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Demon Knight1434's page

Organized Play Member. 49 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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Exocist wrote:

When I asked about this on the discord server, people were thinking it’s meant to let you make progress towards reloading a weapon that isn’t empty.

E.g. Our Flamethrower Soldier has 4
petrol left in their gun. Without Ready Reload they could

Area Fire + Primary target (->2 ammo), Reload (changing the clip -> 0 ammo)

Then next turn

Reload (->8 ammo), Area Fire + Primary target (“wasting” 2 ammo)

With it they could use Ready Reload to reduce the action cost of reloading it in the future by 1, then reload on their second turn to not “waste” ammo, which seems like an extremely marginal benefit to me. I suppose if you have a spare action with nothing to do at some point it might be worth it.

I'm doing math and I'm not seeing where "waste" comes in

Also am I understanding the ready reload cost a action to reduce reload by one.... But wouldint that take two actions In the end 1 to trigger and 1 to reload I'm not seeing the advantage.... Math explain


Here's my thought on operative what's a class that is not in pathfinder 2e right now but was in 1e

The ninja and the operative can fill that roll of being a sabator while having "ability's" that fit I mean look at what the operative can already do and it's not to far a reach to make it feel differnt enough from a rouge or ranger.

I feel that would be a safe move and give some closure to a 1e class not yet moved over. I don't even think 2e has anything close to it yet

I feel it be a good move


Perpdepog wrote:

If they stick with a similar book structure as 1E I could see the mechanic slotting in alongside a future playtest for the nanocyte in a tech-focused book, with mechanic being the nano's "big iron" foil to the nano's minitech.

THIS IS SO FAR AWAY THOU and would make me extra sad if true .......which lets be real probably is.


I don't know if this was brought up

But I'm curious about the amount of classes and what will be coming. The field test says 1 of 6 classes to be in the play test

Looking back at the presentation we have the Solider, Mystic, Envoy, and Solarian.

Alright that's 4 classes im sure that will be fully fleshed out for play testing.

But this is Starfinder the core had 7 classes
The above mentioned 4 plus Technomancer, Mechanic and Operative.

So if 6 are coming what's not?

My running theory As it seems from cover art on the Page portal and what we seen so far and some logic on my own part. PLEASE BE AWARE THERE IS ASSUMING HERE!

That the classes will be the 4 mentioned then Technomancer and Operative. leaving mechanic lovers as my self to the way side.

Any other input here?


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speaking of turns i got a responce yesterday and seems to have gotten it straightned out

So Redshift is gonna be on its way soon now after sooooo long

FIngers crossed for you Opsylum


Easyer said then done to pick up and Just Email the CEO

the sad thing is the main AP sub just sent me the new one to Drift Crashers SO its like ....ok one half works wheres the other half of this


Redshift Rally

any one get thier order yet from the subscription yet ? i started mine back on July 10

aug 18 just got the new AP for the drift crashers but nothing about redshift

Not even the PDF it just keeps saying pending

I sent plenty of responces to CS but nothing back even once i understand short handed but has any one heard why the delays?


So I ordered this part of. Subscription and have yet to receive even the pdf or it being shipped out as I paid for shipping

As of now it says pending I messaged customer service back on the 5th of the month and have had no response can any one tell me what's happening at all? I also have sub for the other aps and been charged for it to ship and shipping


some one explain to me please how the cybernetic golem can ....actviate its hate circit and full attack because as far as i knew you can not full attack if you used a swift action .....and haste the spell is not giving you extra swifts....just movement.... or is there a rule some place im missing

other wise the whole during combat thing it just falls apart its opener


My hopes is more rules ...For NPC's on the varriante class options we have now such as a machanic weapon, Armor, Or vechical now

we get new books with more class stuff COOOLCOOL i love it love it every step but ....with no new AA on the horizon the work to make them into NPC to fight agianst seems daunting or i could be lazy or a mix of both

Also cant stress this enough MORE AA i love thinking of varriants of things and with what we have now i know i can put togather more but i see the socicity books and just saw a Rabbit folk like species. and im like ....when do we get that when can i Physicaly Work with them

So thats about it ITs been wild already have the back bones of a ghost buster campgian and with Glatic magic around the corner i feel that will allow me to make a ritual's and other Magic stuff

More more AA

and more playable races

Maybe a cherry on top would be a book on Gods even thou thats more fantsy then scfi


Noven wrote:
Maybe a Starfinder Unchained would address this like ABP did for Pathfinder 1E.

IM down for alternet rules if this was to come out of it


I have come back to this time and time again this wording on the manafold makes it so strange SURE I choose gear and now im out of gear thats 4 levels lower then me ...UNLESS i chose a cybernetic but like ........for what reason now would i need that as a one off .......I want to use 2 gear arrays how does that work together now

or i want cloud as my main and gear as second now what do i pick out ....i agree this need more clarification on just how this ability works out


Yea it pretty much brakes down i was looking thru the tech book

Im looking at the mechanic and im like ...they can build a vehicle ....ANY ONE can build their very own dream bike, car, What ever and trick it out with gear ....and it made me think ...WHY cant i do this with a weapon? Why cant i go to a store buy a bumper or clip to fire faster to turn a rifle automatic firing? Trick out my weapon to be what i want it to be from the ground up. Mods changing the amount of ammo consumed, to charges used. Energy used or projectiles. the companys having exlusive mods that you can buy for marked up prices but give better things . Like Vladolf barrel, but a Tedior clip to reload faster

If the sky is truly the limit why does it feel rough to just put fusions on guns and then have to pay Large amounts to keep upgrading fusions

Its the thoughts i had and coming back to it. IT has been said before but it really feels like

Looking at the system

Pathfinder 1st ..then starfinder is 1.5 and pathfinder 2nd is the final product It makes me excited for the future of starfinder. and paizo as a company as a whole to bring to Table top RPG


Leon Aquilla wrote:
What's wrong with doing Mechanic Experimental Weapon Prototype and calling it an heirloom, though?

Oh nothing at all it fits for them but thats one of the few times it does

But wouldint it be cool to get more mods to up grade it like with ...for example pathfinder 2 has striking runes so that gun now has a bigger barrel to push larger ammo thru and the like and you could even go as far to say the experimental mechanic gets discounts on the mods to up grade it like they do for the new. Vehicle upgrades they get for the new class in tech resolution


Im seeing a lot of good stuff here and talking about how to flavor it but im really talking about here is

Your weapon of choice lets say was a family heirloom You cant just now go around and upgrade that weapon .. sure you go to the shop and pay to .."UPGRADE IT" to the next tier sword or gun and as it has been pointed out

there are low, mid and high tiers of weapons But thats the thing Why should a player wait to get the 5 plus levels to get that next upgraded weapon to keep the them of it

The Soldier who invested gear boosts into a weapon fighting style and all you got dropping ice weapons instead of the acid fighting style you are going with (THIS ONE IS more of a example of a new GM not paying attention to the party they are running I was bad at this starting off that i feel pathfinder 2nd got rid of easily with the rune system)

The sky is the limit i know and as Leon Said

Leon Aquilla wrote:
More directly though, it would be nice to see an adaptation of the Pathfinder 2e artifact rules for Starfinder. Knowing Jason Tondro, I'm sure he's said multiple times in the writers room "Han Solo NEVER stopped using his Blastech DL-44.".

it makes it that much better to realize hey that gun or Sword or what ever i picked up early on stayed with me thru out my Adventure


So I have been loving Starfinder ever since its release August 2017

And I feel I have a bit of experience in the system for running games and enjoying all the new little things that come out

But one thing that has always bugged me

the weapons ..DONT GET ME WRONG .. I love all the options I really due and yes. IT is a huge pain to only get 10% for selling them ....but then i look over at the pathfinder 2nd.

Being able to use the same sword as I level up the ability to MOD it to what i want the weapon to become and makes me wish

Wish that starfinder had a similar options.

Its kind of like you watch all the Sci fi movies and think wow they are still using the same gear fighting the ending ....Han solo really didn't change his pistole all the much from movie to movie.

Now like i said i love the system but always grabbing gear off the dead to eaither stay current ... or sell just to get the Few scraps of cash you need seems so ...wrong i feel for a system all about exploration. running jobs for big contract payoffs or stealing from a abadar bank

What do you all think i love to hear it

At the end it has made me think about making my own Mod system for guns that players could buy simlar to a rune system that pathfinder 2nd has


Hikuen wrote:

How does Manifold Array interact with Nanocyte Knacks? Do the Knacks associated with certain arrays get reduced in effectiveness based on those arrays active array levels?

For example: If I am a level 7 Nanocyte and I create a Cloud Array as my primary array, and a Sheath Array as my secondary array, does that reduce the damage and effects of my Swarm Strike knack, since it is used off of a sheath array?

Or does Manifold Array ONLY AFFECT the base effects of the Arrays (# of clouds for Cloud, amount of insight bonus for Sheath, and amount of items I can create with Gear?

Option #2 seems too good to be true, but I'm really hoping maybe Swarm Strike doesn't lock you in to Sheath as your only primary array option.

This is the exact thing i asked about with Cloud array being 1st and gear array being 2nd and how they interact as well


1 person marked this as FAQ candidate.

MANIFOLD ARRAY (EX) 7th LVL

WITH YOUR IMPROVED COMMAND OF YOUR NANITES, YOU SPLIT THEM INTO MULTIPLE ARRAYS: A MORE POTENT PRIMARY ARRAY AND A WEAKER SECONDARY ARRAY. YOUR PRIMARY ARRAY CALCULATES ITS EFFECTS UING YOUR FULL NANOCYTE LEVEL, WHEREAS YOUR SECONDARY ARRAY CALCULATES ITS EFFECTS USING YOUR NANOCTE LEVEL - 4 YOU CAN CREATE AND SUSTAIN MULTIPLE CLOUDS OR PIECES OF GEAR SIMULTANEOUSLY.

