Imron Gauthfallow

Fenrick Talon's page

Organized Play Member. 48 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Ed Reppert wrote:
Terevalis Unctio of House Mysti wrote:
Once used, what is the best way to store pawns?
Bag of Holding. Or whatever they're calling it now. :-)

I store my in stackable bins that I keep on a shelf near the game table. I have them sorted alphabetically.

Here's a pic of my setup:
https://www.adventuresedgerpg.com/index.php/Pictures


Ooof, yeah that's a really good point. I do believe that you have convinced me the bodies have to stay interred to keep the benefit. I suppose if the necromancer keeps hauling bodies out of hallowed areas Pharasma may have something to say about it.

Thanks everyone!

Sir Longears wrote:

I agree with Diego that the site is the target and that you need to be properly interred in it to gain the benefits.

I'm not convinced, however, that once you are removed from said site you are forever protected. The description is ambiguous in the matter, so I believe both interpretations are valid.

I personally feel the protection is only valid for as long as the body remains interred, specially because the building is the target.

If you could inter a corpse, gain the protection, and then remove it with no consequence, then you turned your mausoleum in a "hallowing factory". Consider the following scenario:

"You live in a small town with problems with undead. You, as the priest, collect the offerings from the population to the hallowing of a tiny chapel on the public graveyard. The chapel is pretty small, but that doesn't matter, because when someone dies, they are interred in the chapel's crypt... for about an hour until the proper farewells are said and the funeral is done. As soon as it finishes, the grave-keeper digs a common grave on the graveyard and transfers the corpse to a wooden coffin to be buried in there.

Everyone is happy and the problem is solved. The nearby villages, hearing about your success begin to travel to use the sacred chapel as well before they return the hallowed corpse back to their town to bury in their cemetery."

Does it feels right? Doesn't it feel that, for 1,000gp, every single town in any fantasy world would do this and have no undead anywhere anymore aside from those who die in the wilds?


Ok, that interpretation seems to be close to how I envisioned it. My conundrum was, in the case of a large mausoleum, the graverobbers basically were trapped and starved to death inside. They are 'entombed' inside the mausoleum technically.


I think it comes down to what the spell is doing. "Inter" means to "place (a corpse) in a grave or tomb". Based on Azothath's response, if you have a mausoleum with Hallow on it, you could just drag the corpses out of the hallowed area and raise them. That "feels" wrong. Like, I imagine the intent is keep certain bodies from being desecrated in that way - especially royals. But if you can bypass that, and the effect has nothing to do with an alteration to the corpses, but it's just an area of effect, then it stands to reason any dead body in the hallow couldn't be raised - because the spell wouldn't have a way to tell the difference, would it? Either way it doesn't matter. You just drag the bodies out though and voila. Any other thoughts?


How would you rule this. I have an area that was Hallowed, and many dead were 'interred' there. Later, some graverobbers were exploring and died in the hallowed area.
The party shows up. Since the graverobbers died in a Hallowed place, would animate dead work on them?

I'm trying to decide if the spell differentiates between 'intent' and 'mishap' in regard to dead bodies, and just want some other opinions.

Thanks,
Don


DeathlessOne wrote:

Nice. I had a little bit more time to skim through. You might want to revisit the Hunter, Inquisitor, and the Oracle spell access to bring them in line with the other similar casters in their category.

Seems pretty straightforward on how to port everything down to E6. Any objections to using alternate favored class bonuses, or did you find them too much of a wildcard to balance out?

Without testing this for a good long while, it is hard to know. There is so much complexity already, and what I personally don't like about the alternate bonus is the inequality; not all the races have them, and I was striving for a racial balance. That was one reason I removed the racial requirement for a lot of traits and some feats. I honestly think the answer would be to not make them racial at all, but each class could have half a dozen options, regardless of race - so they are just alternate class bonuses instead. And now that I've "typed that out loud"... I think I like it. I'll start looking that over.

Thanks for looking at this! I tweaked the hunter, inquisitor and oracle too.


DeathlessOne wrote:

Thanks for the resources! I'll certainly make use of the material. I do have a question about the 'all casters are spontaneous casters' note in the document.

Specifically, wizards and sorcerers both cast 'their level + their casting stat + 1' spells per day, but wizards get access to a new spell level earlier than sorcerers do. Aside from their different class abilities, I am not seeing a clear distinction in why they should have different levels of spell progression if they get the same number of spells per day. Did I miss something in the entries that makes up for this gap?

That's a good point; I think it was something I was going to come back to and evaluate and forgot about. I updated the text. I also just realized that the Sorcerer was pointing at the Bloodrager bloodlines; I fixed that too. Thanks!


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My group just finished an AP, and my takeaway was that I didn't enjoy running the game by the time the characters hit 17th level. It renewed my interest in the P6 version that people were talking about several years ago; I searched around and found a few versions, but nothing that included the full range of options (mostly just Core book). I grabbed what was out there, combined with d20pfsrd, and built a complete version of P6, modified by some of my own home rules. We have started our new P6 campaign and I am excited and thought I would share in case anyone else is interested too. I would love any feedback. I believe all of this is covered under the OGL; everything is either my original work, copy/paste from the SRD site, or loosely borrowed from the other P6 sources. All the docs have a copy of the OGL page, and I make no claims of owning anything here, including my own contributions to the document. The doc only contains rules, and no setting information or copyrighted names (including deities). If anything is in violation please let me know.

Everything is contained in linked Google Docs (it wouldn't all fit into one doc due to Google size limits):

Pathfinder Epic P6


When I started my campaign, the first thing I did was try to put together a campaign map. I found numerous maps of different areas of the land, largely inconsistent, but I ended up piecing them together into one master map and getting it into D20 Pro. I've been in a retro mood lately, and I bought a hex map maker (Hex Kit) last week, and I redid the whole region map in old school hex crawl style. I'm pretty happy with it. Here's a link to the file in dropbox:

Nirmathas map

What do you think?

