enemies and allies of this campaign.

To that end I'm going to start compiling a list of characters in need of minitures and what minis I plan to use. I'm posting this here, because honestly its a lot of work and I could do with some help. I'm not perfect and I could either miss a better mold of a mini (using primarily D&D skirmish minis, but I'm not adverse to metal either) or I had trouble finding a mini at all.

With that here is my first post, the miniature list for There is no Honor

Lavinia Vanderboren- not required, but will be useful as the campaign progresses
Soller Vark- human armed with a light crossbow and rapier
7 Thugs- human armed with a light crossbow and rapier
3 Rhagodessa - I don't think these were ever made, so I'll need to do conversion
Iron Cobra - Iron Cobra 36/60 Aberrations
3 Ravenous Zombie Pirates - Largest group size encountered, need to pick a good zombie sculpt
1 Huecuva Cleric - still looking
5 small monstrous crabs - still looking
6 Rogues - Defiant Rake? 43/60 Dungeons of Dread humans with hand crossbows/rapier, Lotus Dragons, largest group size encoutered
1 Human Illusionist - Human wizard armed with a sickle?
1 Worg - need to find good sculpt
1 Prisoner - The Lotus Dragon guy tricking the PCs
1 Crocodile - need to find good sculpt
6 Ixitxachitl Scouts - Not sure about these. Suggestions?
Churtle - Everyone's favorite Kobold, need good sculpt
1 Bugbear Zombie - looking
1 Crested Felldrake - 19/80 harbringer wouldn't mind an alternative, looks a little ugly to me
Rowyn Kellani - need to find good sculpt


As the title says I'm working on a character bio for an upcoming Savage Tides game, and Ive hit a small snag.

Unless Ive gone blind, there is not a single Monastery (the type of place a Monk would train at) in all of Sasserine.

Could someone point me at one that Ive overlooked perhaps?

Perhaps one of the local churches/Shrines could double as one, but none of them struck me as Monkish.


So I was asked to run the Age of Worms by a group of players I DM for. Some of them played some of the early WC encounters, but a TPK ended the campaign and we moved on (in fact, I'm fairly sure we didn't get past the wolves).

They have all grown in their character building skills since then, and to date I know I have the following:

Wood Elf Barbarian 1 (a new player, I designed the character myself)
Whisper Gnome Transmuter 1 (meant to be a buffer/debuffer)
Human Factotum 1 (Skill junkie, and backup everything)
Wilder 1 (My first experience DMing for a psionic character)
and a fifth unknown character.

As you can tell I have a fairly open book policy on my campaigns (I realize this can cause problems with published adventures, more on that in a momment).

I intend to start with one PC inheriting the deed to an abandoned mine office. After some roleplay I'm hoping to guide the PCs there (maybe as a hired workforce to renovate) where they will find an old map with text written in Vaati. A Map which clearly shows the location of the Whispering Cairn. Hopefully (although its not required) they will take the text to get translated by Allustan giving them their connection to him. I'm open to suggestions on this, but we start tomorrow so it's not going to change much, I think.

More to the point, I understand the adventure path was built (mostly)SRD only to comply with the OGL. So I'm looking for suggestions on things to change to make it a challenge for a group with a wider book selection. Mainly what, if any changes, should be made to spell lists with the addition of the Spell Compedium?


So this past Monday I completed the campaign I have been running for the past year and a half (Or has it been two? I digress). Picking up a new player we sat down and rolled up characters to start up this great campaign.

--------------------------------

The Players

Zex, Human Archivist 1
- A simple wandering scholar who found his way to Diamond lake part by chance and part by interest in the nearby hills.

Tanessa of the Running Brook, Catfolk Ranger 1
- A nature activist who has come to Diamond Lake to usher change in its economic-political structure with the hope of revitalizing it's ecosystem which once revolved around the now-dead lake. She has met nothing but resistance from the Mine Managers since her arrival. She is not particularly a threat to their regimes but she is a nuisance nonetheless.

Arcturus, Human Fighter 1
- Part adventurer, part unlucky fellow, Arcturus came to Diamond lake like many others in search of work. All in the name of his lord Bahamut.

Skink, Aasimar Druid 1
- Hes just a passing through Kamen.... sorry, Hes just a passing through Druid, really. Remember that. Oh and he has a pet poison-spitting dinosaur that lives in his backpack.

Vrack the Glory Bringer, Human Cleric 1
- A priest of Pelor who came to Diamond lake to proselytize. Whether his efforts will bear fruit for his church in the future in such a dreary town remains to be seen.

