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hi all,
we recently ran into an evil npc that our party(voted) let go. we are a level 3 party and have a wizard and an oracle that voted to hold him/turn him over to authorities. what options as a wizard(me) and an oracle have to track or keep tabs on this npc as he flees? we just feel that he's going to make problems for the party somewhere down the line...

ty for your suggestions


hi all,
gm wants to find a ruling on a flying pc taking 5ft steps in air while flying and performing full round flurry of bows. i suggested that any movement that increases your height would count as half movement. so, it would seem that 5ft stepping up in height would actually count as 10 feet of movement(not allowed as part of full-round action). the pc could move 5ft to the side or even down and not count as half movement.(allowing full-round action). hover checks at 15dc made before /after? full round action . pc has 10 ranks in fly so it auto-succeed ...

does this sound right? is it a grey area table ruling or solid corebook rules to follow?

ty for help


hi all, my Gm just called me for advice on another player in our group. He started as a 1st level dwarf ranger and was killed in the second session of our campaign. The gm had a npc druid cast reincarnation on the dwarf and "poof"...he's a strix. dwarf/ strix takes second level in zen archer with his newly acquired 60ft fly speed. Level 3 is now here and he's going to multi-class into magus with the eldritch archer / spire defender (elf mostly, not a prerequisite) dual archtype. It seems to be legal as far as combos and archetype symmetry, but the gm is really regretting giving him the reincarnation since he believes all bets are off with this player's original character concept. Most players thought he wouldn't play a dwarf turned strix with a -4 to his starting con. Any advice i could pass on to my friend and gm going forward? It's already been interesting having combat take place on a Star Trek chessboard with grounded and flying characters. overall a great story and campaign.....


hi all,
i have a maneuver master(2) / lore warden ... and currently wearing mithril breastplate. i have the armor expert trait to cancel the +1 acp . as i go forward, i will enchant my armor +1-+5 . i also think that i want to add the brawling enchantment as well so that i can free up my neck slot for an amulet of natural armor instead of amulet of mighty fists.

now, is this the best armor i'll probably have going forward?

with this as my base, should i just concentrate in the future on improving dex, luck bonus to ac, ioun stones, ect..?

is celestial armor worth the investment or mithril same without chance to fly once a day?

at some point should i consider taking medium armor proficiency feat?

thank you for any/all replies..


hi all,
we just fought a daemon that had the ability to cast creeping doom.
CREEPING DOOM
School conjuration (summoning); Level druid 7
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)/100 ft.; see text
Effect four swarms of insects
Duration 1 round/level
Saving Throw Fortitude partial, see text; Spell Resistance no
This spell summons four massive swarms of biting and stinging insects. These swarms appear adjacent to one another, but can be directed to move independently. Treat these swarms as centipede swarms with the following adjustments. The swarms have 60 hit points each and deal 4d6 points of damage with their swarm attack. The save to resist their poison and distraction effects is equal to the save DC of this spell. Creatures caught in multiple swarms only take damage and make saves once.

the zen archer in our party is wearing a swarmsbane clasp allowing him to deal full damage with his bow. after a full-round action and awesome rolling, the zen archer dealt 108 points of damage. we were all surprised that the swarm stayed intact and didn't at least partially break up.

our gm told use that the swarms(4) are all considered on giant swarm with 4x the hitpoints. is that correct?

could/should the archer been able to target separate sqaures to break or destroy part of the swarm?

our gm said that the 4 swarms could of all moved onto one character(square) and become a "swarm blender" . is this within the rules to have stacking multiple swarms on one square?

the daemon is cr 12 and with this swarm force field surrounding it and making us roll 20% concealment on every attack seemed a bit too much..
maybe yes maybe no...not sure


hi all,
i have a maneuver master(2)/lore warden(6) who has been specializing in battle control and martial debuffing with reach weapon(fauchard) and unarmed strikes. i am currently using a +1 fauchard and about to add the keen enchantment. i want to add magical properties to my unarmed attacks and i'm wondering which route is the best way to go.

--------------------------------------------------------------------
The wearer of brawling armor gains a +2 bonus on unarmed attack and damage rolls, including combat maneuver checks made to grapple. Her unarmed strikes count as magic weapons for the purpose of bypassing damage reduction. These bonuses do not apply to natural weapons. This special ability does not prevent the wearer's unarmed strikes from provoking attacks of opportunity or make the wearer's unarmed strikes count as armed attacks. The brawling ability can be applied only to light armor.
-------------------------------------------------------------------
This long cloth is wrapped around the chest multiple times like a bandage.