Don


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Their initial motivation is supposed to be protecting refugees from their town. I more than doubled how many they could rescue, and they ended up with over fifty men, women and children to protect. It became a bit of a race to keep ahead of patrols and find a secure place to live.
I embellished Book 1 quite a lot. We are in book 3 now, the refugees are safe, and now it's time to take the fight to their foes. But flee Phaendar entirely? They are supposed to be heroes fighting for their homeland. The other townsfolk would outright refuse. These are supposed to be heroes. If they flee, you could just run another game entirely, and have them hear news how Nirmathas completely fell, and everyone that they ever cared about is dead or enslaved.
That's the other thing to keep in mind; don't run a party of orphans. There should be family members caught up in this, loved ones, love interests... it's not murder hobos in a vacuum.


I've been combing through official content, such as "The Great Beyond" along with these forums and the Wiki page and I cannot find any actual rules for the Plane of Fire. There are spells and items that would help survive, but what happens if a character gets plopped into a random desert (and not a molten sea, which I would treat like lava) completely unprepared? There are colorful adjectives such as searing heat, and I can make up anything I want, I just wanted to know if there was something official. I'm imagining if you aren't in a molten area, or "safe" area such as the City of Brass that the temperature is extreme. But, how extreme? 300 degrees? 1000 degrees? You probably take damage each round, but how much? 2d6 burn? 5d6? 10d6? Wildly varies by region?

Anyone see this documented somewhere?

Thanks,
Don


My party is one more session away from Trevalay. How did your fight go? There are a lot of big guns in the fort. What strategy did your party use?


taks wrote:
Rivers are actually probably a mile wide on the map. If they drew them to scale, they'd be a line so thin you couldn't see them. Don't complain, it's called "artistic license."

Except I'm not talking about the region map, I'm talking about the strategic town map. Presumably this is the map the GM needs to run the siege.

Specifically in the pre-siege sabotage efforts, the party can intercept the ballistas as they are crossing north of the city. It says the river there is 75' wide, and the nuckelavee will lower it completely. A nuckelavee is 11th lvl, and can manipulate water 10x10xlvl wide and 2'/lvl deep, so a bit over a hundred foot wide and 22' deep. Probably enough there.

Then we have the town map, with a scale, showing huge docks, a fleet of ships, and a river clearly indicating it's over 300 wide. And in the siege, that same nuckelavee is supposed to be able to lower the river again so troops can march into the dockside area to attack.

So, yes, the cartographer missed the memo(s), but it does mean that the map doesn't make sense. You won't have the elaborate docks like that on a swift-moving, 75' wide river. It's fine. I switched the map out and accept I may be nit-picking, but details such as that are important.


This means the catapults WOULD fit through the stone road, as they are LESS than 15' wide. Maybe they just used the stone road to pre-stage them... Hmmm.


I finally found the official answer as I'm nearing book 3. I've read this repeatedly and only just now noticed this nugget. Assault on Longshadow, p53, top right paragraph:

A tower of obsidian juts up from the ground. A wide stone
arch opens at the tower’s western side, with a fifteen-foot-wide
hallway that extends into the gloomy structure. Glittering
runes run up and down the surface, refracting even the
scantest light.


*sigh*
So I do hate to nit-pick, and I really am loving this AP, but there doesn't seem to have been a lot of consistent thought put into the maps. I've fixed what has bothered me, but this one I just noticed as I'm getting close to Assault on Longshadow.

I can't find any actual descriptions of the Marideth river, as in how big/wide/deep whatever. I have 2 maps. The map way south at Phaendar, where the river isn't more than 75 feet wide.

And the map of Longshadow, which is near the supposed headwaters, and we see on that map easily 450 feet of width, and the map gives you the sense that it is much wider than that; we don't see the other side, but it seems like if the river was just a smidgen wider, it would have been drawn in. Rivers, by nature, get wider as they go downstream. That's basic geography. So I'm left with this map with these elaborate docks and fishing boats(?) and it makes zero sense. So I can scrap this map, and grab any number of large town maps from my saved gallery; that's fine.

Also, if you have a walled town, you put walls on the dock side.

Anyone else see this and scrap the map?


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I'm looking for clarification on the Sardonyx Shard. The way I understand the Onyx Key, having combed through the books and reading Crystal's item description published afterwards here on the forums - the 8 onyx shards can be broken off and made into magic towers, and then can connect to another tower already in place on the same plane.
Controls in the Onyx Citadel allow you to connect to any of the 8 towers, even across planes. However, if you want to get to the Citadel FROM a tower, you need the Sardonyx Shard, which plugs into a tower and then will open up to the home base. Without it there's no way to open up to he Iron Citadel, making it very important.

This leads us to Prisoners of the Blight, where supposedly the general sent her spymaster Taurgreth to visit with the evil fey to form an alliance, where he gets nabbed. But for some foolish reason, he swiped the Sardonyx Shard and took it with him. The text reads:

The dryad enslaved Taurgreth and his
hobgoblin bodyguards with dangerous,
mind-altering parasites. She stole
the sardonyx shard that he
carried—which the hobgoblin
had secreted away from the Onyx
Citadel as a quick getaway plan
in case the encounter turned against
him—and now holds Taurgreth deep
underground in her Pestilent Palace,
trying to decide if she will retain the
formidable warrior as a pet or send
him back to slay his former mistress.

and here:

Despite being a very minor presence in the adventure
itself, Taurgreth is very much a motivating force in
“Prisoners of the Blight.” Sharing most hobgoblins’
superstitious fear and hatred for the “elf magic”
wielded by fey, he prowled into General
Azaersi’s chamber before leaving on this
ill-fated mission, stealing the sardonyx
shard from the Onyx Key—an assurance
of swift retreat should negotiations go badly. Taurgreth
had no way of knowing that Arlantia and the Darkblight
blocked dimensional travel within the accursed domain,
and so the sardonyx shard proved useless and fell into
Arlantia’s hands.

