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HI All,

Just looking for some input, comments, thoughts, opinions etc etc.

I am involved in 3 PF2 games, 2 as a player and one as GM.

So far, and this is only our impression, that its almost impossible to die? Are we doing something wrong - as I read a lot of comments about TPK's and the AP's being brutal.

But that's not our experience at all. Nobody has been anywhere past Dying 2.

We have 5 players most of the time (sometimes 6), and we have been scaling encounters as per the rulebook.

Here's our thoughts:
1. Just about every player has taken a skill in Medicine - giving them treat wounds. Yes early on we got the interpretation wrong by thinking that you were immune to a players treat wounds, not all treat wounds.

2. Just about every player has taken battle medicine.

3. Healing hands and magic hands changes the healing from D8's to D10's and when using magic hands out cleric is dolling out 30 odd points during a 10 minute rest.

4. Heal spell (and I still think this doesnt seem right) at 8th level is doing 4d8+32 (2 action version) and being a cleric he gets about 4 of these every day at 4th level.

I will argue that maybe we just have been lucky in that we haven't been disturbed often while resting for 10 minutes (and feats like continual recovery, ward medic etc really assist in the healing process).

Are we missing something ? or just been incredibly lucky ?

thoughts ?


I was trying to explain to a new player the changes to the action system...

So basically you can move, hit and move again, or any combination you can think off..

She then threw at me, so does that mean that if you have a single action spell you can cast 3 spells ?

I actually had to stop and think about my answer then. I said No. I would think that unless the spell was singular somatic, or verbal ? and I am not sure how many spells are just verbal or just somatic.

I did a quick search online - but didnt really find an answer - and I havent got my rulebook with me.

Am I right ?

Cheers


So I thought I would have a crack at converting an upcoming monster, in case my group crosses to 2nd edition and I have to convert the current monster. happy to take suggestions?

here is the original:
Weaverworm (CR 8)

XP 4,800
NE Huge aberration
Init +18; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +10

DEFENSE
AC 20, touch 12, flat-footed 16 (+6 Dex, +8 natural, –2 size)
hp 95 (10d8+50)
Fort +7, Ref +7, Will +9

OFFENSE
Speed 30 ft., burrow 10 ft., climb 30 ft.
Melee 1 bite +9 (2d6+7), 2 claw +9 (1d8+7 plus paralytic nails)
Space 15 ft.; Reach 15 ft.
Special Attacks drag, weaver’s song, paralytic nails, web (+11 ranged, DC 19, 10 hp)

STATISTICS
Str 24, Dex 18, Con 18, Int 13, Wis 14, Cha 17
Base Atk +7; CMB +16; CMD 30 (can’t be tripped)
Feats Far Shot, Improved Initiative, Point-Blank Shot, Toughness, Weapon Finesse
Skills Bluff +8, Climb +19, Intimidate +16, Knowledge (dungeoneering) +7, Perception+10, Perform (string) +14, Spellcraft +13, Stealth +6 Languages Common

SPECIAL ABILITIES
Drag (Ex)
A weaverworm that successfully entangles a victim with its web attack can retract the web, dragging the victim into its clutches. Each round, the entangled victim can attempt a CMD check to escape. Upon a failed check, the weaverworm forcibly drags its victim 20 feet toward it.

Paralytic Nails (Ex)
A weaverworm’s nails secrete a potent paralytic agent. Any creature damaged by its claw attacks must make a DC 19 Fortitude save or be paralyzed for 1 round. In addition, the weaverworm’s nails break off in the bodies of those it paralyzes. A paralyzed creature must make another save to avoid being paralyzed again at the beginning of its round, doing so every round until the nail is removed as a full-round action. A weaverworm’s nail can be removed with either a DC 12 Strength check, which removes the nail and deals 1d4 points of damage to the victim, or a DC 14 Heal check, which deals no damage. A weaverworm’s paralytic nails don’t affect any creature that is immune to poison. The save DC is Constitution-based.

Weaver’s Song (Su)
A weaverworm can play its webs like a grotesque musical instrument. When doing so, all non-weaverworms within 300 feet must make DC 18 Will saves. Those who make their saves are unaffected. Those who fail are fascinated, and on their turn, move toward the weaverworm by the most direct means available. If the path leads into a dangerous area, such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. A victim within 5 feet of the weaverworm simply stands and listens. This effect continues for as long as the weaverworm performs and for 1d4 rounds thereafter. This is a sonic mind-affecting charm effect. Whether or not the save is successful, the victim is immune to the same weaverworm’s song for 24 hours. The save DC is Charisma-based.

Here is my attempt...