Once per round, the wearer may add an enhancement bonus of +1 to +5 on one attack and damage roll for an unarmed strike or natural attack (for one specific attack, not all attacks made with an unarmed strike that round). The wearer may use this item an additional time per round when his BAB reaches +6, +11, and +16.
--------------------------------------------------------------------
i am also looking into the dueling enchantment(society field guide) to add in the mix with weapon and/or unarmed. i might also need my neck slot for amulet of natural armor.

any suggestions would really help........ty all


hi all,
fighting a daemon tonight and want to know if it's power.....

Consumptive Aura (su)

A meladaemon radiates an aura of hunger to a radius of 20 feet. Every round a creature begins its turn within this aura, it must succeed on a DC 22 Fortitude save or take 1d6 nonlethal damage and become fatigued from extreme hunger. Creatures that do not need to eat are immune to this effect. The save DC is Constitution-based.

will stack on two failed saves to make our front line fighters EXHAUSTED?

i know under natural conditions you could go from fatigued to exhausted

magic (su) stack?


A defending weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon's enhancement bonus at the start of his turn before using the weapon, and the bonus to AC lasts until his next turn. This ability can only be placed on melee weapons.

a +1 weapon with the defending enchantment would have a total enchantment bonus of +2 (price as well)

your max ac bonus you could add while wielding weapon is the +1 from the weapon or the total weapon bonus of +2 ?

i'm sorry if this is a stupid question.....


party of seven 7th level adventurers

pally, cleric, zen archer/inquisitor, rogue, magus, wizard, reach fighter man. master

magic door closed behind us (duh duh duh duh!!!) gm gave us chance to heal for free and change spells...like a pre-boss save point

BBEG in middle of room identified as a MELADAEMON and we end the session Meladaemon CR 11
XP 12,800
NE Large outsider (daemon, evil, extraplanar)
Init +6; Senses darkvision 60 ft., detect good, detect magic; Perception +20
Aura consumptive aura (20 ft.)

DEFENSE
AC 25, touch 15, flat-footed 19 (+6 Dex, +10 natural, –1 size)
hp 147 (14d10+70)
Fort +11, Ref +15, Will +14
DR 10/good; Immune acid, critical hits, death effects, disease, poison, sneak attack; Resist cold 10, electricity 10, fire 10; SR 22

OFFENSE
Speed 30 ft., fly 60 ft. (average)
Melee bite +20 (2d8+6/19–20 plus disease), 2 claws +19 (2d6+6 plus hunger)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 11th; concentration +15)

Constant—detect good, detect magic, see invisibility
At will—cause fear (DC 15), deeper darkness, greater teleport (self plus 50 lbs. of objects only)
3/day—blight (DC 19), diminish plants, quickened magic missile
1/day—horrid wilting (DC 22), waves of fatigue

i think we are dead meat unless we metagame and say the cleric and pally have align weapon and bless weapon memorized to help the other players. wizard has to have summon monster 3/4 memorized along with sonic/force spells to bypass dr and hopefully get over the spell resistance.

what do you guys think...? are we lambs to the slaughter? lol


1 person marked this as FAQ candidate.

hi all,
simple question here: ability drain damage(shadow/wraith.ect) rolls touch ac attack and confirms.

double damage?
friend of mine was hit in one round by two greater shadows in a surprise round. 1 G.shadow hit touch ac 1 G.Strength Damage crits

A greater shadow's touch deals 1d8 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score shadow rolls crit vs his touch ac

he took 3d8 strength damage and survived with 2 strength left

correct?


i think we all can agree that shadows are just the worse....

Create Spawn (Su)

A humanoid creature killed by a shadow's Strength damage becomes a shadow under the control of its killer in 1d4 rounds.

Strength Damage (Su)

A shadow's touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.

so, what would happen if your fellow pcs kill the shadow in the 1d4 rounds BEFORE you turn into a shadow under the killer shadows command?

would your corpse be left behind?

is resurrection completely out of the question?


hi all,
we fought a nasty bug vomiting, disease spreading creature last night.