Wouldn't he have known that in order to open a tower, he would need an onxy shard too? What did he think he was going to do with the sardonyx one, if he didn't know what it was how would he have know how to use it at all? Are we just assuming that he didn't know, and just made a terrible mistake?


Also, what is the point of the trebuchets? Who would have dragged those into the forest, and for what? They would have been useless to attack the fort with all of the trees - there wouldn't have been any way to set them up and have a line of site. And you couldn't defend the fort with them...


I am prepping the Fort Trevalay part of Book 2. Aside from me disliking nearly everything about the design of this fort - Does anyone else see a problem with a 15,000 lb dragon PLUS a small pond of water not collapsing the tower? It just doesn't make any logical sense to me.

I'm considering having him take up residence in the large cave that is described in the ravine by the water. That seems far more suitable to a black dragon.

Thoughts?


Depends on where you have a death; you could have your player's create a backup character that is part of your refugee band from the beginning.
I've had my character's meet a variety of people in the forest that could have become characters. I kept Gilida alive. Vardalel Prennder. Cireo. There could be prisoners at any of the forts that were rangers. If you are in book 2 then the small towns on the Nesmian plains that are getting sacked could have escapees. Adventurers from Tamran sent to investigate what's going on. I had Novvi the underdark trade show up with a significant retinue. Perhaps someone from below is interested in joining the cause. Lots of possibilities.


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I've fleshed out the entire refugee list. I have a spreadsheet with basic class/lvl info for all of them, I also have portraits for everyone. You can see the list on my NPC spreadsheet in my dropbox share here:
https://www.dropbox.com/sh/ljxls7hwzzosiqa/AAD6poNpY56DtLiC7FLlNRbya?dl=0


My player's did the same thing with Gristledown; Day 1 they rushed to Gristledown all on their own. They ended up saving 65 men, women and children from the town and the camp combined. I also named all of the NPC's and provided classes and skills.
They kept moving the camp as I harried them with hobgoblins. They settled at the Wasp cabin first, and then the Hunter's shack grounds, and now they have moved into the Trog caves.
I think if you keep having patrols show up, once their location is compromised they won't stay in one place, but I do think it's some good thinking to build things. I am having the loggers gather resources, and the craftsman will build beds and other furnishings.


My players are wrapping up Book 1, and the topic of assaulting Fangwood Keep has come up several times. I have the book for it, and it certainly looks like an interesting side-quest. I discouraged it, suggesting that they wouldn't be able to hold the fort nor safely leave the refugees there. Given that they have a list of forts to reclaim, it only makes sense that they hit it too. Anyone else have a group planning that, or perhaps went and took it?


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vagabond_666 wrote:

About to start running this for a group of (probably) 5 players.

Anyone have any advice for areas that they think I will need to pay specific attention to, either because they're too easy or too hard as written for 4 players?

We are wrapping up Book 1 (all that is left is the assault on Camp Redjaw). I have six players. Most of my changes have been applying the Advanced Template to creatures and adding extra units to encounters. I've used the Monster Codex quite a bit to beef up hob units. In the Trog caves I made all the trog mooks into Skulkers, I kept Ighiz as the high priest BUT added a chief using the trog cavalier on a chameleon. That made the fight VERY interesting. So far I haven't changed the Redjaw fight, except all the units will be there. I'm expecting my group to full on assault the camp, but we'll see what they come up with.


We are a bit slow going, but well into book one and just cleared out the All-Eyes-Woods.

I did an intense 2-part session zero, Master of the Fallen Fortress along with a number of encounters so that we could start the AP at level 2. Because of that, NONE of the NPC's helped them. As they rescued people, they sent them running to the bridge in groups where they could. Our party has a Paladin, Wizard, Oracle of battle, Rogue and Sky Stalker.

Invasion night was amazing. I ran the whole scenario round by round (52 rounds) of frantic fight and flight. They took out two dozen hobgoblins, several wolves and the named mini-bosses. The party ran a complete ring around the town, saving Jet, Rhyna and Kining. Oreld's shop was overrun (I had events timed by round). They missed loot, had little time to strip bodies, but did save 46 of 60 of the named NPC's that I had placed as encounters. The bridge encounter was heavily reinforced by that time but they still pulled through and collapsed it with another wave of troops nearly upon them when it went down. It was brutal.

The next morning, after discussing their options, they decided to have the NPC's sort/organize the provisions and prepare to move, and the party decided the most pressing need was to warn Gristledown! It was most of a day's hike, but they hurried there. Going by the timeline, it hadn't been attacked yet, and with a 25 diplomacy they convinced the loggers to gather their tools, burn the camp and join the survivors before the hobgoblins got them. So that happened. +12 more NPC's that I had to flesh out, putting their band near 60.

The base is currently the cabin where the wasps were, and they have built their shelters around the cabin. The party is still scouting.

Any unexpected departures for you running this?


Anyone know how WIDE the tunnel is that comes out of the Onyx Citadel? In Trail of the Hunted, there is a sidebar. The tower is 50' tall, there is a grand arch, and a 100' long tunnel connecting the two arches.

I don't see anywhere where it says how wide the arch is. It's obviously not supposed to matter, but for my purposes it does affect the rate of deployment of the Hobgoblin army. If they can only come out 2 abreast, that makes a big difference compared to 4 in how quickly they fill the green. Without anything official to go on, I'll assume a 50' tower has a 20' base and a 10' arch.


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I posted part of this to the Survivors thread. What I didn't specify there, and I'll mention here is that at least ten of the NPC's that I fleshed out are children under 12 including 1 infant. I'm perfectly fine with having children in the mix; I think it does make it more realistic and interesting.

My approach was to NOT have any nameless NPC's. I stressed to all of my players to have a tie to the town and to provide me with their friends and family members.

I then detailed about 60 named NPC's, many whom the player's helped create. I printed them all out like trading cards, and in the prequels they have had the opportunity to interact with many of them. During the invasion, I have replaced all the instances of NPC's at the event locations with these trading cards, and as the players make their way through the town they will have options to rescue people and collect their cards. I have several staged encounters where the party will have to make choices on who to save, along with some dramatic moments with their various mentors. This way by the time they make it out, they can hang all the people they save on a whiteboard I have by the table to SEE the good they did.