Weaverworm Creature 8

NE Huge Aberration

Senses: Perception +18; Darkvision ; True Seeing, Tremor Sense
Languages: Common

Skills: Diplomacy +15, Acrobatics +19, Intimidation +19, Lore +14, Perform +14, Arcana +14, Stealth +12

AC 29, Fort +18, Ref +15, Will +14

HP 120

Speed 25feet, Burrow 20 Ft

Weavers Song [three-actions]

Melee [one-action] Jaws +20 2d12+9
Melee [one-action] claw +20 2d8+6 slashing plus paralytic nails
Melee [one-action] claw +20 2d8+6 slashing plus paralytic nails
Ranged [one-action] Web +17 (magical, Range Increment 30ft) Effect Web Tether

Web Tether A creature hit by the ether spider’s web attack is immobilized and stuck to the nearest surface (Escape DC 22)

Paralytic Nails (poison) Saving Throw DC22 Fortitude Effect Paralyzed for 1 round. The weaverworm's nail breaks off in those bodies and a paralyzed creature must make another save to avoid being paralyzed again at the beginning of its round, doing so until the nail is removed.
Removing the nail requires 3 actions

Weavers Song (Controlled) A weaverworm can play its webs like a grotesque musical instrument. When doing so, all non-weaverworms within 300 feet must make DC 22 Will saves. Affected creatures move toward the weaverworm by the most direct route possible. If the path leads through a dangerous area, then the creature gains a second saving throw. This affect continues for as long as the weaverworm performs and for 1d4 rounds after.


Hi all,

Seeking some general advice for handling the move to PF2.

My partner who has only been playing PF1 for about a year plays in two games.

The first group is running Mummy's Mask in which we are nearing the end. She joined this group at 7th level (which is a struggle for any player to understand, not to mention a complete new player)

This group is seriously considering switching to PF2 going forward.

The second game she plays in with my kids and a couple of friends, has only just started playing Carrion Crown - and is only just finishing book 2 before we had to take a break.

She has raised a concern (and I think its a valid one) - that having to remember two different (albeit similiar) systems may be too hard for her to switch between them, and its one of the things we really do enjoy doing together.

So I sort of see we have a few options:

1. Stay on PF1 for Carrion crown and hope that she can learn both systems
2. Convert Carrion Crown to PF2. This would be a fair amount of work for me as the GM. Creatures not so much of the problem but things like haunts, traps, and treasure seem to be difficult to convert.
3. Stop Carrion Crown, and start afresh with something like Fall of Plaguestone.
4. Ask the Mummy's Mask group to stay on PF1 until Carrion Crown is complete - I dont feel thats fair as that group is keen on getting into PF2.

I honestly dont really know which way to go. The kids and my partner are enjoying Carrion Crown, as they love the intrigue and investigative parts.

Appreciate anybody's thoughts.

Thanks


Hi,

Would it be possible to combine these two orders into a single shipment and see if that reduces the cost of shipping.

Thank you.

Andy Hayes


hi Fellow pathfinders
I am building a new character for upcoming return of the runelords campaign and looking for some advise

Here is the detail
20 point build
Role: ARCANE spellcaster.

I don’t just want to be just another spell hurling blaster that relies on freballs, magic missiles and god complexes.. that’s been done to death in our group over the years, I want more of a subtle character .. somebody who uses illusion, protection and some offence.

The idea is to keep those super powers in reserve so the group goes “where the **** did that come from?”

I’ve read all the guides I can find but I’m torn between sorcerer, magus, wizard and Arcanist.

Having never playing an arcane caster before I’m looking for some advice on those 4 and pros and cons, and maybe some feat suggestions.

Thanks


Hi all,

I am looking to run a short campaign from 1st level to about 12th level with a bit of a Gothic horror feel, but I don't want to go full AP (aka Carrion Crown).

The reason for not going down the Carrion Crown route was that I believe it needs a fair bit of work to make enjoyable, and I just don't have the time at the moment (since I am running 3 other groups), since I am running this for a mate and his son, so I want to do as little prep as possible.

Can anybody suggest any module sequences / society play / 3pp products that are linked that might suit ?

Ideally I'd like short adventures that are between 2 and 3 sessions long.


Yes I know... another build advice thread...
sorry!

ok I am looking to build a character that fills a role, not necessarily a particular class.

First the Rules:
Must be Paizo product, so no 3rd party stuff
Must be 12th Level
Must be non evil
20 Point build

Role:
Healing
Buffing
Protection
debuffing
Support type...I know your first thought!...CLERIC!... but lets go outside of the box.

I am sick of playing the cleric... something that sounds like a cleric but isn't...make sense ? or a pretend cleric.