Leukodaemon CR 9
as the battle progressed, the daemon used hover at 20 ft and picked us apart with contagion-laced arrows and spitting 20ft cone of flies. I tried to use my reach weapon (fauchard) to drag or reposition the daemon to a lower than 20ft level. i was guessing i would need to run and leap to be able to attempt a combat maneuver. acrobatics dc would be whatever the gm would deem appropriate.
well. i was told it was impossible to pull off. gm said it was the same as trying to use a grappling hook to drag it down which also would be equally absurd.

we slowly beat it down and won the battle.....
wondering how fellow gms and players out there would have ruled or expected this scenario to play out. it's tough for a player to describe how they want to solve a battle dilemma and then be told that it was impossible.
any thoughts would be great!!!


hi all,
gm last night was confused about my character now that he has a bab of 6.

maneuver master 2 / lore warden 5
flurry of maneuvers:
At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.

so, while making a full-round action i trip an opponent at a -2 to the attack, then take my aoo because of greater trip. i then finish the flurry with a normal attack at my highest attack bonus(+11) to the opponent's prone ac. i then take my second attack at (+6) to the prone enemy.

gm says it was too many attacks. he says if i stayed in monk then i would be able to add attacks into the flurry. i explained that normally with a bab of 6 and making a full-round attack, i would have 2 attacks that could be used to trip, disarm, or sunder at no minus (2nd attack at -5). Fof M lets me add any maneuver in the middle of my attack sequence as long as i take a -2 to the attack. these maneuvers are not limited to trip,disarm,ect but could be any combat maneuver....

do i have it right?
p.s. gm hates my character..lol i've been combat debuffing the battle field for a while and now that i have greater trip, viscous stomp, lunge,spring attack....it seems like he's not gonna like what's coming next. if he has a problem with this....combat patrol and whirlwind attack will make his brain explode while i chug an enlarge person potion.


in many games i've played the gm would give a reflex save to avoid falling after a missed acrobatics chance. i can't find any rules for it. a running jump gives a chance to grab the other side, but on a tiny ledge and you fail acrobatic check.....you should just fall?

maybe the added reflex save is the gm's way of avoiding a crappy pc falling death...

is it just one check on a ledge and fail and you fall?


hi all,
reading a module about a ghost with a dead lover who has turned into a wraith. the module says that the ghost is tied to the material plane until the pcs lay her lover(wraith) to rest.

does simply killing it set it to rest?
would the pcs have to perform or at least attempt to bury or sanctify the wraith's remains?

any game mechanics on this?


hey guys,
friend of mine wanted me to look up a feat/class that allows a small character to do one stage higher(medium) damage. i think i remember a feat that applies to natural or improved unarmed attacks, but not on weapon rolls.

any thoughts?

he's putting together a mouser build for a halfling...

ty all


hi guys,
last night we were faced with a situation that made some of the players at our table upset. we were in a dungeon and we found a well. a fellow pc and myself detected magic inside. we lowered the monk into the water and planned if he was in trouble he would yank on the rope. the monk's perception shows an undead skeleton wearing magic items stuck on bottom of well pinned under a rock. we pull him up and send the cleric down to deal with it. hovering out of the skeleton's reach he channels till the undead is killed and then collects magic item. when he is pulled up, the gm awards him solo experience for killing the skeletal champion.( 600 experience points)

has this come up in any of your games?

other players have said to me that if that's the way its going to go from now on ......they would be inclined to adventure away from party, win initiative and try to one-hit kill, shut doors in battle to take all monsters for themselves.


hi all,
we have a 7th level cleric in our party who wants to build a brandy distillery on a plot of land he owns. he has craft + profession skills to support this endeavor. he has also has the leadership feat to hire and gain employees and followers to run the business while out adventuring. so......

the gm has asked me to help him streamline this cost/ future revenue formula. the pc is really getting uber-involved in this project, almost to the exclusion of the main campaign. we get together once a week to play and really can't spend precious game time talking about the ins and outs of the liquor business. we also feel that he should be able to achieve any/all ambitions he has. the rules in the ultimate campaign are very involved. i have also briefly read the alternative rules with "kingdom building" and felt that was too much.

what advice for simple rules on weekly production/ revenue?
do you add cohort/employees craft to your craft check and take 10/20?
the pc wants to make the finest brandy in the region..whats the cost of a bottle of brandy? what would the finest cost? why are the other 5 players at the table sleeping?.....

any help would be greatly appreciated


hey all,
our party leader(6th level aasimar paladin of iomedae) built into his back story that his mother was assaulted by a demon resulting in an unholy stain within his blood. The flavor of this backstory choice has been fun to see play out. He obviously was strict with his paladin code, and grey area moral dilemmas resulted in minor cosmetic changes like little horn buds sprouting from his head and claws forming on his hand. All changes were comical and fun to roleplay with the other pcs and a handful of concerned npcs. This paladin now just went into a blood frenzy after watching his mentor killed in front of him by the BBEG. He REALLY sold it......smashing the bad guy's skull on the ground until it was ground hamburger, smearing his blood all over himself, beheading what was left of his melon and swinging it wildly at us telling us to back away. Two party members grappled and subdued him....AND then he grew goat legs and ram horns.