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taks wrote:
Yeah, February in some place Montana-ish would be pretty winter weather intensive. Probably winter-like until the end of May, actually.

Since there are four Market Festivals each year, it made sense to coincide them with the Solstices and Equinoxes. Especially true since the Spring Equinox is a major Erastil celebration. So my dates are:

Starts in 4709
My Prequel adventure starts May 16th
Spring Equinox March 20th (Invasion Day)
Summer Solstice June 21
Fall Equinox Sept 22
Winter Solstice Dec 21


My party

Elf Druid (Herbalism Nature's Bond variant).
Elf Wizard
Human Paladin of Erastil (serves Father Noelan)
Human Ranger (Sky Stalker Archetype)
Half-orc Rogue
Skin-walker Oracle of Battle

It's an interesting mix; no dedicated healer. The Druid can generate a lot of potions, and cast some light healing. The Oracle isn't focused on healing, but can cast some cures.


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MindXing wrote:

I'm getting ready to start book one and, knowing my group, I'm anticipating one of the questions. Once they get out of Phaendar with a bunch of survivors they are almost certain to ask why they can't just abandon the survivors. They will see them as more mouths to feed and more people to take care of.

What is keeping the PCs from just bidding the survivors farewell and striking out on their own?

My approach was to NOT have any nameless NPC's. I stressed to all of my players to have a tie to the town and to provide me with their friends and family members.

I then detailed about 60 named NPC's, many whom the player's helped create. I printed them all out like trading cards, and in the prequels they have had the opportunity to interact with many of them. During the invasion, I have replaced all the instances of NPC's at the event locations with these trading cards, and as the players make their way through the town they will have options to rescue people and collect their cards. I have several staged encounters where the party will have to make choices on who to save, along with some dramatic moments with their various mentors. This way by the time they make it out, they can hang all the people they save on a whiteboard I have by the table to SEE the good they did.


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I just started the campaign; we are wrapping up my prequel adventure this Friday, and then the invasion will start. I have my campaign map ready and plotted all of the event sites for the first three books on it. My concern now is - area and distance.

In response to the above post by Aunder's, that might work, except the forest is huge and these encounter locations are very spread apart. As in... DAYS apart. Per the core rules, travel in a trackless forest is 1/2 movement. For the typical party with a base rate of 20, that limits them to traveling 8 miles a day through the forest. If the plan is to explore a single "5 sq mile grid area", that alone would take several days of hiking around in it. Now compound that with going 5 or 6 squares away, and it could take over a week just to travel in a straight line. I made a d20Pro map using a 5 mile square grid. Here is the base map (all of the locations are overlayed in d20pro for me; I'll post a screenshot including those.) What I'm saying then is the party may be gone from the camp frequently for periods of a week or more as they begin scouting the more distant areas.

Go to Share

What I'm going to do is use a homebrew encounter system. I'm still hammering it out. Here is what I have so far. I'll put the Word doc in the above share and continue updating it.

Wilderness Encounters
This system is a work in progress, and was inspired by an article by the AngryDM. The gist of this system is it replaces percentages for random encounters with a visible time counter to help create urgency and tension for the players. It could be adapted to multiple environments and time increments.
Each hour that passes, the GM will drop a die into a tray visible by all players to count off the passing of time. Every four hours, the GM will roll all of the dice in the tray – the total number of “1’s” rolled will result in a negative event. The total number of “20’s” rolled may result in a boon. The two events may be combined.
Die to drop. The GM will need to make an estimation of the danger and die to drop.

Die / Danger Approximation / General Description /
Survival Check DC*

D4 / Very Dangerous / Very difficult terrain (Mountains), Deep forests, hostile controlled region / DC 30

D6 / Moderately Dangerous / Lower mountains, ravines, very far from any population centers / DC 25

D8 / Somewhat Dangerous / Rough terrain, denser forest / DC 20

D10 /Average Danger / Typical wilderness travel, open spaces, rural rolling hills, light forest / DC 15

D12 / Low Danger / Rural areas near population centers / DC 10

D20 / Very safe / Well-travelled / patrolled roads / DC 5

*Survival check to add a D20 to the pool instead of the lower die. In Very Safe areas, no Die will be added on success.

If an encounter is rolled, remove all of the 1’s. Parties travelling through varied regions over time could easily have different dice in the tray.
Stationary / Camped groups can make a Survival check to not attract attention for each 4 hours instead of each hour.

Example: Typical day, exploring a dense forest away from urban areas. For the 8 hours exploring, the lead survivalist can make an
aided hourly check, DC20. On each success, add a d20 to the pool. On each failure, add a d8. After 4 hours, roll the dice. If 1’s are rolled, consult the table. Remove the 1’s. Repeat for the next 4 hours. Assuming the party is not doing a forced march, but will then camp for 12 hours only 3 rolls are required for the evening and night, still rolling every 4 hours.

Results. To be fleshed out. The number of 1’s rolled will equate to the chance of a violent encounter (e.g. x3 1’s = 30% chance of hostile creature or party, per appropriate tables). Otherwise, a mishap occurs. A single one would be a minor mishap (broken gear, someone gets stung by an insect, gets a rash putting them at -2 for the day) while x5 1’s should be very serious. Someone falls in a trap and suffers a major injury, major weather event, party gets lost, loses all 4 hours to a dead end.

Conversely, the number of 20’s rolled could be a discovery, found treasure, a friendly / helpful encounter or some other boon.


I have switched to the Paizo cardboard pawns; I have nearly all of the sets now. Just started the campaign, and next session I'll need more Hobgoblins than I have so I made a template, grabbed the Paizo art and printed off a few dozen on card stock. Fold in half, and voila a Hobgoblin army.


