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I agree that Dahak should be the pressing threat through the adventure. However, I don't really see a lot of foreshadowing for Mengkare other than the Scarlet Triad that he is not really involved with at this point. I guess, I just fear that my players will pop through the portal into Mengkare's lair and realize that Mengkare is involved only then.
The idea with Lammond Breachton being implied as part of the ST is a good idea through, thanks!


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.


The biggest difference-maker for me is the fact that it is replenishing. If given the time, Lay on Hands trivializes out of combat healing. Milage may vary, as a lot of GMs won't let sitting around for a few hours at a time slide for long.


Thanks!


I would like my order (#3220371) canceled due to recent setbacks in finances. Thanks!


The problem is this: this is the only group I can find, I really like playing Pathfinder, and the GM stubbornly refuses to do anything to change the difficulty significantly.


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.
An example of my frustration is the summoner. At level 6 the Summoner's eidolon has 145 hp! A barbarian rolling max hp with an insane constitution has fewer hp than that. The eidolon's AC of 34 doesn't help either.
When I point out the cheating, they rudely tell me to stop being a GM and play. I am sorry, but am I the ONLY person who thinks the rules should be followed? I do not like walking through encounters and the GM stubbornly refused to step on their characters by calling for universal character checks. I am more effective to the party by standing back and not wasting resources because their ACs ensure they don't get hurt. Can someone tell me what I should do?


FrodoOf9Fingers wrote:


Life force isn't how... intact a specific individual is, it's manipulating it's essence. It only works with what is there, it doesn't add anything to a body, though sometimes it takes things away.

Healing either A. conjures up missing flesh, or/and B. conjures up missing spirit (as with resurrecting people).

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?


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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?


Thanks!


I'm going to be starting Crimson Throne in a few weeks and I was wondering if there are any good rumor charts for Korvosa. I would prefer to have some plot based rumors along with just random information. Thanks!


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.
I personally found that Barl was a sorta sad wizard, so after he cast fly and fireball he flew over the melee character's heads to smash the annoying wizard. When looking at his stats, I realized that he is definitely a better melee boss than spellcaster.


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
Class/Level:Ranger 4/fighter 5
Adventure:Hook Mountain Massacre
Catalyst:Barl Breakbones
Story

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.


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Name of PC: Taro
Class/Level: Monk of the healing hand 4
Adventure: Skinsaw Murders
Catalyst: Foxglove Manor and Phantasmal Killer
Story: I did suggest that burning down the place would not be a good idea. Rolling a 3 on a will save and then 2 on a fortitude save didn't help either.


Name of PC: Tiberiu
Class/Level: Cleric of Desna 3
Adventure: Burnt Offerings
Catalyst: Shadows
Story: Unfortunately, putting the 10 Str cleric up front in a almost magic-itemless party does not bode well for the cleric's overall well being.


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.
I have, however, recently run out of good ideas so I have bought the Rise of the Runelords anniversary edition. I would like advice on how to make this adventure path as exciting, entertaining, and challenging as possible for the players and I.