My players at 13/6 right now range in unbuffed ACs from 25 (a Witch) to 36 (Captain +14 Dex Mod the Gunslinger). By the time they reach the Marilith I fully expect everyone but the Witch to exceed AC 40. My players resemble Magnuskn's to a large degree, having 14 something years of 3.X/P experience, not to mention years of earlier systems.
My biggest complaint for this AP is the endless assumptions that NPC X will teleport away at Y HP. Thanks to Legendary Item, both my Bard and Gunslinger have Phase Locking Firearms. Nothing teleports away. Ever. When a stat block reads "teleports away at X HP" you can just substitute "dies, tired, running away from a hail of bullets and flying swordstrokes".
Rod of Quicken Metamagic from Xanthir Vang, perhaps?
As Whovians, our group pronounces Galfrey as ROH-Mah-Nah-De-Vor-Ra-Teh-LOON-Dar IV, Lady President of Gallifrey and Mendev. This tends to confuse her, but it's entirely sincere and respectful, so she's game enough to run with it. They're hardcore like that.
Perception checks have yet to detect K-9 Mark II, but the PCs continue to try.
Mystic Theurge to the rescue! Wiz/Clr/Mystic Theurge
Step -1: Cast Blood Money to avoid the Restoration material costs.
I'm looking for some clarification/feedback/validation on Divine Source. One of my Wrath of the Righteous players wants to take this ability, and I want to make sure I'm implementing it properly.
Divine Source (Su) wrote:
Based on my reading, I stipulate the following:1) A LG Oracle must take both Law and Good domains as their first choices, per sentence 3.
2) Said LG Oracle would add the spell lists of their selected domains (up to their tier) to their spells known per sentence 5.
3) In addition to adding the spells to their spell known list, said Oracle can use one Domain spell per spell level (limited by their tier) as a SLA, per sentence 7.
Now here come my questions.
Any feedback is appreciated. Thanks.
Ok, I get the concern, but I'm curious - where are you getting the 5 times a day limitation from? Consulting the SRD and the FAQ, I can only see limitations as to once per day for a given target. I have a Witch in my campaign, and we're not using any limitation like that. We'll see 5 Hex attempts of one type or another per encounter, much less per day.
Remember that broken Phylactery of Faithfulness the party can find, earlier in the adventure? If you can cast Make Whole, you can fix it. (It's only a CL 1 item). They identified what it had been, and when they did I told them it had "some interesting residual magical properties". They didn't discover anything on repairing it, but when the devotion opportunities arose, the Phylactery gave the impression "someone" was benevolently watching, no more, no less. This led them to ponder what the right thing might be to do, and consult their holy texts for insight (Knowledge: Religion checks).
Darn treacherous demi-humans
That particular kind of demi-human is always treacherous. As a player I assume they're always CE, and just wait for the opportunity to hold them accountable for their villany. They rarely disappoint. I tell you, they make the Demons look good by comparison.
With one exception, my players feel the same way. PC #5 will insist they can do no wrong, as they play one normally. PC's 1-4 will have to struggle mightily OOC not to automatically expect treachery. Draw what conclusions you will.
Frankly, I don't expect it to last more than 3 days before being put down like a rabid dog, particularly since per the AP it will live down to their lowest expectations.
Anyone have some advice for the following?
A Mythic Champion wants to spend a use of Mythic Power to make a Sudden Attack:
Sudden Attack (Ex) wrote:
As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.
Prior to their turn, they failed their save against a Misfortune Hex by a Witch:
Misfortune (Su) wrote:
The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
How many times should the Champion roll for the attack, and which result do they need to take? Twice? Three times per the multiplying rules? The best? Worst? The average?
My personal inclination would be to allow the Mythic ability to trump the non-Mythic one, but what if they were both Mythic? (E.g. an Archmage Witch with Mythic Accursed Hex or another Mythic modifier)
It hasn't happened yet, but given one of my players is a newly Mythic Witch, I see it happening very soon. Any advice is welcome.
Team Aasimar has completed Book 1, five man band style.
The Hero(ine): Sabiha, the LG Aasimar (Lawbringer) Oracle (Purifier, Battle Mystery) of Iomedae. Touched by Divinity/Hierophant, Inspired Spell, Heathen Slayer: Baphomet, Mythic Power Attack.
Team Aasimar diplo-manced all three NPCs, dedicating one high charisma face to each one (poor Dentanis drew Horgus). Thanks to some good RP and rolls, all the NPCs were all Friendly before they reached the ruined chapel, and the Mongrelman were on board.
They proceeded to curb stomp their way up to and through the ruins of Kenabres, knocking all 3 safehouses off before arriving at the Inn.
Then they managed to roll the Gray Garrison in one go. The only speed bump was the Alchemist, and that due to Blur's miss chance. In doing so, they managed to pick up every devotion point except cleaning the Chapel, which they picked up afterwards.
Since there were five, they managed to reach the final fight at only level 4. They were refreshed per the encounter notes, but I "forgot" to give them any of the bonuses, thinking I'd phase them in if necessary. Thanks to the Gunslinger, the Paladin, and a purchased scroll of Haste, there were only 4 Babaus after the first round; they never got their bonuses. In the end, thanks to some good tactics and fairly conspicuous potion consumption, they won.
Based on my reading of their Mythic choices, I may need to give everything in the next module the advanced template. Possibly more than once.