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I prefer to start things off with a party-building adventure. I have looked through the various Lvl1 products and I am going to use Master of the Fallen Fortress. It will be a ruin 5 to 10 miles south of Phaendar. Recent travellers reported seeing activities there, so Aubrin recruits a few locals to check it out. This will introduce the Trogs as future enemies- the Trog leader there will be an outcast from the main tribe. Perhaps they will find clues about him desiring revenge against the tribe. When the group returns, they now have an invite to join Aubrin at the inn after the festival for some free drinks, and she promises to share their heroism. And then of course things happen.

Anyone else prefer an opener? Any other suggestions for this AP. I'm starting in 2 weeks.


Hmm. Ok thanks for that. I'll use the Mirage Arcana.


There's hundreds of posts on Silent Image; I feel pretty good about my thoughts on this, but want a few opinions.

I'm planning a scenario where the party is about to storm a cavern lair. The enemies know the party is coming and have a sorcerer. In the main entrance of the cave is a deep crevice with a wooden bridge over it.

The sorcerer is going to use silent image to displace the bridge - by creating an illusion of the bridge next to the actual bridge, and creating an illusion of the crevice over the existing bridge. The intent of course is that the first character to charge over the bridge towards guards on the other side will plummet into the crevice. That will give everyone else saves to figure the illusion out, but the poor character wouldn't get a save up until they were falling through the bridge.

It's evil, but does that sound legit?


I'm running RotRL just wrapping up chapter 3. One of my players actually GMed this campaign for a different group and a 2nd player played it through ch3. With that in mind Ive done many major changes to keep them guessing. Ive posted them on this forum. You should be fine with a bit of work.


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Rise of the RuneLords – Chapters 1-3, what I’ve changed.
I required all my players to have characters from Sandpoint or the immediate area, and they were all at the age of maturity.
Part 1: Crypt of the Everflame
I started the campaign off with the premise of Crypt of the Everflame. This took some rework. I used the same general story, replacing Kassen with Sandpoint and adding Ekat Kassen as a person of note in Sandpoint’s origin. I put the crypt in the Hinterlands just a tiny bit into the Whisperwood Moor. I replaced other personas with people from Sandpoint – Mayor Deverin doing the ceremony, etc.
Ilsoaria Gandethus did the initial illusion encounter; one of my characters was from the orphanage and recognized his pipe smoke.
When they crossed cougar creek they found goblin tracks and a goblin dagger. Shale (I never called her Shalelu) met them on the path to give some history of Wisher’s well. They told her of the goblins and she worriedly went off to investigate.
Point out the creepy sign to the sanatorium on the way.
They meet Horran and Lettie Guffmin headed to Sandpoint with a wagonload of apples. The party chats with them and buys some apples. Portrayed as some nice kids. (Night of the Ghouls)
The last stop is to have lunch at the Grump Farm; they meet Maester Grump and his family. A storm is kicking up, but they must press on to the crypt.
The survivor that they find in the crypt is Alergast Barett (Monster in the Closet). He’s a local carpenter and helps setup the crypt for the “trial”. Play up his rescue and return with the group and reuniting with his wife Amele and their kids. Makes it more personal later.
The Crypt / reawaking I reworked because Nuallia and Co. broke in to steal a relic, and inadvertently they caused the restless dead. There are tracks that can be identified as a bugbear if someone gets a good Survival check.
Part 2: The party, now ‘adults’ has some history and a reason to be hanging out. I really played up the festival and let them play a variety of festival games and earn prizes. They particularly enjoyed the dragon races. Important detail – introduce other NPC’s at the fair. I had them notice Banny and Katrine making out in an alley; the gossip is the two are an item but her dad doesn’t know.
I changed the Raid up quite a bit. I doubled the number of goblins seen, but had half a dozen major NPC’s partake in the fight (some of whom were character mentors).
Importantly, when Aldern Foxglove is in danger, Rogor’s Croesby is with him. Aldern is ever so thankful, but poor Rogor’s gets largely ignored.
The following investigation has a number of clues. The wagon can be identified as being from Lonjiku’s estate. Also the ladder outside the wall has the local Sandpoint carpenter guild symbol. That leads them logically to Alergast again – and he recalls making the ladder and selling it to the general store. Ven Vinder is not so helpful. With a diplomacy check he’ll recall selling a tall ladder last week to a worker from the Kaijitsu estate. They should go to the Kaijitsu estate. Lonjiku is busy, have them meet some staff and the butler and armed guards, and with some diplomacy they can meet him. He’s irritable and will not admit to either the wagon or the ladder. Our fighter carried the damn ladder around all day – it was amusing.

Sherif Hemlock announces that he’s headed to Magnimar to get aid.

The Boar Hunt
Aldern invites the party to go hunting. I made it a half day event. I also had Rogor’s Croesby go along. He doesn’t say much; Aldern is the chatterbox. Rogor’s helps haul the boar back. They bring the boar back to Ameiko, who makes the preparations for the evening feast.
Play up the party and ingratiate the characters with Ameiko. Have fun with the dramatic entrance of Lonjiku.
Desecrated Vault
I gave Father Zantus a few extra levels. Let them explore the graveyard. I made Tobyn’s grave a large above ground mausoleum. I also added a nearby grave for Nuallia (that was an idea that I got from this forum). Add tracks around that grave, as if someone knelt down by it. (Tsuto appreciating the irony).
Monster in the Closet. Definitely use this now that you’ve had multiple interactions with Alergast. My players were pretty bummed.
Aldern hangs out at the Rusty Dragon for most of this, pestering the characters here and there. I do make a point of them watching him give Rogor’s instructions at a wagon before Rogor’s heads off to the manor to do some ‘renovations’.
Glassworks
I doubled the number of goblins. I also kept Lonjiku alive but unconcious. In the chair as presented, with melted glass across his face (which will be a permanent scar).
I did my best to get Tsuto out of there. He had a horse tethered in the sea cave and he got away. It’s more interesting IMO if he escapes, but you get what you get.
Post Glassworks cleanup
Hemlock shows up with Justic Ironbriar and a dozen guards. They help secure the town; My party turned Tsuto over to Ironbriar. This was great irony, as I played that Ironbriar is Tsuto’s actual father (a well kept secret). Tsuto knows of course. That’s how he was directed to Nualia. Ironbriar plays up congratulating the party on their heroics, and tells the party to come see him the next time they are in Magnimar. When they left, Tsuto was in chains. Once they get back to Magnimar, Ironbriar gives Tsuto instructions – to make up for his failure in Sandpoint he is to go to assist Lucretia under the pretense of being sent to the Black Arrows. I ended up replacing Kaven with Tsuto. If Tsuto is dead for you, keep Kaven as is, but Ironbriar wants revenge for the death of his son.
Catacombs
I played this pretty straight. I used the description of the waters of Lamashtu from the Inner Sea guide; there’s a conflict between the books on what it looks like.

