Gillman

Dustywood's page

18 posts. No reviews. No lists. No wishlists.


RSS


I decided to let Gargadros keep his racial die mostly because other wise he would not be able to do almost anything and I wanted the PCs to fear Rune Giants later which would have been blunted by the a much weakened Gargadros.

I allowed him to keep his racial spell and spell-like abilities as the runes are fluffed as being a physical manifestation of a twisting of the soul.

Theologically Rune Giants worship Lissala whom either died many thousands of years ago or left the cosmos as the Golorians know of it. Phartisma may have already judge Garadros' soul but no afterlife would accept him nor would he accept any afterlife than Lissala's. Gargardros's soul with out any permanent resting place then the boneyard would gladly return to the world. also RP wise I thought that a Rune Giant introduced to the world, as a random at the time, creature would intrigue and concern the PCs and eventually lead to interesting RP, perhaps if they can find a way to turn, capture, or just interact with a Rune giant outside of pure combat encounters.


Gargarados only appears in the third book as a large dead body that quickly crumbles to ash if the PC removes a few thousand dollars of equipment from him. he is never mentioned again in the adventure path. He acts merely as a foreboding monument.
Thus even if the PCs have read adventure it would have just been to add extra confusing RP.


judas 147 wrote:

jeeezzzzzz poor giant!!

-players 1 - GM 0

dude they screw the best part of the RotRL

maybe some rune porwer grants him a wish or something... dude!!! what are you doing? this giant is maybe the most iconic monster in the PF Life!!!

but, as a halfling he´s a playable character!!!
gave him to one player!!!

or near the end, maybe mr-you-know-who can retur his original form and then... phew a lot of posibilities for fix this mess...

or simply the halfling at the time he see´s he new opportunities of a good life, maybe he´s choice to try a Class (Bard or something) and know one she halfling... its a good story.

Oh question: do you reward with the XP as if they´re kill this giant?
because, they did, actualy!!

Well In a straight fight the Gargardos is much weaker, but he still has an Intelligence of 14 and is very wise and charismatic. The Lesser races of giants feared the Rune Giants for more than just their combat prowess, these Giants enslaved entire cultures just to provide themselves with silk lined armor of the highest quality. these creatures make lesser giants just leave an area not because they might die but because they can spend the rest of their lives toiling happily away in a mine or killing kinsman for nothing but a large chess game.


I gave him relatively High str for a Halfling as I assume that rune giants are quite buff in general so I gave him a base of 15 (I didn't use the rules for decreasing str from size change and removing racial str as I believe that would leave him near negatives) and for every 4 hd pumped it up by one. This gives him enough Strength to provoke a bit of fear in melee, I took off about 10 points of con still leaving him with a decent bonus, increased the dex by 8 leaving him with Str 20, Dex 21, Con 18, Int 14, Wis 23, Cha 18.

I have let him retain the Rune Giant spell-like and supernatural abilities as these make him much more of a threat to the players in more than just a combat encounter. I had him Leave and make contact with Mukmorian when s halfling was escorted in by a cadre of his own men. After having a long discussion Gagardos left for sandpoint to finish what a poorly lead group of stone giants and a dragon could not do. Gargarados saunters through Sandpoint recovers a rock in a bag of holding then leaves. Depending on how long it takes for the PCs to defeat the stone Giants when Gargarados returns either he will be rewarded with new armor, weapon and belt or find a fractured Giant army being railed by Conna the wise into a better orgainzation, either way the results will likely be bad for the characters.

The party recently consulted with Conna the Wise, asking her about the Giants ancient slaver whom she believe Mormorian consorts with. She eventually told them about horrors many spans taller than Stone Giants, able to stride through the sky as if a dark terror, covered in mind shattering runes. The realization finally struck the PCs that they released a powerful enchantment based creature apparently able to enslave large amounts of giants and their concern began to grow.

I am personally planning on eventually using him to disrupt the PCs organizations at home. The PCs run various businesses such as a brothel, drug smuggling, a pawn shop. they also have deep connections to the theater. I am thinking of repeated suggestions to get the bard to consider moving his theater back to magnimar, Charming previous allied guards, altering government laws based on long term mass charm person to create protesters. charming previously bribed guards, suggesting a watch captain check certain drop points and other things such as that.


1 person marked this as a favorite.