------------------------

Our story begins simply as the mercenary Arcturus searches Diamond Lake for work. Coming upon a flier detailing a missing girl he immediately began asking questions around town and gathering information. Along the way he picked up a trio of allies from the Feral Dog and a catfolk tracker who had been staying in the Able Carter Coaching Inn.

Following tips from the locals they figured that the girl must have gone to one of the local burial cairns, one where the walls 'spoke'. After consulting the local wizard Allustan they obtained a map to this "Whispering Cairn" on the stipulation that they would recount their explorations of it to him later, and bring back rubbing samples of writing they find there.

Upon arriving at the Cairn the group began exploring the main hall, noticing a collapsed tunnel, a broken transportation device, and the source of the mysterious 'whispers'. Assaulted by a trio of wolves the group swiftly dealt with them through druidic magic before pressing on...

To Be Continued

------------------------

So that's where we are after session one. Not at all bad, although its sort of obvious who put the most effort into why their character's are there and what their motivations are.

A something of note, the cleric of Pelor expressed interest in the Radiant Servant prestige class. I told him to pick something else because Ive heard that this prestige class (and Entropomancer) break the campaign open toward the end. Was this a good call? I'm not sure.

Coming up next time, Acid Beetles. Gorram Acid Beetles, oh and traps too. The fight that could make or break the party, what will happen? We'll see.


Two part question.
Me and my group have decided to start up a second edition campaign for nostalgia's sake and play through as many of the classic modules as progression will allow.

The problem is we have an eye towards several adventures which were designed for 1st Edition.

So my first question is thus: Is it possible to convert modules from 1st to 2nd, how difficult is it generally, and has anyone already done the legwork? If it just isn't feasible we'll figure out what to do from there (likely play 2nd ed modules).

Second part is can anyone recommend adventures to look for? If you suggest an adventure please list is level range (or relative level range if it needs conversion). We have some in mind, but I'm sure we missed a few good ones.


Ive ran the adventure for a couple groups now (never actually finished the whole campaign sadly) and with a new group beginning TWC tomorrow I am beginning to think about the future.

The Kenku Labyrinth has always been one of the low points for me in the adventure. Has anyone come up with a good way to replace it? Id like to keep a similar flavor for the Vecna temple leading up to the final encounters with the faceless one, but Im not sure what to do.


I plan to begin Age of Worms in a couple weeks, and this isnt the first time Ive started the campaign (all previous attempts died to schedule conflicts).

I was wondering though, this time around about what books I should use.
To be fair I should probably allow the PCs access to most books used to create the npcs (I dont have a full list, anyone?).

Aside from that I was wondering how big the list of books other groups use is.


Hello all! My group just started playing the Savage Tide AP last Friday with the intent to go all the way to the end, and so I decided to post our exploits up here. Our Sasserine is located in Greyhawk (by default) and though Im not DM I'll be instructing the group on aspects of the setting as we go. I'll begin with my characters stats.

Spoiler:
Tyr (Age 25)
Dragonspawn Wizard 1
NG Medium Dragon
Init +8; Senses Listen +2, Spot +2 (darkvision 30ft, lowlight vision)
Languages Common, Draconic, Elven, Giant, Suel
___________________________________________________________________________ ___
AC 21, touch 14, flat-footed 17 (+7 natural)
HP 9 (1 HD)
Immune Sleep, Paralysis, Cold
Fort +5, Ref +4, Will +4
___________________________________________________________________________ ___
Speed 30ft, Fly 60ft (Average)
Melee Claw +2 (1d4+2/x2)
Base Atk +0; Grp +2
Special Actions Breath Weapon, Death Throes
Combat Gear Healing Belt (2d8/3d8/4d8),
Spells Known (CL 1st; Ranged Touch +4)
1st (4/day) - sleep (DC 15), magic missle
0 (5/day) - detect magic, read magic, ray of frost, disrupt undead
Spells Per Day (CL 1st, Barred: Evoc, Enchant)
0 - prestidigitation, ghost sound, mage hand,acid splash
1st - benign transposition, color spray, grease
Spell-like Abilities (CL 1st) 4/day - Abrupt Jaunt
___________________________________________________________________________ ___
Abilities Str 14, Dex 18, Con 20, Int 18, Wis 15, Cha 18
Feats Academy Graduate, Scribe Scroll, Imp Initiative, Spell Focus (Conjuration), Skill Focus (spellcraft)
Skills Concentration +9, Diplomacy +8, Gather Infofmation +8, Heal +4, Knowledge (Arcana) +8, Knowledge (History) +6, Knowledge (Nobility) +6, Spellcraft +10, Use Magic Device +8.
Possessions combat gear plus ring of feather falling, spell component pouch, bullseye lantern w/continual flame, mithril chain shirt (not worn), silk rope (50ft), grappling hoook, 761gp
Spellbook All zero-level, plus benign transposition, color spray, magic weapon, grease, ebon eyes, ray of enfeeblement, ray of clumsiness.
___________________________________________________________________________ ___
Breath Weapon - 30ft Cone of Cold that deals 2d6 dmg (DC 15 Reflex half), usuable every 2d4 rounds.
Death Throes - When Tyr dies everyone within 10ft take 1d6 cold damage (DC Reflex half).
___________________________________________________________________________ ___
Important House rules: Double feats at 1st level. Template allowed with LA Buyoff. Free random Minor magic item at 1st (or equivalent gold).