Looking at this i understand the math from it but i pose the question

i have my first form being cloud array and want it to be full Class level

Then i choose Gear array for my second

and im a level 7 Character so i take a -4 to level making me 3

Is the weapon i make treated as level 3 for the BAB or how dose this work

Also since this includes major forms of weapons and cybernetics how would that apply here for the math and, what its treated as ?

Are the cybernetics not avliable to me if they are above lvl 3 ? or how would this effect me?

Any clarification on this is greatly appreciated


TRDG wrote:


One thing I have some concern about is what is everyone doing on the hex's that have nothing in them? Are you adding random or environmental Hazzards chance per hex or using GEM and their charts or doing something else?

Tom

i would run with GEM and some random encounters or events To spice it up ...thats when i run it


Garretmander wrote:
TRDG wrote:
No luck on the link , a little help please on what I missed before time expires to edit? :)

You missed the closing bracket on the first bit.

As far as money goes. I tend to figure the PCs getting paid by their sponsors over looting to win and give them a significant chunk of their wealth by level at every few level ups or so in one big payment (or found resources/loot). It lets them go on a shopping trip/crafting spree every 3 levels or so and typically means their new gear is a significant upgrade and not just 'woo, d8s instead of d6s, yay.'

So, I add more than written to pre-written paths based on how much of the found loot they are actually using.

good idea it makes sense most books are 3 level based or up 2 each level but yea .......if you do it at the end Pay off makes sense


Question im reading and trying to re read this thing but first thing i notice right away ...How do PC's Earn Cash or UPBS sure some ....weird things happen to give pc's items but like ......What is it that can be done to get Cash Into the PC's Hands easier am i overlooking something?


Hmm wrote:

Have you seen haunts in Pathfinder, Silver Scarab? I suspect that this one works in a similar manner.

★ --- ★ --- ★ --- ★

Box Text wrote:
The temperature drops simultaneously with a rise of agonized cries, accompanied by whispering voices filled with despair.

In Pathfinder, the dropping of temperature often indicated the onset of a haunt -- a psychic hazard where there had been a scar upon a landscape, and that might offer information but also traumatizes you in the process.

1) The trigger is the players coming to the area.

2) Tell your players about the temperature drop and the psychic wails, and ask for a mysticism check.

3) A good enough mysticism will identify it as a haunt. Another good Mysticism check might suppress it to help other players get out of the area. Or you could expend a spell to suppress it.

3) If the players don't either suppress it in the surprise round where it manifests (or run by the time the haunt acts) they suffer the effects of it. Haunts always manifest on round 10 of the surprise round. Interestingly, Pathfinder haunts were perceived with perception. This one is perceived with mysticism, making it harder to detect.

4) After they suffer the effects, they learn something. The same is true if they managed to run out of the area of effect, but still stayed close enough to see the ghostly vision. The bigger question is... do they get the vision even if they disable the haunt? I usually offer the vision anyway, as a reward for ending the haunt, but there are GMs who disagree with me about this.

★ --- ★ --- ★ --- ★

RADIATING PAIN HAUNT CR 4 XP 1,200
Type magical; Perception Mysticism DC 26; Disable remove affliction (DC 21) or remove radioactivity (DC 17) to destroy

Trigger location; Reset 10 minutes; Bypass Mysticism DC 21 to suppress for 1 round; lesser remove condition suppresses for 1 round/level; remove...

radiation a poison and sinces its sever are we to expect the PC's to Make the DC 30 fort check to avoid this for 1 min obivoiusly they are needing to get out but are nausiated for starters, suffer the effects of raidation sickness and slowly slide down the track till death ? i mean this can be a party wipe if ran wrong and would like more clarfications here

i get the trigger and asking for a mystisum roll but if not passed they all have to make a dc 30 check is what im understanding take the posion damage that ....well lets be real its not alot but its stright to HP one of the few times and from what im understanding thats for 1 soild min.

Unless they leave the area at that point they mostlikly are radiation sickness and the dc to save from that is a dc30 .... Or am i just you know overthinking this


So i was thinking about this .....

We have rat folk
Dog folk
Cat folk
Bear Folk
Camel folk

and yes i know they are not the correct names but it is painting a picture here

Otters
walres

HECK even turtles

You know what we dont have ...Rabbit folk

Like i dont ever remember rabbit folk in any form of Table top that i have played

and i dont know some rabbit folk ...and not a timid version i think something more savage rabbit folk maybe str and int based with cha suffering to show off the savagery with maybe claws on feet for natural attacks but that's the idea i think they would be a great addition


Sooooooo question looking thru the book that I'm trying to run for my group there is no real rest option to recover 8 hours ... I'm trying to re read it slower but I'm still seeing nothing

its a race against the clock i know but is this supposed to be this difficult or did i miss something

any feed back as well to maybe seed something in would be helpful if this really is the thing i might just seed in a drug with the ability to offer a one time night rest but only enough for one for each party member not sure


So was reading the changes and was looking at androids vision..

Noticed something Very strange

EXCEPTIONAL VISION
Androids have low-light vision and Darkvision.
See pages 263–264 for more information.

....now i went to the page listed ...it does not list a range there ..i'm like OK that's strange did they remove limits go to the Ysoki

DARKVISION
Ysoki can see up to 60 feet in the dark. See
page 263 for more information.

ok sure i understand that right away

But ummmm am i wrong here as written now ....are androids just better at seeing everything im pretty sure they are missing the 60 feet bit
other wise they can SEE EVERYTHING in normal darkness all the way down a 120 foot hallway

Just my 2 cents i noticed other wise yea


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yes i agree here and we talked about this before this seems like such a major oversight not to look at ...

a 6th lvl knack for the ability is way to high

also hello again.


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After reading thru alot of the knacks here

Level 6 knacks stand out to me as some of the lack luster knacks ....... to use a Example

Heavy Armor Edge (Ex) You nanites allow you to move comfortably while wearing thick gear. You gain proficiency with heavy armor, and you treat the bulk of heavy armor you wear as 1 lower.

And

Heavy Weapon Edge (Ex) You know how to deal damage with big weapons. You gain proficiency with heavy weapons, and you gain weapon specialization in heavy weapons just as if your class granted proficiency. When you gain this knack, you can replace one of your major forms known with that of a heavy weapon. You add your Constitution modifier to your Strength score for the purpose of wielding heavy weapons formed from your gear array without penalty.

Taking into account that this is level 6....both of the knacks seem a bit to high for the price im paying for them

the first one armor edge gives a free feat but could have easily been done at level 2.....not 6 i feel its just to steep a price for what im getting

then the Heavy Weapons Edge

this alone feels like it should be level 4 .....by level 6 it seems to late for it ....you have a stat boost by 5 and already have 3 feats under your belt .....4 if your human ...the cost of both of the knacks seem very lack luster for some one of level 6 ..and there is more like this but ill end with what i have for now

thank you for reading


Based off the wording

Rapid Reshape (Ex)
ever 1d4 rounds you can use a nanite surge to form a nanite array as a swift action.

Ok ....thats well and good but for a nanite surge i can already do this

as the nanite array (ex) states i can use a nanite surge and change it allready as a swift action..

do they mean as a free action then every 1d4 rounds i can change as a free?

other wise what am i missing?


Pantshandshake wrote:
I'd guess that the answer is 'They're kind of both alive and dead, ask your GM.'

it was more of a ...do you think they should count as life or not ...i have asked the GM ...this is more of a community thought in what other's would think Yay or Nay on it. yay they have life and should be or nay they are dead and should be left that way

but thank you very much


So ....as the title says ...would blind sight life work on a borais its pretty interesting thought but im trying to just put this one to rest and part of me says .... NO of course not because first part of there type is UNDEAD but then you read the rest of them and its like .....Maybe?...

So yay or nay on the blindsight life would it work on a borais or not


Midboss57 wrote:

I'd love to see more weapons with multiple modes of fire.

Or even special ammunition. Incendiary rounds, emp rounds, explode before hitting target rounds, High Penetration rounds, White Phosphorous... sort of like the Deathwatch weaponry.

THIS OMG THIS more tasty caliber bullets to give the standered projectile weapons some love that be amazing

That KAC Bullet feels good when you know that they have to save vs will or be stuned vs contstruct emp rounds


welcome to the land of tomorrow and also ...this was informative even for me did not know about roll20starfinder stuff ill have to check it out


im trying to make encounters for a one shot im creating

but how many encounters should i plan for

im thinking either a level 3 party of 4

or level 5 party of 4

but a good base line that people could get it done in one sitting for this is what im looking for any advice ?


As the name suggests i am trying to put together a one shot story for a small party most likely either a level 1 survival or may be make em level 3 to get a bit more flexibility with monsters ill be creating the idea should be for a party of 2 to 4 team

the idea is a Ghost buster theme with costume weapons

the weapon idea is that they would be custom to deal full damage to ghosts with out the seals so more thought is a heavy weapon for it

the damage would be full for incorporeal but either 1/4th or half damage vs Corporeal

the thing is i was hoping to get a little feed back or some help in creating some weapon templates

you can view the story here My story

I got some feed back on more description so this is already going to be in the work but like i said a idea for level to kinda of go with as well as if any one got a idea for weapons to kind of put in im all ears


on page 57 of this path i found the creature jubsnuth and was looking at its swallow whole abilty ...to understand its abilty i pulled up the alien archive page 156 to 157

its eac and kac are listed
EAC 20 KAC 22 ...while outside the body

once inside its
EAC 22 KAC 20 hp i get being 36

now on the alien archive it says

"The interior of a creature with swllow whole has the same EAC as its exterior and a KAC equal to that of its exterior - 4" im ..confused as to what happen.

is the creatures eac and kac higher then the book shows and im just not seeing it?


