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![]() I have just recently started the AP with my group. We are just starting Cult of Cinders now. I have read through the whole adventure path and I don't really see much in the way of building up the main "villain".
Spoiler: I really like Menkare as a villain and I would like to give my characters some foreshadowing. I am afraid that if he is only a character they are aware of in the final book, he won't get the treatment he deserves.
My problem is that some of my players are familiar enough with Golarion that anything too explicit will be picked up immediately (not too many named gold dragons in the setting). I think one already suspects after reading Voz's notes. I guess my ultimate question is: Is there any good foreshadowing I missed while reading through? Are the players only supposed to be aware of Mengkare in the final book? How I envisioned it playing out is that they would be aware of a villain and slowly becoming disgusted with what his "lackeys" are doing until they meet him and find him to be much more complex. Any advice or notes would be appreciated. ![]()
![]() Most of the time I GM. However, I decided recently to take a break and let one of my friends GM Legacy of Fire. I made a character knowing that my friends like power gaming. I looked online on all the guides and made a power channeling build. Then I show up and I feel kind of useless. For example, we go through an encounter with some spiders. The GM replaced the spiders with 4 CR 8 spiders for level 4 characters! I feel useless and the party powers through the encounter: no problem. I am the only person who gets hurt, I am the only person who sweats.
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![]() FrodoOf9Fingers wrote:
OK, I guess that makes sense. ![]()
![]() Gunsmith Paladin wrote: I think it has to with the idea that conjuration spells also open gates to other planes of existence. Essentially you're opening a small portal to a positive energy plane and letting a little bit of that positive energy flow through to heal the target. Or at least that's how I figure it because I've always wondered the same thing. But why are inflict spells necromancy if, as you say, they should be opening a portal to the negative energy plane? ![]()
![]() So I was reading the core rulebook and I came to the section on magic. The section on necromancy said Pathfinder Core Rulebook wrote: Necromancy spells manipulate the power of death, unlife, and the life force. So I was wondering: Why are healing spells conjuration? Is it to make them seem less evil even though not all necromancy spells are evil? Can someone enlighten me please? ![]()
![]() I do agree that Mokmurian may not enjoy sharing the secrets of his power with another stone giant but the campaign is centered around wizards coming from the past and thus it is very thematic.
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![]() My Characters smashed the raiders... almost.
Spoiler: The ranger and wizard got up really early, botched their perception checks to notice the giants, and then went about their lives. When the raid started, the ranger went to the north gate while the wizard went to wake up the others. The ranger took out the giants at the north gate rapidly with the conveniently placed giant-bane arrows from the last adventure. The rest of the party got out of the inn just as the giants were crossing the bridge. The rogue went to climb the cathedral, while the wizard and druid demolished most of the giants with the barbarian on cleanup duty. The monk, though, ran up to the north gate to help the ranger and saw Longtooth on the way. He went to the top of the guardhouse and started insulting the dragon, who decided that the monk was conveniently placed on his first target. The monk lived (barely, he rolled a 2 on his reflex save) and taunted the dragon to come down. The dragon landed and the monk hit him with a critical that caused him to lose his memory for the last 1d3 hours (I love critical cards). The dragon flew around until he found Teraktinus who ordered Longtooth to attack the annoying wizard and barbarian who had been following him. The barbarian could do nothing and continued following the giant leader while the wizard (hyperventilating a bit at this point at being the main target of the dragon) summoned a giant wasp that got demolished with a single bite. The dragon fried him down to 1 hit point where the wizard hit him with a empowered lightning bolt and ran. The dragon flew off after being mostly killed outright while the giant leader got taken down by the others. Unfortunately, the giants made off with half the Scarnetti family and the brewer. ![]()
![]() Name of Character:Rogna
Spoiler: It turns out that Barl is a far better smasher than wizard. He outmaneuvered the Barbarian and Monk with fly to land next to the Wizard and Ranger in the back who were taking potshots. The Wizard screamed, did a withdraw action to run down the tunnel, and disappeared. Barl demolished the ranger in one round of full attack. ![]()
![]() I am starting Rise of the Runelords campaign and one of my players wants to play a Osirani half-giant tetori. I am familiar with the very basics of grappling but I don't understand some of the other concepts like strangling and how holding you breath relates. I know that you can hold your breath for a number of rounds equal to twice your constitution score, but is that when you are ready and can take a deep breath before? I know that if it takes 30 rounds to start strangling that 15 constitution guy then strangling is highly useless in combat. Where does the strangling damage come into this? Can anyone enlighten me? ![]()
![]() I have been game mastering a variety of different RPGs for three years for a fairly steady group of friends. I have run mostly adventures of my own making. Some have been really bad but others amazing.