Thistletop
I did some major rework here. I moved the goblin fort into the thistles. There were thistle paths all around my fort and one of the ‘tunnels’ led to the rickety bridge. The top of my statue head was worn and covered in lichen and dirt and sea gull nests, with nothing else but a small shack. The shack had some goblin guards, and inside the shack were the stairs leading down. No other goblins were inside the ‘head’, just the main bad guys.
I also littered the forest next the fort with the remains of the statue, huge chunks of worn but clearly carved stone that had settled into the ground and was largely covered with mounds of dirt, but it could be identified as a statue and was hundreds of feet long.
I didn’t change the goblin encounters much at all. They weren’t that challenging for my party.

Thistletop Dungeon
I added half a dozen hobgoblin’s as extra floor guards, one of which was the jailer still present plus two more.
I got rid of the tentamort. It just didn’t make sense to me that the group would leave that thing alive in their base.
I broke the fight into groups; Orik, Lyrie and Tsuto. In the darndest luck, all three survived the fight and were captured. If you have Orik surrender at the right time, Lyrie will join him. Tsuto fought to unconsciousness but they let him live yet again. Which I had fun with this. My party actually let Lyrie and Orik free ( I don’t really know why – other than they convinced the group that they were unwitting pawns in Nualia’s scheme.)
Bruthazmus and two more hobgoblins provided the next line of defense.
Then came Nuallia and her Yeth hound. I Reduced the encounter to one hound; the fear effect was devastating at the low levels.
I got rid of the shadows, and made the place look far more like an archeological dig, with journals and books and equipment. I made it clear that the bad guys were stuck opening up the magic door. I had the key to the door well hidden behind the throne with the illusion.
I made room E10 larger so there’s 10’ all around the flame trough. My party opted to not open up the vault (and still hasn’t). I removed the binding of the barghest to the room so it could become a frantic running fight if need be. Perhaps later they will come back to kill it.

Chapter 2
I did some major reworking. Mostly because I found Aldern’s tortured character interesting and wanted to keep dragging him out. So, he’s not my Skinsaw man. Rogor’s goes to the manor and tries to catch a rat and gets bitten. Aldern finally leaves town and swings by the manor to see if the rats are ready, finds Rogor’s sick so he takes him to Magnimar. Ironbriar is upset that it took so long and that Foxglove is such an incompetent twit. Xanesha gets involved, sees what’s happening, and personally takes Rogor’s back to the manor so he can turn. Aldern gets locked up in his town home in the top room, with the faceless stalkers acting as his jailers and him as bait for the characters.
Most of the chapter plays out the same; I tweaked the notes so that it eventually looks like Aldern, but Rogor’s was really the bitter/jealous one watching Aldern get the attention, etc.
In the Manor I had a raging storm come on (lots of lead up to it). I did away with assigning haunts to people. I just had whomever went into each room first get affected. Remember to keep Aldern’s portrait clean and alive. I also made the haunts less deadly and more creepy and informative.
They find Iesha, and free her. It helped that she shrieked and sent most of the party cowering. This was a fun encounter – because Aldern wasn’t at the manor she heads out the front door in the storm. My group argued between chasing her down or pursuing the skinsaw man. It was very nice; they let her go, made their way to the caves and the final fight was rough. I moved the Skaveling to the main chamber so when they came in, Skinsaw plus all the ghouls plus the Skaveling doing flyby attacks was pure carnage.
Once Rogor’s was defeated, they found the same clues to lead them to the townhome. They reported in to the mayor and sheriff, and then raced off to Magnimar. I had Iesha be more discreet than a book revenant would be able to. She stayed off the roads and traveled by night.
The party got to the townhome before her (they went on horseback). When the fake Aldern and Iesha answered, the jig was up and the party basically busted in after a short dialogue. They found Aldern alive but covered in filth upstairs; they got him cleaned up, he confessed to everything and spilled all that he knew. I made sure he DID NOT know any actual identities of the Seven. The party waited for Iesha to show up and smash in, and then they killed her while Aldern cowered and wept. Then, to my delight, they arrested Aldern and turned him over to Justice Ironbriar!
Ironbriar proceeded to do his best to thwart the characters. I used Dawn of the Scarlet Son as a side quest; Ironbriar sends them to meet with the captain in charge of that investigation suggesting that it was related the serial killers. This eats of some time and gives them another rough fight.
I kept the saw mill mostly as is; instead of it being their main base, it was more of a meeting place and occasional sacrifice area. I removed Ironbriar’s office (it became a small share space with actual ledgers related to the operation of the mill). My party snuck in at night and got ambushed by three cultists. I reworked the cultists, changed from 13 to 7. Stats below. I left the rookery as the link to the Shadow Clock. In the ledger I included clues to another side quest, totally unnecessary mind you. I planted notes alluding to an underground slave ring operating in the city sewers and hinting at the mistress running it. I made it either Sense Motive or Linguistics DC20 to see these were all recently written and meant to be a red herring. My party saw through the ruse, BUT I did prepare the Broken Chains adventure changing out the Qanat waterway with Magnimar Sewers. I thought it would be a significant interesting side question especially since it has the Lamashtu tie in. My group didn’t go after it though.
They traced the pigeon to the Shadow Clock.
I scrapped the Shadow Clock map entirely. It’s TERRIBLE. The worst map and picture in the book IMO. I made my own, using images of an actual clock tower.
http://imgur.com/SBRbCAc
http://imgur.com/SBRbCAc
http://imgur.com/SBRbCAc
http://imgur.com/IUCaqrt

