Assembler's page

Organized Play Member. 39 posts (48 including aliases). No reviews. 2 lists. No wishlists. 2 Organized Play characters. 1 alias.


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For documenting things that are mistakes or which you believe should be changed.

I'll begin with the Divine Warden of Haagenti. While its cantrip was correctly changed from Daze to Divine Lance, its alignment remains N instead of becoming CE to match its deity, which prevents it from actually using said cantrip.

Most constructs in Monster Core are immune to spirit damage, but there are a couple of exceptions. The soulbound doll says "Because of its soul sliver, a soulbound doll is not immune to spirit as most constructs are", and the sidebar on soulbound homunculi says that they lose the immunity to spirit. So this precedent seems to be that soulbound constructs are not immune to spirit damage, which makes sense.
However, a quick look through Demiplane Nexus has shown that these are not the only constructs that interact with souls. The Radiant Warden from Bestiary 2, ancient harrowkin from Stolen Fate, the Grand Defender from Lost Omens: Highhelm, the Soulbound Ruin from Age of Ashes, and some Divine Wardens mentioned in their Bestiary 3 sidebar are all mentioned to contain souls in some form or another (with the Grand Defender also having the celestial trait). In addition, the Azmakian Effigy from Blood Lords has both the construct and fiend traits (although, unlike most fiends, it is not weak to good) and is mentioned in its sidebar to have a demon bound in it, and the Levaloch from Bestiary 3 has the construct, devil, and fiend traits and says "Levalochs are strange amalgamations of devil and automaton, never requiring food or rest."
If I were to convert these creatures to Remaster rules, should I not give them the usual immunity to spirit damage? I'm thinking most of these creatures wouldn't get the immu itu, but I'm not sure about the effigy and the levaloch.

A signature ability of the new Diabolic Dragon is its Diabolic Flames allowing it to deal spirit damage instead of fire damage with any of its abilities. However, despite the flavor text saying that this is because its flames are "imbued with the unholy power of Hell", it does not look like it mechanically sanctifies them as unholy. The jaws strike and Hellfire Breath were already unholy, and Divine Immolation not only already has the Sanctified trait but doesn't need Diabolic Flames to do spirit damage, but the other fire-based Innate Spells the Diabolic Dragon has are not Unholy or Sanctified and thus are not unholy when cast by a Diabolic Dragon.
I have two questions about this. First, why did this happen? Second, aside from making spellcasting Diabolic Dragons have a completely redundant cantrip in their default selections (an Ignition that can deal unholy damage would remove the need for Divine Lance), would there be any problem in allowing a Diabolic Dragon to sanctify its fire spells?

Captain Morgan wrote:

Thanks for compiling those. I'm going to add that info to my Sanctification guide.

Here's a fun tidbit. The diabolic dragon is immune to divine immolation, and its fire breath weapon functions similarly for counting as either fire or spirit damage.

How does the immunity to divine immolatuon work? And is the fire breath the only thing the dragon can convert to spirit damage?

What do the saving throws for the golem replacements look like? Is there a status bonus to saves against magic, or do they only resist damaging spells now?

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Errenor wrote:
Finoan wrote:
There may be a combination or two that aren't possible any more, but I haven't checked. I also haven't heard anyone mention that their previous combination doesn't work and asking what to do about that.

Gozreh: Divine Sanctification none. Follower Alignments NG<...>

Pharasma: Divine Sanctification none. Follower Alignments LG,<...>.
Maybe there are more.

Preexisting champions of Gozreh and Pharasma are covered by this line in the Core Rulebook errata:

As an exception, if you could follow a certain champion cause before the remaster, you can still choose that cause (along with the related tenets of course) for that specific deity.

Jeslyn's armor comes from one of her oracle revelations.

Armor of Bones (Su): You can conjure armor made of bones that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/bludgeoning. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

As Jeslyn is a 7th-level oracle, she gets a +6 bonus from this revelation and can use it for 7 hours per day.

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Sorry for vanishing. Rough work week. Glad to see you're back, Mioki.
After this experience, I believe I can safely conclude that PBP is not for me.

You could still try an Engineering check. Even if you didn't have Bardic Knowledge, the DC for that one is low enough anyone can attempt it untrained.

