The Jester

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Goblin Squad Member. Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber. 5 posts. No reviews. No lists. 1 wishlist. 1 alias.


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Goblin Squad Member

Patrick McDonough wrote:

Here is my contribution to your presentation. I hope you like it.

Pathfinder Online Thoughts

Note: Goblinworks and Paizo Publishing, LLC(R) have my permission to use the above listed video as they see fit

Goblin Squad Member

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Here is my contribution to your presentation. I hope you like it.

Pathfinder Online Thoughts


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber

I'm in the midst of converting and running the old 3E supermodule Return to the Temple of Elemental Evil. Most of it straightforward, but I'd like some input on one thing, converting the old Force Domain a lot of the Tharizdun clerics use.

The spell list is OK, but I'm pondering the granted powers. The old one they used to get was the ability, once per day, to roll for damage twice and take the higher result. I'm thinking of adapting that ability to work more like the "Bit of Luck" ability from the Luck domain. So, 3+Wis Mod/day they could touch someone and grant them rerolls on damage for the next round. I could call it "Force of Destruction". For the 8th level power, I was thinking of stealing the Protection domain power to grant deflection bonuses to people in range. Instead of elemental resistance as well, it would grant a resistance to Force effects. There is no precedent for something like that, but I figured it would be cool for a weird Tharizdun thing. I could call it "Force Deflection".

Does this sound reasonable?


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber

I did a one shot playtest of the four classes released so far, one of each type at 8th level. Everyone enjoyed the session, so I consider that a success. Questions did come up about the Witch's Hex ability. I've seen posts address a few of these issue, but I can't find any mention of one. The Ward Hex does not list a specific range for its use. Neither does the Charm Hex. As an on the spot ruling, I decided that they would have a 30 ft range, similar to the Evil Eye Hex. This would also make them analogous to the Bless and Charm spells, so that seemed OK. This worked in play, but a specific range, 30 ft or touch or whatever, should be listed in the final version.

I have seen concerns about the Evil Eye Hex in other posts. As I interpreted it, Evil Eye does not seem to be limited in how many can be running at once. Also, it didn't seem to limit how many different effects can be Hexed on one creature. As it played out, the Witch used Evil Eye on the Bone Devil that was the main encounter three times in succession, hexing Attack rolls, then Saves, then AC. In each round, she Cackled to ensure that the effects would continue. This was powerful once it was in place, but it did take her three rounds and all her actions to get it going. As the Witch does not get a lot of direct damage, I think that leaving this as is would be OK.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber

This is great adventure to read through and I will hopefully have a chance to run it soon as my players are getting closer to the lower levels of Catle Maure finally. I did notice one logical inconsistency with the the structure of the dungeon while reading through it. This question will include some potential spoilers, so read further with caution.

As I understand it, the Hordlings escape from Arodnap's box at random intervals, presumably appearing in the same room where the box is found. They can easily get from that room into Arodnap's Crypt as the Wall of Force has long ago been dispelled. How do they then get past the door sealing the Crypt into the rest of the dungeon? That door can only normally be opened by a Baton. None of the Hordling abilties would allow then to teleport or phase past the door, or dispel the magic on the portal. Neither do they posess the skills or intellect to Disarm the door like a rogue. They have in most cases the brute power to batter the door down eventually, but the entrance is described as being intact.

I can imagine a few potential solutions to this problem, or I could just ignore it and chalk it up to the wierdness of Castle Maure. I'm just wondering if I'm actually missing something or did no one think that this would be an issue. I'd love to hear from anyone on this matter.

With much love and respect

Patrick