I kept Scarecrow as the main guard. The front doors were locked and had an official city sign condemning the clock, signed by none other than Ironbriar. He had essential acquired the clock as his own after numerous climbing deaths (some of which he helped stage).
I put his personal lair at the top. He had three cultists guarding the way up; I kept the bell trap. On the roof he greets them doing a slow clap, congratulating them on ruining his cult. The group SHOULD let him monologue, feeling the betrayal. If not, there will be notes. In addition to all of the book notes and loot, include a personal journal with entries about Tsuto. If Tsuto is alive, it should discuss his plans for sending Tsuto to the Black Feathers and his concerns about it. To add some pathos, he genuinely loves his son and is worried for him. He reveals that he is powerless and enslaved by Xanesha, who at this very moment is about to murder Lord Mayor Groboras and numerous other wealthy city officials. He has to fight them, but he resists enough to spill what he knows in angry resentment. Once the fight starts, a Yeth hound joins the fray (given to him by Xanesha). I re-statted him completely.
He either gives them the location or they find the missive directing the 7th cultist to Lady Baythorn’s private manor to assist her. (I stole that name from another post on this forum, along with other ideas regarding Xanesha. She’s been more of a public figure, a beautiful enchanting and wealthy woman. She’s been courting Groboras (to her distaste) and building up to this moment. A dozen of the city’s who’s who all to be sacrificed at once. The party has to race to find her estate in the wealthy district. It’s a small walled manor house with a line of fancy carriages out front. For me I had the singular joy of bringing back Lyrie and Orik. Both of them gave the “Not you again!” to the party. Lyrie followed after Tsuto, still having a crush on them. They got found out and recruited to be Xanesha’s estate guards. If you don’t have them, use some other tougher than usual mooks. Inside the ritual is getting started. Xanesha poisoned all her guests with sleeping poison, and is in the process of preparing Groboras with the rune. She has two serving staff and a butler who are faceless stalkers (but don’t reveal that right away) plus the 7th cultist who will hide and try to get the assassination shot in before joining the fun. Xanesha is beautiful, and may try to monologue, but once the party attacks she snakes out. I kept her upper torso the same gorgeous woman. She’ll slip on her mask and grab her spear. She might also use the sleeping victims as soft cover to complicate the fight.
Once the fight is wrapped, all of her notes and loot will be in her private study. The party can wake up all the people, Groboras will be shocked and then exceedingly grateful. Rewards should follow.
The party has two direct leads now to head north.

Cultists
Cleric 1, Rogue 4/Knifemaster, Assassin 1 with 15pt build
St 14 (started 13, 4th lvl +1), Dex 16, Con 12 Int 13 Wis 10 Cha 13
Human CE Norgorber Death/Trickery
Equipment +1 Daggers, Masterwork Lamellar, Drow Poison, Skinsaw Mask
Each of them also has one magical item:
Potion of Murderer's Silence, Thoqqua Snake, Boots of the Cat, Hat of Disguise, Belt of Tumbling, Deathwatch Eyes and Daredevil boots.
3 of them (at the Clock tower) have Masterwork Comp Strength bows +2. 3 are encountered at the Sawmill. One is with Xanesha.
Feats: Gang Up, Selective Channeling, Weapon Focus: Dagger
Key Skills: Acrobatics 10, Climb 9, Stealth 10, Sense Motive 6, Perception 9, Intimidate 8, and Knowledge Local 8.
Active Spells: Shield of Faith

Justic Ironbriar Elf CE
Rogue 3 (Roof Runner), Inquisitor 6 (Preacher)
Str 12 (14 with belt) Dex 18 Con 12 Int 16 Wis 14 Cha 13
Clever Wordplay / Warrior of Old
Weapon Focus Short Sword, Two-weapon fighting, Weapon Finesse, toughness, Dodge, Combat Reflexes

+1 Shortsword Keen & +1 Shortsword Bane/Human. Elven Chain. Ring of the Ram. Gelt of Giant Strength +2
72 HP AC24 /18touch /19flat / +8 Init / +7 Fort / +9 Ref / +8 Will / CMB 8 / CMD26
Shortswords +10 / +10 /+5 1d6+6, +2d6 sneak damage. Keen crit 17-20. Bane +2d6 vs humans. Yeth Hound will work to give him flank.
Inquisitor / Determination / Determination
Defense against magic Enchantment / Illusion
Domain Death (Murder)
Rogue Talents / Combat Trick (combat reflexes)

Buffs – Judgement (Destruction) to gain +3 Sacred bonus on damage
He’s watched the party advance. He’ll cast Resist Energy against whatever magic energy he sees them use, if none he might pick lightning.
Also has Shield of Faith going.
I gave him Alarm, Expedition Retreat, Command, Resist Energy, Weapon of Awe, Invisibility, Knock, Honeyed Tongue, See Invisibility and Shield of Faith.

Tactics: The Yeth Hound should bay the first round. I didn’t have it affect Ironbriar. If you need a reason, perhaps he has the hound bay at him every morning so he’s immune for 24 hours. Not completely unreasonable. The tower is in complete shadow, so the hound is find on the roof. I had the top of my tower be low parapets. If he can get a shot lined up, have him use the Ring of the Ram to knock a character off. 250’ fall. (My house rule is falling damage doesn’t cap until 25d6. No one fell, but it would have been squishy.) Other than that he wants to get flank and full round actions. He should be able to hit for a lot of damage.