Not really wanting to get into combat, would rather think his way out of situations and using what spells/feats/abilities he has to do so.

I am looking a class that can use healing wands, buffing and protection type spells/abilities, should be able to create wands, potions etc but is fun to play.

Options I have considered so far:
1. Inquisitor
2. Bard
3. Warpriest (but too combatty)
4. Alchemist

Thoughts?


Ok fellow gamers... I’m looking for some advice here

The short story first - I keep dying. In the last 3 AP I have lost 19 characters

Admittedly they have all been clerics... so I either suck at playing a cleric or something else is going on

I don’t think it’s my builds as I pretty much religiously (no pun intended) follow the cl ric guides

Cleric 1 - bad build ... no question
Cleric 2 - killed when he opened a sarcophagus and rolled like. 1 or 2 on a will save
Cleric 3 - charmed by singing eel things jumped into
Water and drowned (no the party didn’t save me)
Cleric 4 - smothered by a lurker above
Number 5 - got backed into a corner and couldn’t get away
6 - my own fault, wasn’t really listening and when somebody said check out these religious things I did and got attacked by 4 invisible rogue types with Armor piercing arrows... all with sneak damage
7- rolled a 1 on a will save and was paralysed in front of a greater mummy
8 - I can’t remember
9 - fell or was pushed can’t remember into a endless hole
10 - I think he survived the end of the AP
.... most famous and best death was one of the last ones... failed a will save again.. panicked... in order to stop me from running too far away our valiant dwarf fighter with a warhammer threw it to try and knock me unconscious... rolled a natural 20 and then confirmed it.... let’s just say that a small thermonuclear warhead would leave more bits behind from the damage he did.

And so on... some have been the result of bad rolls, one or two have been because the GM was a ***********!

The rest have been the result of bad choices maybe in spells...

So I guess the question is... I’m looking for resources and tips for better play... or is it that I just totally suck at clerics and should go play a bard?


Hi All,

I've been looking at the magus class, and some of the abilities look pretty cool, but I was wondering if there was an equivalent in the divine caster area.

We like to have back up characters so game play isn't slowed down a lot, so we have a paladin, a ranger, a sorcerer and a ninja.... I am currently playing a cleric.

Just wondering if anybody has built one using the standard paizo rulebooks ?

I like the idea of delivering spells via weapons..

I thought about the reach cleric, but would prefer not to get that close.

Cheers


Hi all,

so I have a player in my campaign who is a cavalier with the beast rider archetype, and in tonight's game his mount was killed by a lucky troll.

A couple of questions around cavaliers and their mount(s):

1. How does he gain a new mount. I think the rules state he can get a new one next level. Does he have to buy it, or quest for it, or does it just show up and does it start at 1st level?

*EDIT* 2. How much time does he need to take to find a new mount ? Is there any penalty for him losing his trusty steed ? I found the answer to the first bit (1 week)

I have another question, which is similar but around the other way, what happens to the players mount if the PC dies ? does it ride off into the sunset ? hang around ? hope and pray that party has a resurrection spell ?

Cheers

Andy


Hi Fellow DM's and like minded associates!

I am DM'ing my first AP - Jade Regent AP.

The group are fast coming to the end of the first book and there is a provision to customize the treasure at the end.

So according to the book, it should be magic items, no more than 9000gp in value, and the players should feel that they are destined to find them.

I was thinking along the lines of like in Diablo that when you find the complete set of x it gives you a few bonus's only when all the items are combined.

So to give some context, here is the party:
Mounted Cavalier
Cleric
Magus
Magus/Rogue (don't ask, I am still asking myself and the cleric this one)

I was thinking for the cavalier:
A cloak or banner, armour and lance

but I am kind of stuck on the others.

I'd be very interested in hearing what other people who have played Jade Regent did.

Appreciate the help.


Hi Guys,

My group have just started Jade Regent, and while they are going ok, I am trying to put some thought into the caravan trips...

I would like to make it more interesting than, a goblin raid, giants, etc etc... and was wondering what anybody else did ?

I am considering things like a ruined house, a fallen tower, a graveyard, without making it too challenging.

From what I have read after about Book 4 the caravan is pretty much finished, but I would like to give the guys somethings other to do, and help with RP.. .as this group have in the past been just throw monsters at them until they kill something... I want to help them move past that.

So throw your ideas at me, I have access to a large supply of adventures so any tips would be appreciated.

Thanks
Andy


Hi hive mind, our group has a quandary. One of our group has decided, shock horror to return to D&D 5E, and while we wish him well, this now gives us a bit of a problem in the party balance.