About Savendir InarisSavendir Inaris
AC 16 (Flat Footed 13, Touch 13)
Speed 30 ft, Initiative +5 HP 33 (Max 34) Mythic Power 5 (max 7/day) BAB +2
"Daerist" +1 Scimitar: +4 to hit, 1d6+1 damage (18-20/x2)
Channel Energy: 4/day, DC 13, 2d6 (3 remaining)
XP: 7,000 Race and Class Abilities:
Nature Sense: +2 Knowledge (Nature) and Survival Wild Empathy Woodland Stride Trackless Step Resist Nature's Lure Low-Light Vision
Mythic Abilities:
Mythic Power 7/day Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score. Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier. Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round. Recalled Blessing (Su): You can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today; if you're a spontaneous caster, this spell must be one of your spells known. You can't apply metamagic feats to this spell. If the spell requires a saving throw, non-mythic creatures roll twice and take the lower result. If the spell heals damage or requires you to attempt a caster level check to cure an affliction or remove a condition, roll twice and take the higher result. Faith's Reach (Su): Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 30 feet. If the spell normally requires a melee touch attack, it instead requires a ranged touch attack. Mythic Spellcasting
Feats and Traits:
Augment Healing (Complete Divine 79): Heal an extra +2/spell level on Conjuration [Healing] spells. Selective Channelling: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy. Mythic Spell Lore Traits: Sacred Conduit (+1 Channel DC), Focused Mind (+2 Concentration) Skills:
Acrobatics +3 Appraise +1 Bluff +1 Climb +0 (Craft) Diplomacy +1 Disguise +1 Escape Artist +3 Fly +3 Handle Animal +5 [1 rank] Heal +13 [4 ranks, Healer's Kit] Intimidate +1 Knowledge (Nature) +10 [4 ranks, class] Knowledge (Geography) +5 [1 rank] Knowledge (All others) +1 Perception +13 [4 ranks, racial] (Perform) (Profession) Ride +3 Sense Motive +4 Spellcraft +5 [1 rank] (+2 to identify items) Stealth +3 Survival +13 [4 ranks, class] Swim +4 [1 rank] Spells:
Domain Air (Cloud): 1. Obscuring Mist, 2. Wind Wall Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (Thundercloud (Su): At 8th level, you can, as a standard action, summon a storm cloud. This power functions as fog cloud except that creatures inside the cloud are deafened and take 2d6 points of electricity damage each round from the flashes of thunder and lightning. Once created, you can concentrate on the cloud to move it up to 30 feet each round. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.) Spells per day:
Save DC: 14 + Spell level
Mythic spells known:
Prepared:
Gear:
Leaf Armor Scimitar Longbow 40 arrows 10 silver arrows Dagger Gravewalker sandals (unintelligent undead ignore me, intelligent undead must make a DC 11 Will save or ignore me, unless I take offensive action)
Potion: Bless weapon
Healer's Kit (10 uses)
1375 gp
Group loot:
Burned letter 100 gp worth of gems 227 gp 1 Potion of Gaseous Form 1 vial of Dust of Tracelessness 1 Potion of Bull's Strength 1 Potion of Magic Fang Background
Despite his deep convictions, to most people he seems remarkably easygoing and good-natured. He possesses a dry wit and has an appreciation for simple pleasures and anything that he considers beautiful. GM Only: Secret Questions:
Savendir harbors a shameful secret that he does not reveal to anyone in order to protect himself and his mother, who is dear to him. It is no secret that Savendir is only three-quarters elven, born to an elven sorceress by the name of Senara and a half-elven wizard named Bertros. Senara was always free-spirited, and often heedless of the cautions of her people, falling hopelessly in love with the shadowy Bertros. The elves never embraced Bertros, suspecting that he dabbled in areas of magic that are better avoided. Together, they had a child, Savendir, who seemed to exhibit more characteristics of his elven mother than his half-elven father. As Bertros reached middle age, he became obsessed with his own mortality. He knew his beloved wife and son would long outlive him, and longed to share the centuries with his family. In desperation, he transformed himself into a lich. Senara fled with her young son back to her people, telling them that Bertros had died. Seeing firsthand the vileness of dark magic, Senara gave Savendir over to the druids, to be trained in the arts of nature, purity, and life. She and Savendir are the only members of the community that know of Bertros's true fate. That is the secret Savendir wants no one to know. Fears:
Loves:
Embarrassed by:
Proud:
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