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Great point thou Tacticslion


Demon Knight1434 wrote:
but eox are evil the acts that they did are evil and thus it is justifiable that a church that would keep em in check would be a small price i feel
Tacticslion wrote:


It's possible.
But picture this: 15 years ago, a dude is a complete monster. He kills, murders, does the whole song and dance of super evil, gains great power as a wizard over time, unlocks vast secrets, and then, ten years later, he repents (has a helmet of opposite alignment put on his head, or someone finally super-succeeds at a Diplomacy check, or his long-lost family's prayers are finally answered and he has a change of heart, or something). He turns around and uses his newfound righteousness plus super-power to begin to destroy much of the evil he once did. So yadda-yadda evil castle razed to the ground, wicked experiments undone, captives freed and healed, corrupted earth purified, evil fiends re-contained (and then destroyed-cum-turned into clean energy), mindless undead tamed and turned into infinite labor-cum-computer system-or-something, and so on. Turns the world (or at least his part of it) into a veritable living utopia of goodness and holy what'sits. He then sets about doing the same for everyone else in the universe. Does he deserve to die because he used to be evil, and would his death be justified, considering he has a much longer potential life doing good to the universe at large?

Let's look at another picture: 50,000 years ago (or whatever), a dude is a complete monster. Not necessarily by choice, but when your planet is about to blow up, and you only know one way to save the lives (sort of) of every man, woman, and child on it, you do what you can. Survival sucks, bad things happen, etc. But then one day he has an epiphany, and turns his existence around, and begins changing, much like the dude above. What's changed?

I'm not saying that the Eoxians are all sunshine and rainbows, and I'm certainly not saying their good. But civilization kind of needs them to live right now and not devolve into eternal warfare of forever doom. It's an interesting situation..

This is the point here The first part is the guy is still evil he is undead if he really wanted to atone he could remove being undead its in his grasp why still be undead when he is doing good in the world. he should go back to being mortal.

Also slavry of mindless undead i would still count as evil. you dont desecrate a body like that even if the soul does not need it back

point number 2 the 50000 year thing

you could still say that the same undead who have been living there are the same from before that started the whole thing. if you truly want to atone remove your undeath the act of being one no mater how much good you do is still cheating and not completing the cycle.

in the end if your going to turn your self undead the act of doing so is never a pretty process. BE It a ghost who was murdered and never got rest.

the ghost didit do anything wrong no but at the same time a ghost kinda i would say fighting agist the natral order you should help it move on as soon as poissable and

2nd turning your self into a lich, and turning into a vampire or ghoul can be evil

the state of undeath is evil and thats the point behind it..

you have a planet that is full of undead people who if they really wanted to could stop being undead i mean its in there reach im pretty sure some bone sages on there got the power to do so. but being undead has all kinds of perks and theres the problem. its selfish and shouldint be used no mater what kind of problem to use as a escape


also a note on the ghost bit. the act of doing so is evil you are cheating death at that point.

something pharasma's teachings are a sin

now as people state there are many interpretations of the RAW here.

the way i took it and played toon's was "you live, you breed, you die" kinda stright forward. will people get brought back; Yes. it happens its part of the spider web of choice's

you dont go to pharasma and are told to go to the abyass you made choices that got you there but when you dont even show up there's a problem.

Urgathoa is a prime example
she gets judge rejects it come's back as selfish means

undead at its core is a selfish act to escape the natural order of life.

BUT NO not all undead are evil many cases here state this above

but eox are evil the acts that they did are evil and thus it is justifiable that a church that would keep em in check would be a small price i feel


Tacticslion wrote:
Actually, several people have willingly turned themselves into undead (notably ghosts) without being evil...

oh im not saying that its not always evil you can be a lich and be a good guy but the quesiton is why is eox a undead planet have a pharasma place of worship there.

the eox them self are evil. not all undead are evil just the eox in the post in quesiton should be counted as evil .... they fired a weapon as a show of strangth and it back fired on them and to save there own skin in a magical bunker. they turned into lich's and id say its safe to say the same bonesages of today are the same from when that happend to destory their planet.


Redelia wrote:
It's the killing of the innocent that is defined to be an evil act. And undead or evil outsiders are not innocent. An argument could even be made (though I'm not sure I believe it) than any creature of evil alignment is not innocent, so can be killed without it being an evil act.

to bring light on this one.

I would say yes undead are by nature evil. YOU do not willingly turn your self into a undead with out doing something evil. like the bone sages of eox they turned into lich's to save their own skin the act of said turning. is a evil act.

Undead are by nature evil (EXP vampire- drinks blood of people to survive) the actions of such things are evil but flipping it on its head here and this is why i play a pharasmin and love my GM for creating such deli ma's

A ghost who was a warrior by nature trying to solve a crisis before passing is not necessarily evil the ghost is evil and should be killed by difination it has lived its life it should move on. ONE COULD SAY yes kill it and force it or you could help it move along.

there are exceptions to every situation.

its our job to look into it and i dont think just looking at the undead and killing them would be right. Of corse we are talking about EOX

if i remember correctly THEY Destoryed there own planet in a sence that it now rains acid and forced them to take this turn on there own.

are all undead evil.....BY difination yes. will i as a player go smacking the vampire that needs my help to save some one else then willing die after. No i wont its doing something greater and has stated a case here.

it is perspective here .....Eox is evil and needs a church of pharamia there as a token of good faith they will stay in line. pharasma there is not going to attack due to the fact it would properly cause a war.

and i want to see all of this unfold in future books on how it came to be the most :D


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i personaly love the idea of the pharasmmins just sitting on eox in a world wound fassion hahaha it brings joyful memorys. i had a warpriest of phrasma and loved the RP aspect of a Zealot who hated undead vary vary much.

TO put it simply he would have started a war if he was still alive after the gap on eox just saying im putting in a war torn area in my game for the church on eox


haremlord wrote:
Demon Knight1434 wrote:
Bigguyinblack wrote:
I won't argue "should" but per raw the only way trick attack grants extra damage is if you succeed at the skill check. I could see a GM agreeing that a bluff check auto succeeds on an unconscious target. But you would still have to choose between the extra damage or a coup de grace.

yes yes i could see it now

gm: make your bluff check
player: but he is nocked out ?

I DONT CARE BLUFF THE person LOL

I use Stealth! <rolls> dang, I only rolled a 19! So the unconscious guy...saw me....?

YES ...yes he did he saw all of you while being unconscious

the point being that as silly notion as it is i mean one could say yes it will always work and at my table i ill be allowing a HELPLESS only person get that options i mean it really does not make much senses to force a player to do that if there already flat footed to start with. But as for the full action its still a full action regardless of the situation i feel


Bigguyinblack wrote:
I won't argue "should" but per raw the only way trick attack grants extra damage is if you succeed at the skill check. I could see a GM agreeing that a bluff check auto succeeds on an unconscious target. But you would still have to choose between the extra damage or a coup de grace.

yes yes i could see it now

gm: make your bluff check
player: but he is nocked out ?

I DONT CARE BLUFF THE person LOL


i have been looking at *trick attack for the operative and i have a question

It says on page 93 "you can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed.

whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm.

just before making your attack, attempt a bluff, intimidate, or stealth check (or check associated with your specialization; see page 94) with a dc equal to 20 + your target's CR.

IF you succeed at the check, you deal 1d4 additional damage and the target is flat-footed this damage increases to 1d8 at 3rd and ect ect."

Ok ok the long text out the way i because i want to run the Adventure path. i was watching some people "Lets Play" it and saw a operative use a Grapple as part of the action and also got the trick attack damage....

i found it odd due to the fact that grapple is a standard action and this ability super seeds it by being a full action that allows only one attack and that attack being with the weapon.

I ASSUME to do damage am i wrong in thinking it was just a miss play on the players part for it being a new game or am i over thinking it here and you can trade the attack ..... with the attack of a grapple and still get the trick?

any and all feed back please so i can nip it now before i sit down to play it with players


a Shirren priest mystic of pharama based on the iconic a little .... was inspiration from the war priest i had in iron gods for a pharasma


Thank you Clear and cut


SO im looking at the spell chill touch its cast time is Standard does it sit there till i cast it or do i need to touch right away

so i guess it brakes down like this

1.) if im next to you and cast this spell do i take AOO
2.) is casting this spell the touch part of the cast?
3.) if i cast this spell dose it sit there till i get in close to touch with it.

This clarification will help me with future builds


So we are playing thru S&S and stumbled what I believe to be the most op spell and i just wanted clarification on it

Confusion

-Magic
-Arcane
-Attack
-Divine
-Mental
-Basic

Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.

After playing this card, if you do not have the arcane or divine skill, banish it; otherwise, you may succeed at an arcane or divine 8 check to recharge this card instead of discarding it.

at first glance im thinking ok it allows me to escape if im at my location and if im with some one cool it lets me let them fight it.

Im just a support toon i dont really want to fight if i dont have to.

But after looking more into i noticed a few key words missing. ..."Your Location" is missing for the first power. was this meaning that the power alows you to use it for say the lonely gunslinger who dose not have the magic pistol for the ghost.

But make the magus who dose at my location have to fight it.

Or dose that mean i can if the player wishes to allow them to evade a monster but not allow that monster to come over and fight me it seems vary unclear about this first power part.