So our current make up
1. main Hitter - Katana wielding chainsaw
2. sneaky b****rd - dual wielding kukri
3. Wizard
4. Cleric, who is more about supporting the team than combat... he's combat shy
5. our departed dwarven axe wielder, near impossible to hit tank.

so our DM has said that as I am the cleric, we should probably rejig him.

So here are the rules:
20 point build
13 level
Focus should be on either being a meatshield with healing and buffing.

Option 1 - Full Cleric, but change his feats, slap some decent armour on him, get rid of the great axe, and give him a big shield and going down the stalwart defender path
Option 2 - A full paladin but going doing the Hospitaler archetype
Option 3 - something else? (suggestions open)

Happy for any advice here.
Cheers


Hi Guys/Gals

Looking for some advice, I am sure somebody has an updated list of the best ones...

Looking to run a new AP for the group.

I did a survey amongst them and this is what they pretty much said:
1. must have a good story
2. engaging, challenging, but not stupidly death dealing.
3. NPC's should be well rounded
4. Not always a dungeon crawl
5. Not always into political intrigue.

I was considering :
1. Carrion Crown
2. Council of thieves
3. Wrath of the Righteous
4. Jade Regent.

I was thinking Rise of the Runelords, but looking at starting that for another group I DM for.

We cant play Mummy's Mask or Shattered star, as we have played shattered star, and half the group are starting in Mummy's Mask in a few weeks time.

Comments/ suggestions most welcome.


Hi all
Ok in tonight's session of shattered star..my cleric was cruelly slain whilst vainly trying to protect the innocent (aka the party).. Thems the breaks.. So I'm thinking what to do.
Here's the party makeup:
A elven wizard who is mostly summons based
A kenku rouge (who also died..but he is coming back as another rogue)
A dwarf fighter with axe
A human sword and board with katana..

Rules are:
20 point build
Approved paizo rule books (core, um, uc, apg, acg etc)

Here's what I was considering:
Paladin with hospitaliteer archetype ( but we already have tanks)
Cleric with fire and something domains to get some offensive firepower
Mystic theurge...
Wizard cleric mix

I think we lack something.. I think it's firepower (as this is not our first death... More like about the 7th or 8th... But most of those have been down too sheer bad luck and some buffoonery or death or glory moments.)

Appreciate any thoughts

Cheers


Hi guys

Can you please give me an ETA when this order will ship.

Its been nearly 10 days since I placed the order, and I dont think any of the items are in back order or awaiting anything.

Cheers

Andy


Hi guys,
I know your busy, but can you give me an eta when these might ship ?

Cheers
Andy


Hi all,
Just after a quick piece of advice....

We are trying to determine if there is any dex penatly to reflex saves if your underwater?

The only thing I can find is that in underwater combat there is a -2 to hit and half damage and movement is half.... And a quick search on the forums didn't really help.

Any help appreciated

Cheers


Hi Customer Service,
Been trying to chase down the status of this order for 2 weeks, I sent 3 emails over the past 2 weeks, and havent had a response, so thought I would try here, just in case they are not getting through for some reason...

Can you give me a time frame for when the goblins miniatures will be available ?

if they have no time frame, happy to change it to something else of similar value

Thanks
Andy H
Diablo2970


I am sure I am missing something and it's probably obvious,....

After the unfortunate demise of the cleric, I decided to have a crack at a warpriest, who is 8th level using good and protection blessings.

Ok, the question

Does sacred weapon and blessing stack.

Let me elaborate...combat starts and for the first time I get the initiative, so decide to hit things (ok it was 1 am and I was starting to get tired.....)

I fired up holy strike and then since at 8th level can imbue his with sacred weapon (war hammer ) with let's say cold which gives 1d6 cold damage

So following that adding cold reduces the enchantment by this makes it +1 right?
Ok so that's a check

So holy does 1d6 extra damage, and so does cold... So does one take over the other? Or do they both apply?

Because the way I read it that sacred weapon and blessings are different...happy to be proven wrong, just want to make sure I understand it before the DM goes no $&@&& way.

Seems a bit high if it's 1d8+1d6 holy + 1d6 cold


Hi all, first time poster....and relatively new pathfinder player

I finally have my little halfling rogue with scout archetype to 8th level, and have picked up the skirmisher feat...but I was wondering what the impact is...

It says, briefly.. If a scout moves more than 10 feet in a round and makes an attack the attack does sneak damage as if the target is flat footed...

Does this mean that my attack roll is based on the AC that the target is flat footed and Ido sneak attack damage?

And if its just damage, what is the difference between normal damage and flat footed( I hadn't come across this before)?

Thanks in advance

Andy