Hey I was just curious as to what to do with the Rune Giant Gargadros. My players found the body outside of the Kreeg Ogres Klan Hold. Laying in wait for thousand of years with a gentle repose spell holding him together. What could my characters do but Reincarnate a Nightmare, So with no real convincing argument against, I allowed it.
After rolling the Percentile the Race that comes of for this monstrous creature you may ask, A Halfling. They realized that they maybe in trouble when the Tiny body burst into flames and runes burned the flesh of the Tiny creature they wrought. The confused former Giant spouted some threats when he found that these creatures where gathering to defeat some sort of ancient lord. The tiny creature then proceeded to bull rush the mage off the mountain and run off in to the night sky.
I am trying to figure out what exact stats I want to give him as I am suppose to remove his base racial stats which would rid him of Str, Dex, and Con though retaining his Metal stats and Spell-like abilities, Though I wish to introduce him as a threat still in his miniscule form. I want to introduce him as a scout for Karzoug perhaps by introducing him as a leader for a rival Gang vartisan gang that the party's Monk Is currently trying to gain control of.
I want to know how much of the physical stats I should remove?


I have two Parties

The first is running through kingmaker:
1. a Sytheist summoner that is based on a little girl possessed by a Deamon that acts as the Kingdoms executioner.

2. A Half orc ranger who claimed the Lizard king's Harem and is currently dealing with figuring out how to raise a very odd set of children (5% chance he could impregnate the lizardfolk and he rolled it.

3. A Now Gnollish Archer fighter who after sneaking up on the Big Bad Owl Bear of Book three decided to put on the golden "belt" that the thing had on, I ruled that he would experience the same effects as the owlbear because well that was dumb. He has since cut off his finger to atone for the families he killed and then grew his finger back when reincarnated as a gnoll, is currently trying to figure out what to do with his old finger.

4. A High CHA Ranged rogue who is going to become a Sorc/arcane archer. Has problems with gender identity and reigning in character 1 psychotic tendencies.

5. a Witch and Her Alchemist Husband (Cohort) who are just trying to get along in this mad wilderness Kingdom.

My Second Party is going through Rise of the runelords:

1. A vartisian Monk who happens to work for the Scarnetti in Sandpoint he is beginning to want to take over the Businesses in sandpoint in order to reel in some extra doe.

2. A dwarven Pawnshop owner/ Druid who believes that balance in life can be achieved through proper pricing in the wilds of business.

3. An Asimar sorcerer who is working on his acting career and just wants the town to survive until his acting career can finally kick off.

4. A goblin barbarian who specializes in killing goblins, hired on by the guard and kept in the basement of the Dwarfs pawnshop to scare away thieves. is slowly developing a fear of basement as so far he has found; a naked enraged bugbear, A group full of zombies with a necromancer, a swarm of diseased rats and ghouls.

5. A character who is laughably called a whoresassin part whore part gunslinger who was recently killed in her sleep by the goblin.


I believe that mutagen gives a penalty to intelligence in which case your

Int based scores go down by one.

Number of bombs stays the same

bomb Damage is reduced by one as is the reflex save.

Extracts per day are not reduced though the save DC will be.


Though you could always pile them upon the wizards floating disk, or feed them to your enemies witch frankly gives the worst stomach indigestion.


1 person marked this as a favorite.

If you are looking for Magical items that will help you protect your items I would suggest either a pathfinder pouch or a Chelish Crux.
Pathfinder Pouch

Aura none CL 9th
Slot none; Price 1,000 gp; Weight 1 lb.

DESCRIPTION

This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials. Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume limit 2 cubic feet). With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their nonmagical auras, these pouches sometimes hold secret treasures for generations without their owners realizing their nature.

Chelish Crux
Aura moderate conjuration (masked by magic aura) CL 9th
Slot none; Price 2,000 gp; Weight 5 lbs.

