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Just an update - The Zombie encounter was not to bad. It seem this level is when some of the casters get some pretty impressive spells for AOE. Monsters are going down quickly now and the warriors/champion are dishing out a lot now. I'm thinking of changing some of the base Xulgath fights. I also moved the earth elementals outside as a random encounter on the pier road for why people have been dissappering. On the return they encounters the vanishing man which mad a more taxing fight on the party who had dealt with the earth elementals / sea serpants and zulgath ambush. ![]()
HammerJack wrote: No, you use their spell modifier (10 lower than their DC when nothing separate is given) and roll 1d20+23. Thank you for the help but could I ask where this rule is written in the core rule book? I'm also unsure how you can work out the spellcaster ability modifier for the monster and it proficieny bonus going off the monster stat block? ![]()
Hey all. I'm sorry for askign the age old Counteracting query again but I'm getting to high level play now and my head is getting mashed by all the different rules. My players will be encountering a Shining Child
Which has the spell turning spell (7th level spell)
When I want to react the spell turning I need to roll a d20+7 against the players spell DC for example is 32? They can cast up to 7th level spells. I have no way of getting a sucess is that correct and can only counteract a 6th level spell or lower? ![]()
Ventura wrote:
Thanky you for the reply. I'm running book 3 at the moment and I'm just looking at the hp on these creature and it scared me as a reaction. I wondering when the party damage will spike to make these bigger hp pools ![]()
So 3rd session in and he players are exploring Abberton and the first stop was the church and the wrecker Demon wrecked the party and I was swinging some punches. Had to start using the wreck ability on shields instead of claw claw players as I didn’t want them to feel like it was a hopeless fight. 70 hours is no joke. I would definitely say that Nesslyn did damage to the creature before getting locked in the room to balance the fight. Defo TKP worthy as you likely crit on all its attacks of 14+ ![]()
Thanks Lightwire, the noble drake and others. I really needed this today and a lot of it makes sense. I will sleep on it tonight and think about it. I think that social interaction of playing on roll 20 is making it harder also. Lightwire wrote:
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Hey all, I'm seeking some advice which I can imagine most of you've had and I'm unsure if I'm burnt out or if it's the players issues with overcoming challenge. I'm running strange aeons and we're on book 5. This is the furestest I've gotten with Gming at high level and I'm not enjoying myself running it now. I love all my players but I have one player who has taken the challenge out of the campaign and no matter the challenge I present, the player seem to be able to counter it every time. He is playing a dual curse life oracle, as you can imagine lots of healing and support. The problem is he has built up the AC with spells and armor enchantment that none of my creatures can hit her 40AC. The stats add up and I've check the numbers multiple times. Normally they would be other weakness but he has incredible saves espically against mind affect which is the big theme of strange aeons and less relex save monsters. For me to hit her I need to get natural 20 most of the time. The other players I'm able to hit but the life oracle negates that threat of danager with healing, recovery of dieases, ability damage and even has offensive ability vs undead and other creatures. I could increase the diffculity but then I am going to be super swing for the other players at the table who don't have this advantage. It kinda putting me off running this campagin anymore. SHould I ask the players if they are still enjoying the campaign and if we should do something else instead or talk to the one player about scaling his character back or bringing in a different character? ![]()
Question which I can't se answers for. I am trying to work out the weakness and I just want to clear it up, is it not immune to psychic charms, psychic complusions and psychic mind affecting or is the psychic only applied to mind control spells? Just want to see if the life oracle will be able to use her normal mind affecting abilities on these undead creatures/plant or if they need a physic classed from the occult adventure books? (If the oracle can cast mass command people these seeded are going to get destroyed) XD What it says in the book. Weaknesses:Transformed: Although seeded creatures are undead,
Seeded creatures are not immune to charms, compulsions, and mind-affecting effects from psychic sources, such as psychic spells or a creature’s psychic magic ability. Thanks in advance. ![]()
Hey all, I know this question has been asked many times...but it seems many GM's have thier own ruling on this. My Fire Oracle took the metamagic feat to change my fire to Ice spells.