I could easily overview the fact that a monster would be swimming hundreds of yards in sea water just to fight some one else be a little silly but i don't worry about that if the card says it ....should it?

Just a little clarification on this card be nice


Character Name: Enora
Role Card: Eldritch Savant
Skill Feats: Strength+1, Dexterity+1, Intelligence+3, Wisdom+1 Charisma+1
Power Feats: +1 hand size, When you attempt a check to acquire a spell(* or an item) you may use your knowledge skill in place of any listed; Discard a spell to reduce cold or fire (*or acid, electricity, or force damage dealt to you to 0; When you play a spell that has the cold or fire traits, you may replace any one of those traits with another of those traits.
Card Feats: spell +2, item +1, ally+1
Weapons:
Spells: Brilliance, Scorching Ray, Lightning Touch, Steal Soul, Force Missile, Ice Strike
Armors:
Items: Black Robe, Ring of Force Fangs, Sages Journal, Silver Raven Figurine .
Allies: Quadnys Orlun, Chuffy Lickwound, Scribe
Blessings: Blessing of the starsong, Blessing of Ascension, Blessing of Deskari x2
Mythic Path: Mythic Archmage

Character Name: Adowyn
Role Card: Pack Leader
Skill Feats: Strength +1, Dexterity +2, Intelligence +1, Wisdom +2, Charisma +1
Power Feats: Hand size+1, At the start of your turn, you may search your deck or your discard pile for a cohort(* or a card that has the animal trait) and put it into your hand, then recharge a card; you may recharge a card to evade a summoned bane(* or Discard a card to allow another character to do so; you may reveal a card that has the animal trait to add 1d4 to your combat check.
Card Feats: Weapon+2, spell +1, ally +1
Weapons: Corrosive dagger +1, Marksmen's Bow, Demonbane Light crossbow+1, Force Shortbow +1, Skirmishing Spear
Spells: Weapon of Awe, Cure x2
Armors: Barding of pleated Light
Items: Fortune's Arrow, Scared Prism.
Allies: Mastiff, Thylacine, Bat, Wolf.
Blessings: Blessing of Abadar, Blessing of Shelyn, Blessing of Ascension, Blessing of Nethys.
Mythic Path: Mythic Champion

Character Name: Arueshalae
Role Card: Redeemed
Skill Feats: Strength+1, Dexterity+4, Intelligence+1, Charisma+2
Power Feats: Electricity, Fire, and Poison damage dealt to you is reduced by 3(*5); You may evade your encounter(*Then if it is your turn, you may move);Instead of your first exploration on your turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard the card you revealed.
Card Feats: Weapon+1, Spell +1, Item+1, Blessing+1
Weapons: Starbow, Heavy Crossbow x2, Skirmishing Spear, Force Shortbow +1
Spells: Cure
Armors: Elven Chain Shirt
Items: Spherewalker Staff, Swallowtail Bracers, Potion of Healing, Trap Smith Gloves.
Allies: Interrogator, Mendevian Crusader.
Blessings: Blessing of Sarenrae, Blessing of the Starsong, Blessing of Iomedae, Blessing of Ascension x2, Blessing of Abadar
Mythic Path: Mythic Trickster

Character Name: Imrijka
Role Card: Cold Iron Warden
Skill Feats: Strength +3, Dexterity +1, Intelligence +1, Wisdom +2, Charisma +1 ,(Got The Tome of Mental Superiority)
Power Feats:You gain the skill perception: Wisdom +2; You may Recharge (* Or reveal( a card that has the divine or ranged trait to add 1d4 and the divine and magic traits to your check against a monster.; When you defeat a monster on your turn,(* you may examine the top card of your location deck, and if it is not a monster, put it on the bottom of the location deck, then) you may roll d6; on a (*3) 4,5, or 6 explore your location.
Card Feats: Weapon+1, Spell +2, Armor+1
Weapons: Marksmen's bow, Flaming Spear +1, Composite Bow, Rod of the Viper, Fiend Splitter, Soulshear
Spells: Bloodscent, Cure, Flames of the Faithful.
Armors: Stalking Armor, Snipers Studded Leather.
Items: Archer's Bracers, Banner of Valor
Allies: Caravan Guard
Blessings: Blessing of Torag, Blessing of Shax, Blessing of Ascension, blessing of Iomedae, Blessing of Shelyn
Mythic Path: Mythic Guardian

Character Name: Balazar
Role Card: Eidolomancer
Skill Feats: Strength +1, Dexterity +1, Intelligence +1, Wisdom +1, Charisma +3
Power Feats: Hand size +1; When you defeat a monster and would banish it, you may add it to your hand instead. You may banish a monster from your hand to draw a card (* or add 1d4 to any check to defeat a barrier)(* or to any check to acquire a weapon, an armor, or an item); When a character plays a blessing on your Strength Check, you may add 1d12 instead of the normal die.
Card Feats: Spells +3, Blessing +1
Weapons:
Spells: Fire Shield, Brilliance, Glibness, Refuge, Sagacity, Enchanted Fang x2, Agility.
Armors: Sweet Dragon Costume.
Items: Arcane Robes, Swarm Lords Jar.
Allies: Kamilo Dann, Mendevian Crusader, Druid of the Storm.
Blessings: Blessing of Iomedae x2, Blessing of Shax, Blessing of Ascension x2
Mythic Path: Mythic Hierophant

Redeemed Cards, Black Robes, Soulshear

We had alot of Character Deaths .. Harsk died early on and Enora died 3 times in the first few play thru's

Full Name

DMTFY

Race

I Eat Cannibals

About DMTFY

Don't Set Out To Start an Adventure, Set Out To Finish

A character may make a joke. A character may not be a joke.

I am looking for players who are knowledgeable, somewhat experienced and most important able to see it through to the end. I will be basing character selections based off of Posting history, Crunch and Backstory. I’m starting this recruitment because I want to test my skills in a shorter and faster paced game than in an AP. I’m also doing this because I want to give new PbP players a chance to get in a game which can be preparatory for players hoping to join the best games on these boards (which usually involve high posting rate). New players are the lifeblood of our game, and I firmly believe is our duty to work in order to get them involved and transform them into good PbP players. Of course, I’m willing to commit to your same posting rate, even higher if needed, and I expect my players to do the same.

Character Creation:
Before you start creating your character, please take note of the following suggestions.

First of all, you may want to start from reading instead of writing. As a DM, I value player’s knowledge and tend to prize those players who are able to come up with interesting character ideas which are tied to the campaign setting and to the adventure I’m going to run. This means that if you manage to acquire a good knowledge of the setting of this adventure, your PCs is likely to reflect that, implying a higher chance of being recruited for you. Take your time, read and think about what you’ve read before getting to work on character creation.

Read the guides - If you’re a PbP beginner or you just haven’t done it yet, please read the excellent guide written by Doomed Hero about PbP gaming. If you’ve already read this guide, there’s another excellent guide expanding DH’s guide you might want to read:Painlord's Advanced Play by Post Play. Even if you feel you already know a lot about PbP, these guides are going to help you out for sure if you haven't read them yet, no matter how much good you are at PbP. There's always something to be learned, and these guides are the perfect mentors for any PbP player.

Starting Level

Starting Wealth

Ability Scores – 20 point buy.

Hit Point Generation System – Maximized hp at 1st level, then half your HD +1 (e.g., 1d6=3+1; 1d8=4+1; 1d10=5+1; 1d12=6+1).

Alignment restrictions – Non-evil characters only. Good alignment recommended but not necessary.

Traits – 2 traits, no drawbacks for a third

Legal sources – All Paizo, No 3PP

Race restrictions Most races published by Paizo are acceptable, but know that more common races are likely to be looked at first. I'm trying to avoid a party full of rarities, but if you impress me with your app, almost any race is possible. Races that are a flat "no" right from the get go are things like androids, drow nobles, kasatha, and wyrwoods.

Classes Much like races, most Paizo published classes and their archetypes are up for grabs. Unchained classes are allowed (and are the only summoners I'll even consider). Due to my dislike of guns and modding APs to include them, gunslingers are out, and due to alignment restrictions paladins and monks are also off the table. As a side note, those are not allowed.

Guns and Technology None. No guns, no tech. That means no archetypes, classes, races, items, anything that is at all related to advanced technology.

No Anime I don't watch or like anime, but I can sniff out most of those all too popular anime-based characters. Please steer clear of those tropes entirely. If I smell them, I'll overlook your character in favor of another.

Posting:
Yes I made a seperate section just for posting. It's that important! I'm going to hold you to the same standard as I hold myself: I expect you to post as often as is needed, adjusting to the pace of the group as set by me. I plan to post at least once per day on weekdays. When you do post I expect you to push the action/story/RP or leave/pick up RP hooks. If our pacing changes to the point of negatively impacting your ability to keep up, I hope and expect you to talk to me earlier rather than later. I promise to do the same if our positions are reversed

Roleplay What I love about PBP is the ample opportunities for roleplay and character development, and this AP plays right into that. I expect players to build relationships with the other PCs, NPCs, and even their environment. It shouldn't be up to me to push your characters along! It is expected that you roleplay out your combat unless you're in a time crunch (ie, at work). Just tag it with an ooc comment that says "work" or whatever else to let us know what's up.

Rolls Passive rolls will be handled by me, but if you are looking for something specific, you roll it.

Combat I will roll everyones initiative and put you all in order like so.

Player 1
Player2
Baddie or group of baddies
Player 3
Baddie or group of baddies
Player 4

Player 1 and 2 are up

Either player 1 or 2 may go.

Delaying actions will not be allowed. It is a pain in the ass to keep track of changing initiatives

Please do not turn my recruitment thread into a roleplay tavern!