GM Screen:
Crysmal perception: 1d20 + 11 ⇒ (19) + 11 = 30

You continue along the other tunnel, eventually entering a spacious cavern. A section of the northern wall has been hollowed out, exposing veins of various crystals that reflect the light from your spells. Small piles of rock are heaped on the ground nearby, where the earth has been carefully chiseled away to expose the potentially precious stones. Various stones can be seen scattered over the ground.
DC 10 Knowledge (engineering) or DC 15 Knowledge (dungeoneering):
This was done by a small group, not a full-blown mining operation.

DC 20 Appraise:
The stones in total are worth 1,200 gp.

DC 15 Knowledge (arcana):
Many of these stones are of the same kind the ancient Azlanti enchanted as ioun stones.

The vials do not seem to be magical. Perhaps an alchemist might be able to tell what they are. However, Fenna picks up traces of magic coming from the belt and the cloak. She can't quite tell what the belt is, but the cloak is a shield cloak.

Vexas continues down the pathway, eventually reaching a cave smelling of rotting meat. This seems to be where the chokers you killed lived.
Reusing your old Perception roll, as this is the first place it would apply to.
As Vexas looks around the cave, he finds a burlap sack stashed in a nook. Inside is a porcelain tea set with broken handles, a steel flask with an elaborate R, a silver mirror with a rose motif, a set of dice in a wooden cup covered with leather, two stoppered vials, four star candle fireworks, a thunderstone, a belt with a silver buckle in the shape of four rings, and a wadded-up gray cloak.

Appraise DC 20:
The mirror is worth 150 gp.

Appraise DC 25:
The belt and cloak are magical.

Sorry for the delay, been dealing with work.

Vexas continues down the tunnel. As it reaches the intersection, he can see that the path straight ahead and the path to the left are dead ends, leaving only the path to the right to investigate. He doesn't notice anything out of the ordinary.
Does Vexas have a light source or darkvision with him? The turn will take him out of the reach of the illumination from Brannart's ranseur.

Brannart's strike cuts the choker down. It collapses like the rest.
Combat is over.

Correction since it's too late to edit: the choker has taken 13 lethal damage. Forgot to factor in Malakar's bite.

I was thinking more along the lines of each of the two prospective GMs can take one campaign.

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I looked through the game and saw that Mioki also had a Giantslayer campaign that was just starting when he decided to step back. Would you guys be up for someone continuing that as well?

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I'm interested. Haven't run a campaign here yet, but I did run most of Book 1 of Reign of Winter on Roll20 before schedule conflicts killed the group.

Interested. Building a mnemor devil/questioner investigator right now. Because a +4 racial bonus to all knowledge checks plus inspiration and a class bonus stacks beautifully, and you also get bard casting. (RAW, the questioner gets arcane casting from the bard list and proficiency with light armor but doesn't get the bard's ability to cast in light armor; I will make two stat blocks, one where the GM lets the questioner cast their spells in light armor and one where they don't.)

Tsuto's journal is the key. It says Nualia burned Tobyn's remains in a Thistletop shrine and is working with Ripnugget (edit: the chief of Thistletop) in planning another raid.

Definitely interested. I have a number of ideas, but given the current party composition, I'm inclined to provide an archaeologist bard.

Some time ago, a party of four or five five fifth-level characters (I don't remember if the occultist had left the group yet) plus Shalelu encountered Malfeshnekor. Two characters (including mine) were dead and a third was on single-digit hit points when Shalelu brought Malfeshnekor down with two bow crits in a single round. The campaign died in the midst of book 2.

I'm thinking of making a gnome oracle with the flame mystery and the seeker archetype.

Okay. Let's see what I can get.
5d6 ⇒ (2, 2, 5, 5, 6) = 20 - 17
5d6 ⇒ (6, 6, 6, 5, 6) = 29 - 18
5d6 ⇒ (2, 1, 2, 4, 2) = 11 - 8
5d6 ⇒ (6, 6, 5, 4, 1) = 22 - 17
5d6 ⇒ (6, 6, 4, 1, 6) = 23 - 18
5d6 ⇒ (3, 1, 4, 5, 1) = 14 - 12
5d6 ⇒ (2, 6, 1, 6, 4) = 19 - 16
Wow. Those are some nice rolls.

If this ends up being run, I would be interested.

Voted and watching.