Out of game I asked the gm how this new situation will probably progress. He said that since he is refusing all aid from the church/paladin order to correct the problem(atonement/consecration)he would now lose his aasimar traits and now have the fiendish template applied to his character. There has been no indication...yet, that he has lost his paladin powers.

What advice could we give him to help him deal with his new character development. The role playing element is priceless. Other players had suggested he goes straight fighter until he comes to terms with his tainted blood. I suggested he embrace his nature and take levels in bloodrager with the abyssal bloodline or even crossblooded with celestial.

Any/all advice would be greatly appreciated
ty all


any advice on what cleric spells/abilities to stop a summoned monster brought forth with the planar ally spell. we have access to cleric scrolls of higher than level 3 and would need our cleric level 6 to make a caster level check to cast it.

we will be using protection from evil spells

thoughts?


Fighting Defensively as a Standard Action
You can choose to fight defensively when attacking. If you do so, you take a -4 penalty on all attacks in a round to gain a +2 dodge bonus to AC for the same round. See also: Fighting Defensively as a Full-Round Action.

thoughts are i would use a trip combat maneuver to cause enemy prone, then decide to fight defensively taking -4 to hit but trying to hit -4 prone ac foe. my ac bonus would stay up till next turn?

gm thinks it should be declared at start of your turn.

what about activating FD when taking an attack of opportunity?


can't seem to find/remember enchantment that grants weapon a +1 bonus every round as combat goes on. i think the max is +5, then it resets back to +1

ty all


DISPLACER BEAST CR 5
XP 1,600
Usually LE Large magical beast
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +11

DEFENSE

AC 20, touch 15, flat-footed 14; (+5 Dex, +1 dodge, +5 natural, -1 size)
HP 51 (6d10+18)
Fort +8, Ref +10, Will +5; +2 resistance vs. any non-touch ranged
Defensive Abilities displacement, resistance to ranged attacks

OFFENSE

Speed 40 ft.
Melee 2 tentacles +9 (1d6+4 plus grab), 4 claws +4 (1d6+2), bite +4 (1d8+2)
Space 10 ft.; Reach 5 ft. (10 ft. with tentacles)
Special Attacks lashing tentacles, pounce, rake (2 claws +4, 1d6+2)

a friend of mine just used this stat blocked baddie against a party of 5 level 5th pcs and almost wiped them out...lol i always tell him conversions can kill. would you consider this a cr5 encounter?

the full-attack combined with it's abilities seem super crazy

thoughts?


our adventuring group has now turned into a secret service detail. we have two days in town to prepare for this attempt on the life of an archbishop. he will be addressing a crowd on stage in front of the cathedral. we have obviously tried to prevent the bishop from giving the speech so...... what items, plans, tactics would you put in place to save this old geezers life?

party of 6 pc at level 5
paladin---rogue---wizard-----cleric--- zen archer monk/inquistor---monk/lore warden

we have combined 2000gp


flurry of manuevers is a full-round action. at a -2 i can execute any combat manuever as part of the full round action (5ft step only). so i push someone back 5+ feet and stay still?

at reach with polearm?
with a 5ft step in the equation?

if i fail i am adjacent to the enemy but i would be using a reach weapon


The Surprise Round: If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard or move action during the surprise round. You can also take free actions during the surprise round

may be silly question: All combatants, both pcs and enemies, are limited to standard or move actions during initial surprise round as long as they're all aware of each other? we have been playing pcs who make perception checks can make the one combat action while the enemies who surprised us can move and attack, full-round and ect.

ty all


i was wondering if anyone knew of a way to inflict a staggered condition on an enemy as a combat tactic debuff. seems like a good tactic to prevent the BBEG from performing full-round action, a standard and move, or just prevent charging/running.
dwarf boulder helmet causes staggered for 1 round after bullrush

staggering critical feat with bab+13....
2nd level staggered fall spell.....