DESCRIPTION

A Chelish crux is similar to a bag of holding in that its interior space is larger than its exterior would suggest. When closed, a Chelish crux is a wooden and metal dodecahedron (similar in shape to a d12) that measures about 6 inches in diameter. Each face of the crux is carved with a different rune or image-in order to open the puzzle box, a person must trace the outlines of these runes and images with the tip of a finger in the proper order. Each time a rune is triggered in the correct order in this manner, it glows with a soft red light, but whenever a rune is triggered out of order, the light flashes into fire and inflicts 2 points of fire damage per currently lit rune on the person attempting to open the crux (Reflex DC 15 halves) and causes all lit faces to deactivate (forcing the process of opening it to start anew). Failure to open a crux eight times in a row causes the combination of runes to randomize to a new combination. You can simulate this puzzle for the PCs by determining the order in which the runes must be activated and then having the players stumble through the combinations, or you can allow a character a DC 35 Disable Device check or a DC 25 Intelligence check to try to open the puzzle box-each attempt takes 1 minute, and the check can be retried with a cumulative +1 bonus on the roll, to a maximum bonus of +7, after which the crux resets its order (at which point the bonus reverts to +0 and the character must start anew). Failure on either of these checks causes the crux to flash with fire and causes 2 points of fire damage (Reflex DC 15 halves), plus 2 points for each failure. A Chelish crux can be forced open with damage or a DC 28 Strength check. The crux has hardness 10 and 30 hit points. If a crux is forced open in either of these two ways, it explodes into a 10-foot-radius burst of fire, inflicting 3d6+6 points of fire damage to all within the area (Reflex DC 15 halves). The fire damage affects any objects held within the crux as well. If forced open, the crux crumbles to ashes and any objects it contains appear on the ground at the site of the fiery burst. Once a particular crux's combination is known, a character can open it automatically (this takes 3 consecutive full-round actions). Opened properly, the crux unfolds into a 2-foot-square flat sheet of metal and wood. Any objects the crux contains sit upon the center of the sheet. An unfolded crux automatically folds as soon as a character attempts to bend any of the sheet's four corners as a move-equivalent action. The crux automatically folds up around any objects that sit upon its face at this time-objects that would exceed the crux's capacity are pushed gently aside by the refolding action. A Chelish crux can hold up to 200 pounds of objects, but the physical size of each object is irrelevant-the sight of a crux folding up around a long polearm, for example, might make one assume the weapon was crushed and destroyed, but when the crux is next opened, the pole arm is unharmed. As an object that creates an extradimensional space, a Chelish crux functions as a bag of holding for determining how long a living creature within can survive, or for what happens when the crux is placed in another extradimensional object like a portable hole


No, the feral mutagen gives three primary attacks so all will be at full base attack and none of them will provoke an attack of opportunity unless he is using one of them to do a combat maneuver.
From the SRD: '"Armed" Unarmed Attacks: Sometimes a character's or creature's unarmed attack counts as an armed attack. A monk, a character with the Improved Unarmed Strike feat, a spellcaster delivering a touch attack spell, and a creature with natural physical weapons all count as being armed (see natural attacks).'


According to Page 173 of the core rulebook: "Energy Attacks: Energy attacks deal half damage to most objects. Divide the damage by 2 before applying the object’s hardness. Some energy types might be particularly effective against certain objects, subject to GM discretion."
I know the old rules had Acid and sonic only had to get through the Hardness(in your example the damage would have been reduced by 5), Fire and Lightning had to get through twice hardness(The 5 Hardness would have effectively been 10) while Cold had to get through four times hardness(effectively turning 5 Hardness into 20 resistance).


Your Melee Damage will be your main bread and butter with feral mutagen so I would suggest getting power attack at level three, a good first level feat would be dodge as you will be the main target and getting hit is always bad remember this also increases your CMD. Bombs will be a good back up when your enemies are at range I would suggest eventually getting dispelling bomb to force the flying wizards to engage in melee.
your low CHA score could be a problem though in WotW so I would suggest stealth so that you can stay of of the way during CHA based infiltration while still being able to enter the fray from a hidden spot. Also you should at least once be able to do the creepy horrible monster steping from the shadows and in to the nightmares of your enemies.


I appreciate the Feedback. One of my characters was trying to get out of his Eladiron being possessed and this started an interesting, long rules discussion. I was just curious what others would think.


An outsider is a creature usually with a body innately tied with it's soul, resulting in it's inability to be resurrected. Does this non-duality of body and soul also cause outsiders to be immune to spells that displace the soul such as Magic Jar or a Ghost Possession ability?


Hey Kyle this is a great application that I really appreciate you making, Sadly my first post should be to Report that the NPC from several adventure paths have gone missing from the monster section including those from Skull & Shackles, Rise of the Runelords: anniversary edition, Jade regent from what I have checked so far.
I have been able to solve the problem by copying over the NPCShort file from an older installation. Just wanted to let you know.


1 person marked this as a favorite.

I would suggest some evil fey such as Red Caps or or a Nuckelavee that is holding a good Fey such as a dryad captive in order to benefit the land as a carrot and stick scheme.

I would also suggest having the crops slightly corrupted such as how H.P. Lovecraft did with the color out of space where the plants were strangely bright and Obscenely plump. you can also play up the corruption of the local animal life and give some otherwise normal creatures the blighted template.


The program seems to work upon my Machine with XP OS but the rule entries all contain little or no entry.


I was curious as to how to work a Ghost's Malevolence ability upon an Eidolon. If the Eidolon is dismissed does the ghost continue possessing the Eidolon and thus back to the material plane when summoned again or does the Eidolon leave the ghost behind in his former space? The main text that gives me worry is in the text of malevolence it states "the ghost can merge its body with a creature on the Material Plane".