While my schedule does not allow me to participate in this campaign at the listed time, I have some questions about your revised cleric houserule.
1: Does a cleric automatically know all spells their god grants, or do they have to select spells known as a sorcerer from their god's list?
2: Can a cleric learn unique spells their god grants even if it isn't on a domain list?
3: Very few cantrips have descriptors. How do clerics handle learning cantrips?
4: There are no positive and negative descriptors. Did you mean the healing subschool and the death descriptor when saying what extra spells the Healing and Death domains should get?
5: Should the Charm domain get spells from the charm subschool?
6: Should the Darkness domain get spells with the darkness descriptor?
7: Should the Sun domain get spells with the light descriptor?
8: Can clerics add the spells their Spontaneous Casting feature would give them (normally the cure or inflict spells) to their list?

Name and Discord: Will, Assembler#2112
Favorite character you've made in the past: David the halfling bard
Have you played or read Ruins of Azlant before?: No
Can you commit to mondays from 12 CST- 3?: I cannot make that next week, but starting on the 22nd, yes.

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TL;DR: Every writer involved with this encounter rolled a natural 1. Hopefully Owlcat's staff can replace this encounter with something better in the CRPG.

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This thread is the gift that keeps on giving.

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I just reread this thread, and I absolutely loved this campaign. Which is why I'm poking you to remind you to write up the last few sessions. You left off on Raesh getting Selene the witch's confession about Jubrayl Vhiski's misdeeds and sending her away.

The advantages and disadvantages of undeath are quite interesting to see in action; this is quite relevant to my interests, since I'm running the vampire campaign variant mentioned in books 4 and 7.

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Always interesting seeing someone take on this campaign.
My group fell completely for the talking stag, and so all of Rokhar's bandits were forewarned and lying in wait for them at the lodge. They got shot into unconsciousness. I had Ten-Penny go to break them out after all the other bandits fell sick, but the party failed their stealth checks and woke up Rokhar. The resulting fight left Lady Argentea and one PC as the sole survivors, marking the first time I'd ever killed a character. Channel Negative Energy and frozen skeleton full attacks are nasty.

Dotting for future interest. I've never seen the Scribbler survive his first meeting with PCs.

Nothing as written, but there are several places where you end up in non-combat conversations through bad guys (often through the use of magic), and you and your GM could use these instances, as well as whatever other opportunities your friend can think of as opportunities for you to attempt to redeem them. If your friend posts here, I can PM them some ideas for specifics.

Miles Norman, Arcane Healer Bard, statted up and ready.

Name of Pcs: Jacen Jenn, Alexandra
Class/Level: Arcanist 5 (Jacen), Bloodrager 5 (Alexandra)
Adventure: Burnt Offerings
Catalyst: Melee with Malfeshnekor

So the party entered Malfeshnekor's room and failed our Perception checks to notice him. Malfeshnekor focused on Alexandra first, as she was dealing the most damage. Two full attacks brought her down, even with healing from Jacen (my PC) and the oracle in between. When Alexandra fell, Jacen foolhardily decided to close into melee to cast a Shocking Grasp on Malfeshnekor, but all this succeeded in doing was making him the beast's next target. Jacen had dumped Con and rolled really badly on his hit points, so he was dead in one round. The oracle was also mauled but was still on 7 hit points when Shalelu finally shot the beast dead with two critical hits in one round. During the whole fight, Malfeshnekor only missed twice.

Name: Willie Robinson
Race: Ifrit
Classes/Levels: Gestalt Oracle/Bloodrager 1
Adventure: The Snows of Summer
Location: High Sentinel Lodge
Catalyst: Melee with freezing skeletons when already low on health
Gory details: So I'm running this as a two-player gestalt campaign, and the PCs took the Talking Stag at his word, so the bandits were ready for the players and beat them thanks to their action economy advantage. I decided to give them an out: Ten-Penny Tacey found out about Rohkar being an evil cleric and decided to free the PCs and Lady Argentea while making her escape, and the chillbane shakes had spread to every bandit apart from Tacey and Rohkar. Willie failed his stealth check, alerting Rohkar that something was up. Rohkar came out with his skeletons and unleashed Channel Negative Energy, killing all the sick bandits and hurting his opponents. Willie killed Rohkar in melee while Tacey fought the skeletons and the other PC, a Divine Hunter paladin/Archaeologist bard named Alara, unleashed a volley of arrows. Willie ran in to help Tacey, but one of the freezing skeletons hit him twice and rolled high on damage both times, killing him instantly; as we ran the numbers, I said, "Well, it seems that I've killed my first PC." Tacey went down soon afterwards, and Alara and Lady Argentea ran for it, luring the skeletons into an ambush. It's been a couple months since then, and the campaign is going strong despite the early death.