Same Team APs go better when the party is willing to work together. This means that creating enemies within the PC group is a bad idea, and that playing the "lone wolf" is just as bad. Don't get me wrong, all your characters don't have to be friends. Nothing wrong with a good rivalry (like Gimli and Legolas!) but at end of the day, the goals are the same. And I hate lone wolf syndrome.

If you cannot post within a 24 hr. period, please let me know so I can bot you along.

Rules Disagreements These never happen right? As a rule, I tend to play RAI rather than RAW. There will be exceptions of course and we can't always tell what RAI is supposed to be. More importantly, I may change a rule now and then for the story. The story is what is important, the story that the players and I are writing together. If the story conflicts with a rule now and then, I'm likely to modify or ignore the rule for that instance. However, the rules are there so we all know what to expect out of the environment, so it will not happen with any frequency.

Houserules:
While I obviously like the house rules proposed here, my priority is that all players have fun. None of the rules mentioned here are set in stone, so I’m open to discussion about any and all of them. Constructive criticism and suggestions are always welcome, this is not just the DM’s game, after all.
I don’t mind removing or adding any number of house rules if that will make the game more fun for everyone involved. That is the ultimate goal of every game, after all. Pathfinder included. I cannot promise I’ll agree with your idea, but I can promise I’ll take it in consideration. Especially if more than one player wants it.
I tend to be a very permissive DM, and usually err on the side of indulgence. If it’s not game-breaking or clearly overpowered, chances are I’ll allow it, whatever it may be. Whenever I’m in doubt of how a rule works, I will most likely rule it in the way most favorable to the players, then look it up and rule it correctly the next time it comes up.

Rule of Cool tends to play a big role in games where I’m the DM. That doesn’t mean I allow cheating or fumble dice, but I’ll often give players a considerable bonus for clever and/or daring acts.

Similarly, good roleplaying might afford you bonuses. I won’t force players to role play their Diplomacy checks, nor will I penalize them if they don’t want to. But I’ll give them significant bonuses if they do it.

Did you make an inspiring speech or convincing argument instead of simply saying “I use Diplomacy/Bluff” and rolling dice? Did you describe how you look for traps, instead of simply rolling Perception and Disable Device? Chances are I’ll give you a good bonus to that check. These bonuses are usually a +2 or +4, but they have no real limit. +8 bonuses are not unheard of.

Good roleplaying, creativity, clever thinking and cinematic action should be encouraged, in my opinion.

You’ll notice my house rules listed here focus on balancing mechanics rather than flavor. That is intentional. I believe players, not rules, should be the ones to define their characters’ background, personality and overall flavor. If you want a Barbarian who describes Rage as some unique variance of Lycanthropy, Mythic Combat Trance or really bizarre Bardic Performance, I won’t mind, as long as you don’t use fluff to justify a mechanical change..

Any ideas for rules changes that I happen to have during the campaign will be discussed with the players and only be implemented if each and every player is okay with it, so don’t worry about me changing rules on a whim, it won’t happen.

Gentlemen's Agreement: There are certain Spells/Tactics that I will not use if you agree that you won't use(I'm looking at you Disjunction, Imprisonment, Spellbane) others can be discussed or if you wish we can leave them in the game. In addition, I generally do not sunder characters items or Perform CDG's

Character Creation:

Please write a description (what do newcomers see?) along with a public background (what would someone with a Knowledge Local DC 15 know about you?). Finally, please also write a detailed background that tells me something about yourself. Speak about your recent past, future goals you may have, one or two people you may know, and a memory of something in your past that is important to you. The detailed background need not be long. 4-5 short paragraphs are sufficient in most cases (1-2 history, goals, people, memory). This is important, please don’t skip it.

You are beginning in Diamond Lake. You are assumed to be invested in Diamond Lake's future and so even if you’re not from here, you’d be familiar with Diamond Lake and its history - at least as much as the Wiki articles cover, and I’m delighted to talk to you further about it individually.

1st level
25 point buy (yes, you actually will have to make choices)
All Core races are allowed and some Featured races may or may not be allowed on a case by case scenario.(This campaign is has a distinct 1E feel to it so I would prefer core characters)
3PP is allowed on a case-by-case basis, but I’m always willing to consider all ideas and I tend to be quite permissive in this aspect, so I will most likely allow you to at very least give it a try. Not because I want to ban them, but because there's so much stuff out there that I do not feel comfortable giving it all a blanket permission. I honestly have no idea what is in some of those books.
As with any other rule or material, RAW or not, I reserve the right to reconsider my decision if something proves to be too powerful or disruptive to the game.
No Campaign traits not from this AP(Don't try and slip Finding Haleen by me)
We will not be using Hero points, Flaws or Downtime rules in this campaign
No Magic Item Crafting.
No Guns, Tech or Psionics, I like my fantasy fantastic and firearms/tech throw me off a bit.
No Leadership feat
I do not want to limit your alignment too much, especially as I view them as general guidelines, but no evil folks rattling around please.
HP: Hit Points shall be determined in Pathfinder Society style - maximum at first level, average +1 for all subsequent levels (so Fighters start with 10, and gain 6 at each level for example).
Paizo Pathfinder material only (don't go digging back in 3.5 stuff)

Everyone start with 150 gp. and
(3)CLW potions each (1d8+3)
(2)CMW potion (2d8+6)
Potion of magic weapon (1)
Vial anti-toxin (1)
Handy Haversack
Everfull Mug (3/day 12 ounces of fine beer or wine)
Compass
Blank Map book (waterproof)
Scrivener’s kit
Silk Rope 50 ft.(1)
Grapple hook or Grapple arrow/bolt (1)
Bandolier (1)
Candles (5)

You will start at first level and will gain levels at approximate intervals throughout the AP. i.e. No XP bookeeping

Alignment-based restrictions are completely removed, except in the following cases:

Clerics must still be no more than one step away from their deity’s alignment.

Paladins must still be Good-aligned (they can be CG or NG, though)

Anti-Paladins must still be Evil-aligned (they can be LE or NE, though)

A Paladin’s code exist to make them a better person, not to arbitrarily make their life more difficult. Strict adherence to the code without consideration for the situation is not a good act. One could even argue that it’s not a lawful act either, as such behavior follows the code’s words, but not its intentions.

Paladins are not supposed to be cunning rules-lawyers who speak in riddles and half-truths just so that they can claim they are not lying. They are bastions of good. Honesty is not about not lying, it’s about not lying for selfish reasons.

I expect Paladins and similarly honorable characters to avoid lying, but there is nothing good or honorable about a Paladin who tells the city guard where the escaped slaves are, or one who decides that killing the guard (and possibly attracting attention to the Paladin and those under his protection) is the ideal course of action when simply saying “No, sir, I don’t know where they are.” would suffice. Similarly, if using poison would save more innocent lives than a “honest” frontal assault, then using poison is not evil. If you can justify stabbing people in the face with your sword, then you can probably justify using poison. Poison is just a substance, not an action.

Unless you’re burning orphanages and torturing puppies, I always avoid the “One Strike and You’re Out” policy, but as a DM I will seriously consider removing the powers of a Paladin who decides his code is worth more than the life and safety of innocents. That’s LN at best, not LG.

Players are encouraged to create and discuss their own Paladin codes with the DM. Good examples of well written Paladin codes can be found in Faiths of Purity

Default perception which assumes you are always taking 5 on Perception unless you specifically say otherwise.

You may take the Favored Class Bonus from any race.

Natural 20 on your roll increases the multiplier by one and you get to try again until you stop rolling 20s.(A 20 should mean something dammit!)

All classes except Int based casters receive 4 Skills/Level, in addition we use consolidated skills

Skill Stat
Acrobatics: Acrobatics, Escape artist, Fly & Ride: Dex
Athletics: Jumping, Climbing & Swimming: Str
Finesse: Stealth, Disable Device & Sleight of Hand: Dex
Influence: Bluff, Diplomacy, Intimidate Cha
Nature: Handle Animal & Know dungeon, geography, nature: Int
Perception: Perception & Sense Motive: Wis
Performance: Disguise & Perform: Cha
Religion: Know Religion & Planes: Int.
Society: Linguistics & Know History, Local, Nobility: Int
Spellcraft: Spellcraft, UMD & Know Arcana: Int or Chr.
Survival: Heal & Survival: Wis

Players may choose to take a bonus feat instead of two traits.

A character is dead when they reach negative con + level

Chainmail bikinis grant an armor bonus equal to the wearer's Charisma bonus, plus any relevant enhancement bonuses.

Characters can give up one of their racial attribute bonuses in exchange for not suffering their racial attribute penalty. (e.g.: An Elf could give up the Int bonus in exchange for not suffering the Con penalty, and a Dwarf could give up is Wis bonus in exchange for not suffering the Cha penalty).

Race-specific feats, spells and archetypes can be taken by characters of any race, as long as the character has all the relevant racial abilities (if any). (e.g.: A Human couldn’t take a Dwarf-only feat if that feat required or changed darkvision in any way, since humans don’t have that special sense, but a Half-Orc could do it, since that race does have darkvision).

Revised Feats: All scaleable feats upgrade to their improved/ greater versions once the prerequsite BAB/Stat/Skill Ranks are met.

Improved Trip, Improved Disarm, Improved Dirty Trick, Improved Feint, Improved Reposition, Improved Steal

Replaced with Deft Maneuvers: You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.

Improved Bull Rush, Improved Drag, Improved Overrun, Improved Sunder.

