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![]() Seems like that's probably for during a campaign, that said, thank you it can still come in handy for future games, and I could be wrong. But the mitran faith has been around for decades at this point. Asmodeus will remain as he is, it hardly matters whether his enemy be god or machine, he will not take the insult of his cults being destroyed lightly. i agree with the alteration of celestial servants, but I may simply reflavor those as some sort of nanite being, I'll have to see what I can come up with after studying fantastic technologies. ![]()
![]() Kalindlara wrote: I believe Way of the Wicked is set in a land called Talingarde - as a third-party product, it can't be set in Golarion for Product Identity reasons. As a GM not giving a s!$$, (as most don't) It can pretty much be wherever I want. And I said a crash event like Numeria. I was holding it up as an example, ![]()
![]() I have recently started looking at purchasing a 3rd party supplement to the technology guide, and it got me interested. See I'm planning on starting a campaign of way of the wicked and I started thinking if this had a similar crash event to Numeria then I could institute the technology guide and this book I'm currently drooling over. But before I do the work for this, I need opinions on 1. Whether the technology is game breaking, and 2 are there enough spots for me to properly tech up Talingarde. My initial thoughts are that the horn isn't just an old occult temple, but the remains of a biology lab that you have to set up to make a mystically enhanced and negating super virus. I can use the technology archetypes on various characters to help, the area outside the watch wall is part garbage dump allowing the hordes to use some of the augmentations rules from Fantastic Technology etc etc. What do you guys think? One of the things I'm thinking is the area is saturated with Nanites giving the ships AI Mitra god like abilities in the area of Talingarde. ![]()
![]() Mathius wrote: Swarms are very difficult a low level but if the party will think to use burning oil or has access to spells like burn hands they can be dealt with. If the party lack AoO damage I would use catdragons idea. 3 of those with mama would make a good CR 3 encounter. I've checked this and between them they should be fine. ![]()
![]() Alright, let me be clear, this will be the first real fight of several interlinked modules. I suspect at this point the main problems is the numbers arrayed against it, but I just don't know. I know they have the advantage. And I'll probably go with the shadow template spider for this first fight. But is there a way to just straight out legally add an attack and gauge how it affects CR? If not, I'll ad hoc, but I would like to stay in the rules while learning. ![]()
![]() I'm only trying to hit cr 2, and while that stat block does do the job of making it a better ambush creature, this is not a boss fight and I don't want it to be that powerful, but I'm trying to learn more about advancing creatures as I feel I'll probably have to do that a lot. Are there any rules for adding an ability to a creature and how that affects it's CR? Though I may use that stat block, examining it I think it might do the job pretty well. ![]()
![]() I don't come looking for help often so I'd appreciate it with this issue, I am currently running a module not built for the number of players I have. Thanks to an eidolon built for melee I'm treating the party as +1 APL, now, I need to change a creature to become more of a threat for said party, I want them to have a fighting chance but I also don't intend for them to run rough shod over the encounter. I think the best way to do this is to create an ambush set up, I was thinking the creature will have a slam attack that it does from ambush in the trees if it goes unnoticed. Thoughts on if this is advisable? And if so, how do I treat this change mechanically while upping the CR? |