This spell must be cast on a creature as it falls, either from a height or after being knocked prone or tripped. The magic of this spell causes the creature to hit the ground particularly hard, knocking the wind from it. The creature takes an additional 1d6 points of damage from the fall. In addition, the creature becomes staggered for the duration of the spell unless it makes a Will save. Each round the spell’s effects persist, the creature may attempt a new Will save as a free action to end the staggered effect early. A creature under the effects of this spell must take a standard action to stand up.

any others?


wondering how to use the paizo crit/fumble decks while performing combat manuevers that produce non-damaging conditions. my gut feeling tells me the gm would love to see a player pulling a fumble card after a failed combat manuever(comedy reasons and he hates manuevers). what would be done if pcs rolled natural 20's? do you confirm them?

thoughts?


hi all,
wondering posibilities of using a reach weapon with the trip property to reposition or drag an opponent who is prone. my tactics would be holding the front line and shoving prone enemies into sideways flanks or behind me.drag would be my second option if reposition on prone is not allowed. i also can use unarmed strikes so i will probaly be using ki throws as well. my cmb is fairly high for a 5th level pc and wanted to maximize the distance i can reposistion, drag, and throw.

ty bran
maneuver master 2/ lore master 3


1 person marked this as FAQ candidate.

i was wondering if an enemy had any options after he is trippped on an attack of oppurtunity while charging my character?

seeing that charge is a special full round action. could there be any other action,(standard, move ) that the prone foe could do after the aoo is resolved? he would most likely be prone 10 ft away since the above example was tripped with a reach weapon. 5ft step is obviously out...

ty all bran


i told my gm that i was building a trip-based reach fighter and his eyes rolled. I then said i was planning on using dirty tricks to maximize my combat potential and that caused him to start drinking lol. i guess i need to be able to carefully explain each specific action i will be doing and the desired effect i hope it would cause. he does'nt seem to be too keen on reach polearm dirty tricks. i mentioned rake across eyes(no damage but blindness),smashing or turning helmet(no damage but blindness).

any suggestions of reach polearm dirty tricks would be greatly appreciated.

the flavor and feeling behind dirty tricks seems to be creativity, but still believable in game mechanics.

ty bran


i was wondering what tactics work best to keep an enemy(s) at distance while holding the line with a reach weapon manuever master/lore warden.

my thoughts are to cancel the stand from prone, 5ft step, and attack me scenario that will come up. is pushing assault worth the feat since i will be taking power attack? is the reposition manuever just as good with a reach weapon to move him out of range? my other thoughts are ki throw, bullrush, and overrun actions. i'm also curious how bullrush and overrun work while i perform a full round action flurry of manuevers with or without wielding reach weapon and improved unarmed strike.

ty for any advice all
bran

thoughts also on moving enemies that are prone to squares further away or behind me for the other pcs to mop up


5 headed hydra with reach. Has combat reflex feat (12 dex). does that mean only 2 AOO if pc moves/casts in threat square, or the possibility of many more since it has 5 attacks per round? It seems crazy that a group would provoke free attacks from a 5 headed beast, but you never know.......


Last night a sleeping/helpless pc was dragged 5 ft from a 160 foot ledge. The sleeping pc was given a chance with his cmd and failed by over 18. The big bad guy grapped the prone pc and dragged him 5ft and dropped with him 150 feet than let him go and cast feather fall as an immediate action. The party at first protested the mechanics of the drag, then protested that they would have at least 3 rounds to save him or at least kill the bad guy with distance attacks. My ruling was that the two of them could drop at least 500 feet in free fall, and since there is no way for the party to stop this from happening it just is arguing the inevitable. Casting feather fall is an immediate action that can be done anytime during the round of combat. The sleeping pc was prone and on the ledge for 2 rounds and no one in the party tried to wake him up. After being pelted with distance attacks and losing 50% of her hitpoints, the bad guy decided to escape and take one of the pcs with her. The bad guy has an int of 16 and is CE alignment.

this seems like a party/game breaker. the game stopped and 2 players,not the dead one, stormed out and said they would not play anymore. I allow all the resources to bring pcs back from death and before this encounter gave ample info on the dangers of this boss fight. If we can get past this the party has a reoccurring bad guy that adds flavor and purpose in future game sessions.

do you think RAW rules were done wrong?


hey guys,
somewhere on the boards was a fan created boosted tsuto that might give a little more challenge and storyline to the pcs who are now level 6/7. I was going to have him identified as Ironbriar's son. Tsuto might fight them in the lumbermill or leading the stalkers on top of the shadow clock. The party is aware that the stalkers assume the form of npcs the party knows and I thought it would be fun when they say :holy @#@#, it's really tsuto!!!" any thoughts or pointing me towards a good tsuto build would be greatly appreciated!!