Replaced with Powerful Maneuvers: You do not provoke an attack of opportunity when performing a bull rush, drag, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats

Dodge Revised. You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Improved Channel: Besides raising the Channel Energy’s save DC by 2 , it also increase its dice by 1 size category to a maximum of d10. (d6 -> d8 -> d10).This feat can be taken up to 2 times, but the second time doesn’t increase Channel Energy’s save DC.

Toughness now includes Endurance and Die Hard.

Dazing Spell Revised:
Creatures taking damage from a Dazing spell are also dazed for 1 round. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can attempt a Will save (DC 10 + level of the spell + your Cha./Int modifier) to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell. A dazing spell uses up a spell slot two levels higher than the spell’s actual level.

Dazing is a mind affecting effect. And therefore creatures like undead are immune. Once a creature has been affected by Dazing every round after the first it can make a Will save to act normally for that round. If the creature is subject to continuous damage (Ball Lightning for example) it receives a -2 penalty to its Will save to act normally for the round Dazing Spell is included in things that have immunity to stun, paralyze.

Automatic Bonus Progression: In order to face the dangers of the game, characters in the Pathfinder RPG normally need items that grant bonuses to their statistics. With this variant, characters instead gain those bonuses automatically as they increase in level, allowing them to use magic item slots for more interesting items.
All characters gain the abilities listed on the table below when they reach the appropriate level. Decrease character wealth by level to half the normal amount. The automatic bonuses are often more beneficial than that reduction in wealth, but characters have less flexibility, so the advantages and disadvantages balance out. Items that only grant bonuses to AC, saving throws, and ability scores don't exist in this variant, and wish and similar spells never grant inherent bonuses to ability scores.

1st —
2nd —
3rd Resistance +1
4th Armor attunement +1, weapon attunement +1
5th Deflection +1
6th Physical prowess +2
7th Mental prowess +2
8th Armor attunement +1/+1, resistance +2, toughening +1, weapon attunement +1/+1
9th Armor attunement +2, weapon attunement +2
10th Deflection +2, resistance +3
11th Physical prowess +4
12th Mental prowess +4
13th Mental prowess +4/+2, Physical prowess +4/+2, resistance +4, toughening +2
14th Armor attunement +2/+2 or +3, resistance +5, weapon attunement +2/+2 or +3
15th Armor attunement +3/+3 or +4, physical prowess +6/+2 or +4/+4, weapon attunement +3/+3 or +4
16th Deflection +3, mental prowess +6/+2 or +4/+4, toughening +3
17th Armor attunement +4/+3 or +5, deflection +4, mental prowess +6/+2/+2 or +4/+4/+2, physical prowess +6/+2/+2 or +4/+4/+2, toughening +4, weapon attunement +4/+3 or +5
18th Deflection +5, mental prowess +6/+4/+2 or +4/+4/+4, physical prowess +6/+4/+2 or +4/+4/+4, toughening +5
19th 3 legendary gifts
20th 5 legendary gifts (8 total)

Armor Attunement: The character can attune herself to one suit of armor or one shield in her possession; she can change that attunement once per day. If she selects a normal set of clothing as her armor, it counts as having a starting enhancement bonus of +0. The attuned suit of armor gains a +1 enhancement bonus at 4th level. At 8th level, she can split her attunement between a suit of armor and a shield, granting each a +1 enhancement bonus. At 9th level, she can grant a suit of armor or a shield a +2 enhancement bonus (instead of granting each a +1 enhancement bonus). At 14th level, she can either grant a suit of armor or a shield a +3 enhancement bonus or grant each a +2 enhancement bonus. At 15th level, she can either grant a suit of armor or a shield a +4 enhancement bonus or grant both a +3 enhancement bonus. At 17th level, she can either grant a suit of armor or a shield a +5 enhancement bonus or grant one a +4 enhancement bonus and the other a +3 enhancement bonus.

Deflection The character gains a +1 deflection bonus to AC at 5th level; this bonus increases to +2 at 10th level, to +3 at 16th level, to +4 at 17th level, and to +5 at 18th level.

Legendary Gifts: The character gains three legendary gifts at 19th level and five more at 20th level. (If you're using the variant with no magic treasure, characters gain seven more legendary gifts when their effective level reaches 21 and eight more when it reaches 22.) Select these legendary gifts from the following list.

Legendary Ability: Gain a +1 inherent bonus to any ability score. You can select this legendary gift multiple times, and it stacks up to +5 in any one ability score.

Legendary Armor: Your enhancement bonus from armor attunement increases by 2. If you are attuned to a suit of armor and a shield, you can either increase both bonuses by 1 or increase one bonus by 2. The enhancement bonus on a single attuned item can't exceed +5, but you can use the excess to add special abilities to the armor or shield (see Magic Weapons and Armor). You can select this legendary gift multiple times; it stacks up to +10 on any one suit of armor or shield.

Legendary Body: Increase your bonuses from physical prowess to +6/+6/+4. This counts as two legendary gifts.

Legendary Body 2: Increase your bonuses from physical prowess to +6/+6/+6. You must already have legendary body to select this legendary gift.

Legendary Mind: Increase your bonuses from mental prowess to +6/+6/+4. This counts as two legendary gifts.

Legendary Mind 2: Increase your bonuses from mental prowess to +6/+6/+6. You must already have legendary mind to select this legendary gift.

Legendary Shieldmaster: Gain a +5 enhancement bonus from armor attunement for both your armor and your shield. You can select this legendary gift multiple times, choosing a different attuned suit of armor or shield each time.

Legendary Twin Weapons: Gain a +5 enhancement bonus from weapon attunement for two weapons at the same time. This counts as two legendary gifts. You can select this legendary gift multiple times, adding an additional attuned weapon with a +5 enhancement bonus each time.

Legendary Weapon: Your enhancement bonus from weapon attunement increases by 1. If you are attuned to more than one weapon, you can increase only one weapon's enhancement bonus in this way. The enhancement bonus on a single weapon can't exceed +5, but you can use the excess to add magic abilities to weapons (see Magic Weapons and Armor). You can select this legendary gift multiple times, and it stacks up to +10 for any one weapon.

Mental Prowess At 6th level, the character chooses one mental ability score (Intelligence, Wisdom, or Charisma) to gain a permanent +2 enhancement bonus. At 11th level, this bonus increases to +4. At 13th level, the character chooses a second mental ability score to gain a permanent +2 enhancement bonus. At 15th level, the character increases one of these enhancement bonuses by 2. At 17th level, she chooses a third mental ability score to gain a permanent +2 enhancement bonus.

Physical Prowess At 7th level, the character chooses one physical ability score (Strength, Dexterity, or Constitution) to gain a permanent +2 enhancement bonus. At 12th level, this bonus increases to +4. At 13th level, the character chooses a second physical ability score to gain a permanent +2 enhancement bonus. At 16th level, the character increases one of these enhancement bonuses by 2. At 17th level, she chooses a third physical ability score to gain a permanent +2 enhancement bonus.

Resistance: At 3rd level, the character gains a +1 resistance bonus on all saving throws. This bonus increases to +2 at 8th level, to +3 at 10th level, to +4 at 13th level, and to +5 at 14th level.

Toughening: At 8th level, the character gains a +1 enhancement bonus to natural armor. This bonus increases to +2 at 13th level, to +3 at 16th level, to +4 at 17th level, and to +5 at 18th level.

Weapon Attunement: The character can attune herself to any one weapon in her possession, and can change that attunement once per day. The attuned weapon gains a +1 enhancement bonus at 4th level. At 8th level, the character can split her attunement between two weapons, granting each a +1 enhancement bonus. At 9th level, she can grant a single weapon a +2 enhancement bonus instead of granting two weapons a +1 enhancement bonus each. At 14th level, she can either grant a single weapon a +3 enhancement bonus or grant two weapons a +2 enhancement bonus each. At 15th level, she can either grant a single weapon a +4 enhancement bonus or grant two weapons a +3 enhancement bonus each. At 17th level, she can either grant a single weapon a +5 enhancement bonus or grant one weapon a +4 enhancement bonus and another weapon a +3 enhancement bonus.

Magic Weapons and Armor: In this system, magic weapons, armor, and shields never have enhancement bonuses of their own; those bonuses are granted only through attunement. Any weapon, armor, or shield special abilities on attuned items count against a character's enhancement bonus from attunement. To determine an attuned magic item's enhancement bonus, subtract the cost of its special ability from the enhancement bonus granted by attunement. (This applies only to special abilities whose cost is equivalent to an enhancement bonus, not to those that cost a flat amount of gold pieces.) For example, if a character with a +3 enhancement bonus from weapon attunement wields a keen scimitar, she subtracts 1 point of her enhancement bonus (for the cost of keen), leaving her with a +2 keen scimitar. If a character doesn't have enough of an enhancement bonus to afford the special ability (such as a 4th-level character with a vorpal longsword), she can still use the weapon's power on its own, but the weapon gains no enhancement bonus.

Martials:
There are a number of instances in the core Pathfinder rules that require a character to “borrow” against the next round’s actions. The most prevalent example involves taking an immediate action, which counts as a swift action the next round. Another example is the Step Up feat as written in the Pathfinder rules, which counts as the next round’s 5-ft. step. These sorts of Faustian bargains disproportionately inhibit martial characters, and are therefore abolished in these house rules. Unless otherwise noted, actions from a future round do not need to be “borrowed against” in order to take actions in the current round.

Combat feats like Weapon Focus/Weapon Specialization now apply to weapon groups instead of a specific weapon by default. Pathfinder frequently forces a player to invest heavily in a single weapon. For instance, two-weapon fighting rogues are stuck with mirrored weapons so their Weapon Finesse and Weapon Focus benefits apply to both their attacks. Expanding these feats to cover the weapon groups mentioned under the fighter’s Weapon Training would make things much more flexible. We might finally see a samurai wielding a daisho.