I alwasys though it would just take my standard / move action and be cast on my turn. I've been playing this way for a while now. I've just played with another player who had a life oracle who had the meta magic rod of reach so they could cast Breath of Life on the same turn as a full round action. Any insight would be great as I just need to know if a standard action spell becomes a full round action or 1 round action when using metamagic. Cheers ![]()
JoeDapper wrote:
You will have plenty of time to arrange this :) It's out on wednesday 03/27 next week so you will have a better idea.I on the other hand am running it on the 03/31 XD ![]()
Hey all, I recently did an PFS in heaven with my Ifrit Orcale of Sarenrae who didn't appricate the lawful outlook on life. It affected her spiritual as a servant of Sarenrae. I been thinking of getting Shard of Chaos, but I am confused on the duration on the spell. Spell written below the line. Why does the spell have a duration of instantaneous (1d6 rounds)? Only duration that I can see in the spell is the part it talks about slow which only last one round. Any clarfication would be great :) I know it isn't the best spell, but I want to get it for RP reasons. -------------------------------- Shard of Chaos School evocation [chaos]; Level cleric 2 Casting Time 1 standard action Components V, S, DF Range close (25 ft. + 5 ft./2 levels) Effect dart-shaped projectile of chaotic energy Duration instantaneous (1d6 rounds) Saving Throw Will partial (see text); Spell Resistance yes You hurl a multicolored shard of congealed chaos from your holy symbol, affecting any one target in range as a ranged touch attack. A lawful creature struck by the shard takes 1d8 points of damage per two caster levels (maximum 5d8). A lawful outsider instead takes 1d6 points of damage per caster level (maximum 10d6) and is slowed (as slow) for 1 round. A successful Will save reduces the damage to half and negates the slow effect. The bolt has no effect on chaotic creatures. This spell deals only half damage to creatures that are neither lawful nor chaotic, and they are not slowed. ![]()
I think the location of stuvock on each map and the creature really prevents a straight line. I think they is a line in there that the pc get in the way it will attack them instead. Also the first attack it runs after the second round so generally will survive the first encounter due to the creature roaring only twice and not three times. All in all, I enjoyed it when I ran, lots of different things for players to do. Hyena fight was passed over since it not needed :) ![]()
I am running this at Pazio Con UK and want to make sure I get the disease done correct. If the travel back is 2.5 days back, this means the disease will trigger twice before getting back to town. If the party doesn't have any means to remove it before returning, this could mean 2d4 con damage or 2 con drain if a player failed twice. If the player return to town with the drain, the player would need to get a restoration to remove the drain (2PP or 280g) and also then remove disease (1pp or 150g) to attempt the d20+5CL vs the diease DC. (390g if done by a CL13 to gurantee the remove disease, can the PP be any CL?) What happens if the player doesn't have either enough gold / PP to pay for these services? Do I as a GM sign off the players has taken the 2 con drain and then at the start of the next session the player needs to carry it over along with the disease. I am concerned that any amount of days can take place between sessions and the player will slowly die to the disease and needing 2 cures in a row. ![]()
Hey all, Hope people can help me with this quick question. With Hungry flesh (beast 4) it has reg 5 which I know can be stopped with acid & fire. However I'm unsure if the special abililty hungry flesh has would stop also? Reactive Regeneration (Ex) Whenever a hungry flesh takes piercing or slashing damage, it regenerates 5 hit points and gains 1 growth point. Would the above ability stop if a player used acid or fire attacks? Would this also stop the growth points also? I was playing with it as it didn't stop it and the monster just kept growing and my players couldn't kill it and had to retreat. Thanks in advance :) ![]()
Just a question about one of the monsters you encoutner in this.
Whenever a ******* takes piercing or slashing damage, it regenerates 5 hit points and gains 1 growth point. It also has regeneration 5 (acid or fire). If a player uses acid would that stop the creature special ability Reactive Regenration or is this seperate from normal regeneration? Thanks in advance |