pc turns to stone is then bull-rushed off 100 foot tower. Is the falling damage changed? is there a check/roll to see if he breaks in pieces? just wondering....thanks guys!!!


hi guys,
want to have a triggered flooding room trap in a treasure room. the pcs have a certain amount of time to leave before door seals shut. water pouring in list 2d6 bludgeon damage trying to get out through door with a chance (reflex) to be knocked prone. what is a reasonable movement rate for pcs walking in churning water, and is the only movement after standing from prone a 5ft step? the room will fill up and seal after 10 rounds and the treasure is on the west wall farthest from the door out. of course they don't know how many rounds the door will close, and they don't want to miss out on the juicy loot. I foresee a chance that one of the pcs could possible get killed in the room. want to make sure my movement speeds, swim speeds/checks, and any other thing is solid before I run it on Tuesday...

ty for any help/ advice you could provide....

flooding room trap (cr 8 )...all 7 pcs are level 6


party found a set of continual flame kukris in the bottom of Thistle top. This is a first level adventure and the party wants to sell them and feel they should be getting somewhere between 18,000 and 20,000 GP. Could someone please give me an idea how much they're worth and tell me why these two items would be included in a first level campaign.


party looted 2 continual flame kukris from the bottom level of thistletop. They claim the selling price should be 18,000-20,000 gold pieces for the set. why would these items be in a first level adventure, and how much should they cost?


Hi all,
pcs meet with erin habe and the two tiefling orderlies outside the building. Fighter is hot headed and demands to see his basement. Roll init....one tielfling twin brother dead, one brother ran away, habe beat down begs for life. tells pcs about the necromancer and after they deal with him, the pcs make an alliance/deal to let habe stay there as long as he keeps his nose clean and do a favor later for the pcs.

Question: what repercussions will the surviving tiefling dish out?
would the brotherhood of seven get involved with habe?
Burn it to the ground?


I have a pc who is currently on a two week vacation. He asked me before he left if it was alright for his character to investigate the brothers of seven in magnimar while in game the other pcs investigate aldern and the ghoul problems. Question: What information would it be fair to give this pc about brother 7, skinsaw cult, ironbriar, and tsuto's trial? The fact that the pc still wants to "play" and be useful while away on family vacation makes me want to reward him....


Hello all,

I am playing a Samsaran Reincarnated Oracle archetype with the Ancestor Mystery, I am encroaching upon 5th level now and am looking for a little input on which feat I should take at 5th. So far I have taken the feat Added Revelation twice.
My character generally tries to stay out of direct combat when at all possible (terrible melee stats) and sort of fills in as the healer at times for the party as we have no cleric.

Any suggestions at all will be greatly appreciated. Thank you.


Any ideas if my pcs want to sit in on Tsuto's trial in Magnimar. I think i'm going to persue the idea that Justice Ironbriar is his biological father. Any ideas would be great..thanks!!!! Trial antics welcomed


hey guys,
wondering if I could get some advice on running a side quest/ possible campaign into the darklands. Party is currently 5th level (6 pcs) Any advice would be great.


hey guys,
looking for creative suggestions to give my pcs an introduction to the darklands(wayfinder #9 nar-voth) which could fit in with RORL campaign. The 6 man party are all at levels 4-5 and I'm concerned that they might get off track as they delve under the old lighthouse. What ways besides "you don't have a key" or "You see 100 big bad guys" could I do to spark their intrest but not send them off track from the main campaign.


hi all,
I loved the new module "gateway to Nar-Voth" in wayfinder #9. It seemed cool to have a side quest under the old lighthouse to keep the pcs on their toes and create more plotlines. My question is if it will ruin or seriously delay our progression in Rise of the Runelords. We are currently in the middle of skinsaw and the party will eventually go to Magnimar. Is opening up the Darklands and the wilderness of Nar-Voth going to muddy the waters of a pretty straight forward campaign?


hi guys,
despite the fact that I told the pcs that the lighthouse is rumored to have been an ancient weapon, they still think it holds a secret ruin/dungeon. I never planned for anything as I built out chopper isle, the wishing well, the pauper graves, and the brinestump marshes. I was wondering what things you have done with the lighthouse? simple cave or ruin build could be done, but what loot,creatures,story plots...ect?
ty for any ideas

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