Bravery grants +1 Will instead of +1 fear resist.

The three feats, Power Attack, Deadly Aim and Combat Expertise are no longer feats but combat options' that any character, NPC or monster may use at any time they choose. Characters count as having these feats for the purpose of qualifying for other feats and abilities.

The feats Weapon Finesse and Piranha Strike no longer exists and any character, NPC or monster may use their dexterity modifier in place of their strength modifier with any 'finessable' weapon. Characters count as having these feats for the purpose of qualifying for other feats and abilities.

Precise Shot replaces Point Blank Shot as a prerequisite for further archery feats.

I like Point-Blank Shot, but Precise Shot is the real breadwinner for any ranged build. It’s the one trick every archer wants out of the gate and the one combat feat many wizards and sorcerers would love to cherry pick to aid their ray spells. The loss of Point-Blank Shot can easily be compensated for by Weapon Focus or Weapon Specialization, but it’s not like archery builds are hurting anyhow.

There is no exotic weapon category, instead they are considered a martial weapon

Casters:
Detect Magic does not detect illusions or abjurations, in addition the range of this spell is reduced to touch. Lingering magic auras can still be detected, but you must be in the same space as the former effect.

Sorcerer Bloodline/Oracle mystery spell progression gets their bonus spell on the Wizard/Cleric progression. A fire-bloodline sorcerer should not be waiting until level 5 to cast scorching ray or level 7 to cast fireball. It is however, cool that a 5th level Fire sorcerer's only 3rd-level spell known is fireball.

Spells that deal a particular type of energy damage (Fireball, Lightning Bolt, etc.) may be added to a spellbook or as a spell known with a different energy type than listed, within reason; Fireball can become “Acid Burst” or Lightning Bolt can be called “Frost Bolt”. and deal the appropriate energy type when calculating damage. These are treated as separate spells, and a spellcaster must learn the base version of the spell if they wish to cast it with that energy type.

Protection from Evil/Magic Circle spells work like the Light vs. Darkness spells i.e. Pro evil(First level Spell prevents Charm Person, Magic Circle prevents Suggestion).

The Heighten Spell Metamagic feat is a freebie for casters.

Metamagic feats do not increase the casting time of spells unless the spell level is increased by 4 levels or more.

The Selective Channel feat is a freebie for Divine casters.

Clerics may choose any two domains they wish so long as they are appropriate for their god.

Channel Energy Ability, picking if it harms or heals seems weird too me. If you fill a room with light (an energy) then it hinders or helps per sensitivity to it.

Breath of Life is called Cure Deadly Wounds; classes that automatically receive Cure spells also receive Breath of Life, and it can be spont-cast by clerics as if it were a Cure spell.

Spells(and abilities duplicating the effects of spells) with the [scrying] or [teleportation] descriptor cannot penetrate to an area that is entirely enclosed by more than 1 ft. of solid stone, 3 ft. of earth, an inch of metal, and/or a thin coating of lead. This guideline, provides a rationale for both castles and dungeons.

Kings live in stone castles, not only for defensibility from armies, but for secrecy; if a need to teleport or use divination magic comes up, they can go to an outside room and open a leaded-glass window, but while inside an inner room with stone walls and a lead-lined door, their councils are protected from eavesdropping and teleporting assassins.Many wizards likewise live in stone towers with designated divining and transportation rooms open to the outside. Tombs and cultist headquarters are typically found in dungeons underground. Divination and dimension door effects within a dungeon or building itself are normally not affected, as long as the doorways, rooms, and corridors provide “open” lines of effect within the complex itself. However, rooms with stone walls and thick stone or metal doors would inhibit the effect.

Possible Rules:
Natural 20
When you roll a 20 on an attack roll your attack always hits and deals double damage this is a critical hit.

Traits

This is a quick list of generic traits that are allowed in my games. Traits from RAW are allowed on a case by case basis.

Unusual Training: At some point in your life, you received some training not usually taught to those who share your line of work. You get a +1 trait bonus to one skill of your choice and that skill becomes a class skill for you.
Special: You can select this trait multiple times, you must select a different skill each time.

Quick Reactions: You are faster than most to react to danger. You get a +2 trait bonus to Initiative.

Focused Mind: You don’t let yourself be distracted by simple things such as imminent danger. You get a +2 trait bonus to all Concentration checks.

Magical Knack: You have a talent for studying and practicing the magic arts. Your caster level increases by +2. This trait cannot raise your CL beyond your total character level.

Bit of Sorcery: You show disposition for the arcane, even if you have never practiced it. Choose one 0th level spell from the Bard, Magus, Sorcerer/Wizard or Witch spell list. You can cast that cantrip as an SLA at will. Your caster level for this ability is equal to your total HD.

Blessed: You are capable of channeling a small fraction of divine power. Choose one 0th level spell from the Cleric/Oracle, Druid, Inquisitor or Shaman spell list. You can cast that orison as an SLA at will. Your caster level for this ability is equal to your total HD.

Sacred Marking: You have a birthmark or tattoo that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark or tattoo can serve you as a divine focus for casting spells and you gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Martial Knack: You have an unusual talent for fighting with your favored weapon. Choose one type of weapon. You get a +1 trait bonus to damage rolls caused by attacks with that weapon.

Resilient: You are surprisingly resilient. You get a +1 trait bonus to all Fort saves.

Nimble: Your reflexes are extraordinarily fast. You get a +1 trait bonus to all Reflex saves.

Strong-Willed: Your will power is unusually high. You get a +1 trait bonus to all Will saves.

Sharp of Sight: You lived or worked most of your life in dark areas. You gain the low-light vision special sense. If you already have low-light vision, you become able to see 3 times farther than normal humans can in dim light.

Higher than x2 crit multiplier
If your crit multiplier is higher than x2 when you roll a natural 20 you still make a critical confirmation roll. On a success you use your weapons crit multiplier. On a failure you use x2, this is still considered a critical hit and the x2 bonus damage can be negated by some effects.

"Focused Skill Trait: Gain +2 [insert skill]"
If people need premade fluff, list each skill and give a handful of reasons for the trait. So at most a small paragraph and a list could replace every one of this type of spell. Then if a new book wanted to add new fluff for the Class Skill or Focused Skill Traits, they could do that without having to reprint the SAME mechanics over and over again. That way there's more room for interesting traits with individual and unique effects.

Agile Maneuvers:A character adds their dexterity to the CMB if they’re wielding a finesse weapon and their strength otherwise. This goes hand and hand with the previous change. Making combat maneuvers more accessible will be a recurring theme.

Why is it so hard to pull off combat maneuvers in this game? It seems like you need three feats before you can attempt to trip someone without impaling yourself on your own polearm. Wrapping up all these improved combat maneuver feats into a single package simplifies things. It would prevent fighters from being stonewalled if a monster is immune to their combat maneuver of choice and make the feats much more attractive to feat-starved classes.

The same deal as Deft Maneuvers. More combat maneuvers at a lower feat investment is just a good idea all around.

Precise Shot replaces it as a prerequisite for further archery feats.

I like Point-Blank Shot, but Precise Shot is the real breadwinner for any ranged build. It’s the one trick every archer wants out of the gate and the one combat feat many wizards and sorcerers would love to cherry pick to aid their ray spells. The loss of Point-Blank Shot can easily be compensated for by Weapon Focus or Weapon Specialization, but it’s not like archery builds are hurting anyhow.

Spring Attack isn’t a great feat, but it lends itself to interesting builds. Unfortunately, the prerequisites of Dodge and Mobility are often too much for a player to stomach. Merging these feats makes Spring Attack more accessible and subsequently transforms two mediocre feats into a single spectacular one.

All iterative attacks at full attack bonus and allowing characters to sacrifice an iterative* to move their move speed, and increasing RUN distance by move speed×2 each time the character gains an iterative. Makes the game far more fun for higher level martials.
* for sake of clarity, 'an iterative' can only be sacrificed within a full attack action, and represents both attacks of a dual-wielder.

With spells that heal, the dice that are rolled are the average HD of the target, rounded to the nearest die. Cure-like spells on a barb would be xd12+x. Fighter 3 Wizard 3 would be xd8+x. Channel is also affected. Cleric 3 channeling would heal the wizard 2d6 and the barb 2d12. Of course, pre-calculate your "healing die" when you level to speed play.

Spells that have a capped caster level, such as heal, etc, cap at either the HD of the target, or the caster level of the caster, whichever is lower. CLW from cleric 10 healing fighter 7 would heal 1d10+7. CLW from cleric 7 on fighter 10 would do the same. Cleric 18 heal cures fighter 7 70 and fighter 20 200.

Additional Information:

Like other applications – Please like your fellow applicants’ submissions by hitting the add to favorites button near the character you like. Of course, this is non-binding at all for me: it’s not a voting system in which the most voted characters get recruited automatically, but it tells me who you would like to play with, which is one of the main criteria for my choice.

First timers (Part I) – One of the primary aims leading me to start this recruitment is to give new PbP players a chance to join a consistent game. As a consequence, I plan on recruiting at least 2 PbP first timers. This doesn’t mean I won’t be recruiting experienced players (they are going to be necessary to give the new players an example to emulate), nor that I’m going to recruit newbies if there aren’t good submissions on their part. Take note of this simple observation: I can easily assess the value of an experienced PbP player by reading its previous posts, checking if he has been consistent in the game he played and judging if I like his posting style or not; I can’t do the same with newbie players. You have to strike me with something good to impress me. It’s like when you have a job interview and you have no curriculum: I need you to work hard to prove me that you’re worth the risk I’m taking recruiting you. So, as a tip, heavily invest in your character: make sure it is a great character with a correct character sheet, has a good story, an amazing personality and a well-detailed appearance.