A prologue,
My name is Tyr and once upon a time I was a human wizard. I made my life as a conjurist in the Noble District in the city of Sasserine as part of it's wizarding guild, the Witchwarden tower. I was perhaps too successful in my studies and conjuration always makes the user seem more powerful than he truly is (or is it makes them more powerful than they have right to be? I always get the two confused). Which was why I had been sought out by a paladin. He invited me to accompany his group on an adventure deep into the mountains. We were to encounter a group of dragons there and stop the nefarious scheme they were plotting. He had a large company including several mages of considerably more skill than myself so I thought it no trouble to go, do little to help, take credit, and reap the rewards. It would be a foolish error.

We stood outside the lair, and inside the draconic hisses bellowed. I understood what the humongous beasts were saying and it chilled me to the bone. "The humans approach. They cannot stop our plans," one screeched. "Destroy them," another answered. Several of our arcanists had caught the words, but I found myself yelling out first, "They know were here!!" The paladin who had brought us calmly drew his sword, "We cannot stop now. We have come too far. Lets do it guys..." he charged forward, with more resolve than I had ever seen in a man as he screamed out his name in his final breath, "Leeeeeeeeeeroy Jeeeeeeeeeenkins!!!" Many followed the charge, but I knew my limits. I got as far away from the ensuing battle as I could and hid.

Many moments passed and things grew quieter and quieter as one by one the adventuring company was sent to it's deaths. My breathing stopped. I dared not draw attention to myself, but the titanic beasts knew better. "That one hides. Afraid for his life."
"We must move on from here. Other will come, and some will be powerful enough to destroy us."
"Before we do, I propose an experiment. A test of our arcane technique which these mortals died to stop."
"The coward? He is fortunate this day to receive such a boon."
"A reward for not interfering like the others. He was cold blooded enough to watch them die, and his reward will be to remain cold blooded eternal." One of the gigantic lizards cast a spell at me before I could run, and things grew dark.

Days later in the city of Sasserine, a towering figure of white scales would pass through the noble district toward Witchwarden's tower. It would wear the tattered remains of a wizard's robes of a style unique to a single man thought dead. In a way I was dead, but in another I had been reborn. Tyr the man had left Sasserine, and Tyr the dragonspawn had returned more powerful than ever. I had been magically compelled to never again mention the plots of the dragons that had transformed me, but that was thier folly. The plans of dragons take years to complete as a side effect of thier long lives and patient natures. I too would be patient, untill at last I had the power and allies to confront them again... If I survive my current quest.


We had our second session the next day, as it was a holiday.
We began where the characters left off: entering the "tomb" with the rainbow colored lanterns. After discovering the hard way that the sarcophogus was empty, they explored a tunnel above the area with the blue lantern only to thier own dismay, as a wind-trap was set off by Bowen and blew the poor halfling ninja Toruso down the hallway to unconsciousness (At this point Bowen left... I think permanently).
They went back to town and had the church of St.Cuthbert heal Toruso, and then went back to the tomb. They discovered that by turning the sarcophogus, they could cause different arcane elevators to appear. After debunking the Indigo hallway's elevator, they prepared to test a theory about the trap in the blue hallway, when the the green hallway collapsed and unleased a swarm of insects.

It was at this point we introduced Ouj, the Human Druid 1.

After a long fight they managed to defeat the bugs (they even tried using the wind trap to kill the things... ingenious Fin), and poor Toruso died. Then we called it a night, with so many unanswered questions.