First timers (Part II) – I know this recruitment post could prove a little bit overwhelming for you. But trust me, it was designed to be this way. If a player isn’t able to read this post and conform to it, probably he won’t be able to follow my instruction when we get into play. So following this recruitment is for all intents and purposes your first trial. Show me that you can follow my instructions. Show me that you will be a focused player.

Party assortment– Party balance is a myth...not only is it a myth, it's actually a detriment to good roleplay. Play what makes you happy. Play the mechanics that excite you and what you want to play. Play it with joy and play it well. I’ll try to recruit the best players, not the characters with the best builds. I do like a traditional party (arcane caster, divine caster, skill monkey, tank/damage dealer).This doesn’t mean I will be recruiting a wizard, a cleric, a rogue and a fighter at all. As I said, I believe first of all we need people who can have fun together. Builds and character’s option come after, even though they still retain their importance.
How many recruits? – I’ll be recruiting a party composed of 4 members, if there are enough good submissions of course.

How many recruits? – I’ll be recruiting a party composed of 4 members, if there are enough good submissions of course.

Mapping tools – We’ll be using Roll20 for combat encounters. I’m pretty good at it, or so my players have told me. As a consequence, I expect you to have a Roll20 account or to create one after you’ve been recruited. If you don’t know how to do it, I will be there to help you to create your own account and teach you how Roll20 works.

Submission Deadline

Alternate:
Ok, I've got this AP sitting around, and I've never run it. Figure I probably should since I paid for it.

Second Darkness is an older AP from before the Pathfinder rules. Hence I will have to change all the encounters anyway. Thus it doesn't much matter what I allow the players to build.

Now before visions of Rifts dance through your head, I'm not going to go that far. I think I will be going with the advanced bonus progression from Unchained, and just drop out most of the magic items. This means easier balance for me and less to convert. I will likely toss in some flavor stuff items, but nothing for basic stat stuff.

I expect very regular posting. Now this doesn't mean you have to pipe up if there's no reason for your character to do something, but when I'm calling for initiative I expect a response. You should be checking in at least daily so combats can proceed (unless I am given warning). I run fast paced games and spend far too much time on these forums. I prefer to keep things moving.

I run a more beer and pretzel style game than deep roleplaying. I will tend to run things with plenty of smartass comments and out of genre references. That's just fair warning.

Character creation:
1st level
core races
Gestalt but one side is core rogue, no archetypes
20 point buy (yes, you actually will have to make choices)
no magic item crafting allowed
no gunslingers
No sound strikers.
Chain Challenge is banned. Sap adept and Sap master are banned.
No evil alignments
HP are PFS style so 1/2 max +1.
unchained summoners only
Paizo Pathfinder only (don't go digging back in 3.5 stuff)
I am not going to stack sneak attack from multiple classes on different sides of the gestalt (so if you do slayer/rogue, no extra dice for you).

I'll give recruitment a week or so.

I'll need a build and a short background. You're first level so your bio should be a paragraph not a novel.

What I want in a player:
1: Game starts at a certain time, you show up at or before that time.

2: Game starts at a certain time, you start playing at that time. Social hour is over.

3: Do not bring your personal issues to the table and expect free therapy. It's called 'Gaming', not 'Group'.

4: Once gaming starts, stay in game, or at least on topic. Do not try to be better than AmTrak at derailing.

5: Figure out your turn BEFORE it's your turn.

6: Take your turn ON YOUR TURN. If it's not your turn, shut your pie hole.

I am interested in players who are:
* Active - Occasionally people will be out of contact for a few days, sure. Folks go on vacations, attend important events, lose internet for a bit. In general, though, I like players who are active in posting, interacting with other people, and moving the game forward. I myself sometimes go on weekend camping trips without internet, but when folks are around I like to keep things moving!

* Cooperative - Players should be working together for their shared party goal (in this case, rooting out the evil near Hommlet and finishing it off). Players should help each other out, without necessarily "telling other players how to play their character" -- offer hooks and ways to make interesting story beats, or ideas that a player might enjoy, without trying to tell them how to optimize or that they are "doing it wrong."

* Risk-takers and adventurers - This may seem like a no-brainer; of course we're playing adventurers. One of the reasons that some players go to hyper-optimization is because they fear failure at the hands of chance. But adventuring is risky business. Sometimes gambits won't work out. Especially in old-school dungeon crawls like this, this is a risk you need to be ready to take. This doesn't mean you should take foolhardy risks, but you should be willing to accept that sometimes you will just pull the trigger and see where the dice fall, and sometimes that will mean an uphill battle as things go sideways when the plan doesn't survive contact with the enemy. Struggle against adversity with panache. Don't take stupid or unnecessary risks, but recognize that just because you aren't guaranteed 100% success in something doesn't mean you shouldn't try. Creativity and planning are important, but luck will play a part too.

* Able to fill a role in the team - The class/role structures of these kinds of games mean that everyone should have a part to play. Nobody is going to go solo, or if they do it's going to be a serious uphill battle. You need each other in order to succeed. Decide on one or two big things you want to do well -- melee combat, social interactions, arcane magic, whatever; try to fit with the rest of the group by covering an area that they need in order for the team to be stronger than any individual. Some players feel compelled to make characters who have no weaknesses and no drawbacks. Avoid this temptation. Make characters who will get their moments to shine and who will, in turn, need the support of the rest of the team. And don't hesitate to reach out to other players and offer "hey, let's share backstories and build in some kind of relationship between each other." Maybe you were old friends, or you used to have a romance but it fell apart, or you were even rivals and have learned to work together; having connections to other players, and to the world, will give you opportunities for your character to express his/her personality and for you to play your role beyond just what dice you roll to whack bad guys!

Moonscar:
So, one of the encounters right near the end involves multiple creatures which can each grant a Wish to a mortal and there just happens to be a handy mortal nearby. What would be your best suggestions for possible wishes?
I have looked at this before with a certain Hard Mode and I want to avoid stuff like Wishing people into the Sun as being dull. Also the DC is probably too low for 15th-17th level characters. I have considered:

3. Anti-Magic Field, possibly useful, most of the creatures abilities don't depend on magic, most of the PC's do

4. Maximised Cloudkill, technically 8th level and so eligible, enemies largely immune but collateral damage

6. Waves of Ecstasy, thematically appropriate, has an effect regardless of save

11. Maze, for animal companions and similar low Int martial types

12. Wall of Lava, automatic damage, large blockage

13. Summon Monster VIII - 1d4+1 pouncing fiendish dire tigers, 1d3 armour destroying Bebiliths

14. Solid Forceage, trap annoying animal companions and martial types

15. Persistent Banshee Blast, minor damage and powerful control

16. Dazing Fire Snake, see above.

The first encounter was quite scary as the succubi realised quite quickly that they were not hitting with their bows and switched to their wands. 3d4 negative levels a round is scary when they focus fire. Two of them ended up fleeing.

Miglargu gave the overconfident druid a scare as he went scouting in the lake on his own. He nearly took him out with a bunch of smiting natural attacks.
It does quickened Hold Person .

Moonbeasts: Beast 3: Targeted quickened dispel magic
Beast 2: Dispel Magic fails . Also uses Confusion
Beast 1: Dispel Magic is yet another fail. Switching from confusion this one uses Shadow Conjuration for Stinking Cloud seeking to nauseate him.

Once they got inside the main dungeon the dragon could have been dangerous but a dispel magic stripped the magic jar straight away and a 10ac doesn't work well against an undead hating ghost salt using ranger archer.

The vampire mistress was predictably quite vicious. She noticed the group arrive straight away and, warned by the succubi which escaped, summoned her minions to her and buffed them up. About 5 vampires beat the groups poor initiative but the first fireball failed miserably due to fire resist 30 from a communal spell so she ordered them to switch to magic missiles. I have never seen a level 17 druid run from a bunch of magic missiles before! She kept trying to hold monster people but even at DC30 no-one was succumbing so no cdg for her.

The cloven sister was also dangerous. I have her a mage armour from one of the vampires since there are 9 of them on that level capable of casting it and with the unholy aura that pushed her to AC44. She also fooled the group initially with a projected image hiding within a blade barrier. Ultimately though she just isn't all that accurate with her attacks and when they do hit they don't do much damage.

The final level began to get more interesting. The general was surprisingly effective. He does hit like a truck but I expected him to be hopeless with his terrible will save but without an arcane caster in the group it was less of an issue. He dropped the paladin to dead at least twice but he got back up both times. The druid had summoned some kami (added to his list via the ring) who could cast ranged Heal and Breath of Life. I did use the Wishes but I based them on the Generals terrible mental stats so he got a greater dispel and overland flight after his potion was dispelled. The glabrezu got a few hits off but then fell to a mixture of holy word and withering arrow fire.

The final encounter nearly didn't happen. The group had no way around the prismatic wall so resorted to trying to taunt her to drop it. I gave it to them but then forgot to make use of the private sanctum effect which would have prevented them seeing inside until they entered. She shared her smite with her mount and then started wrecking face on a mostly good aligned group pushing her AC to 48. The paladin went down but the druid dropped a level 9 spell slot and up came another 6 kami each with heal 1/day and breath of life 3/day. They were very much needed and they managed to push her into power word kill territory which let the cleric finish her off.

Our one actual death that stuck was the symbol of death which is just a very mean undetectable trap. Sadly the ranger only had 11 con and was taken down by it. Fortunately they had a resurrection on hand.


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