Chapter 3
We are just starting Chapter 3. The party will need to find passage up the river, and I’m going to offer up a riverboat using material from River Into Darkness. I’m also considering some other distractions, such as Feast of Ravenmoor on the way. There are some excellent encounters in the forums that I’ve stolen as potentials. Once they get to Turtleback Ferry, I’m doing things differently.

The first main change is I’m going to have the Paradise NOT be sunk. There should be ample opportunities for roleplaying in Turtleback Ferry. Mission one will be getting onto the Paradise, which will be a large gambling boat. I’m planning on a dramatic confrontation with Lucrectia there (she’ll have at least half a dozen well-armed body guards) plus fifty or so townsfolk caught in the crossfire. I’m planning on having the boat be primed to burn (guards pouring oil outside) so when the fight breaks out, so does the fire. Imagine the chaos of screaming gamblers trying to get out (possibly with the doors barred if the setup works) and a dramatic showdown as the boat burns. If she escapes, she will flee back to Hook Mountain, if not no worries. The party still has plenty to do.

I’ll be re-statting the Graul boys and Mammy. She’ll be a higher level necromancer and she’ll have the The Kardosian Codex. Once their home is invaded, she’ll head outside. Since I still have Aldern, he’ll be a prisoner there with some of the other Black Feather’s and somebody to babysit which should be fun. I’m not using Shale as the hook at all, so she won’t be part of this.

I’ll be dialing back the battle at the Fort substantially in terms of scale. I’ll probably only have a dozen Ogres (including Pappy) and the main characters, but all the rest will be tougher fighters. So fewer, more intense encounters. As a side quest, the eagles didn’t join in the first fight so they are there if the party wants to climb up to seek some allies.

That’s what I have for sure so far. More to come.


Great question! This came up in my game last session. The 1st level party was getting beat up by some skeletons so the Druid cast good berry and wanted to toss them to party members. I made it standard actions that provoked, but now I feel bad as two members got hit with aoo's for it.

I like the idea of it being a swift action if they are in your hand and not provoking.


I'm running Rotrl now myself using Roll20. I have ported in all of the maps from the PDFs map folio. I'm actually using a client laptop hooked up to a 42 in screen laid flat on the table as a battle mat, and the players pass around a wireless mouse to move their tokens.
The host is on my second laptop which doubles as my gm screen. I subscribed for $5 a month to get the llight effects. It's all working slick so far.

I did buy in to the d20 pro kickstarter last month because the May release is going to have new features for touch screens to rotate the map.. Check that out. I'll be switching when it gets released.


Witch's Knight wrote:

This thread discusses radical alterations of the Hit Point mechanic and the overall combat system of Pathfinder.

** spoiler omitted **

TL;DR Hit Points (and, by extension, Vigor Points) are abstractions that imply ducking and dodging and getting lucky enough to not get hit. You get more of them as you level up because you get better and ducking and dodging and being lucky. So . . . What if we had mechanics for ducking and dodging and being lucky? Would it be acceptable to do away with Hit Points?

For instance (and this is a very rough "for instance"), suppose that a character begins play with two pools of Points. For familiarity's sake, we'll say we have Vigor Points and Wound Points. He has Wound Points equal to twice his Constitution score, and Vigor Points equal to 10 + Constitution score + rolled Class HD. So far, pretty similar to Wounds and Vigor from Ultimate Combat.

In combat, if an attack roll beats a character's AC, they are hit. Damage goes straight to Wound Points. If you are using the Armor as DR mechanic, damage is reduced by armor and the...

So, I totally get what you are saying. Unfortunately what you are looking for is another system, such as my all time favorite, Rolemaster.

I think too much is embedded into PF centered around silly amounts of HP, equal amounts of damage, and healing all of that in an abstracted way. I converted to PF mostly because I couldn't find RM players anymore. I've accepted the abstracted nature of HP now, but it does lack flavor. In RM anything could kill you at any time. Combat is painfully deadly chock full of delicious criticals with all sorts of injuries. I don't see how that would fit into PF...


Per the core rules, in order to create a Fast Zombie you cast Haste on it during the creation. This becomes part of the creature (I.E. a permanent effect) so that it is not staggered.

Could you then cast Haste on it in combat?


el cuervo wrote:
It would probably be better to bring this straight to your GM rather than asking the boards in order to use forum users' responses as fuel for your argument against your GM. Maybe I'm reading a little bit into it but it seems like you're in disagreement with how your GM is running your game.

I'm running this campaign too. It's loot sparse until the end of chapter 2, and then it flows heavily. Just be patient.


I'm also running Rotrl. I love drawing out maps and have been for the last 20 years. I have the PDF of the anniversary edition and there are so many huge lovely maps that I knew I could not do them justice. I considered using a virtual tabletop but I also love minis, Then it hit me... Combine the two! I acquired a 42" flat screen and laid it flat on my game table. Hooked up my laptop. Imported the maps from the PDF into a VT and scaled the screen to fit actual minis. It blew my players away. No more drawing no more markers! It takes prep time to get all the maps in and scaled but it is worth it by far.


I have a similiar issue. My group attacked Thistletop last session; they wiped the goblins out without too much trouble, but sounded the alarm.

I staged the fight below so that Tsuto (who managed to escape the Catacombs), Lyrie, Orik, Bruthazmus were all waiting below. The door was blocked with a table, so as the party bashed it down they got barraged with arrow fire. It was a great fight; two chracters nearly died, Bruthazmus died and I had the four harem goblin women rush out in a frenzy just to add chaos. Tsuto went down from a ridiculously lucky crit roll that maxed damage, Lyrie got knocked out and then Orik surrendered.
They interogated Orik and he told them about the 'nasty dogs' in the chapel. They healed up, left Lyrie unconcious but stabilized, and pressed on without many spells left. They opened the temple doors and the Yeth hounds bayed. The wizard and bard failed and fled, the fighters rushed in and in round one got hit hard (one crit) by the hounds. The party panicked and shouted a retreat, and by a fluke got the doors shut. The hounds bashed the doors down and chased the group up to the front door. It was a terrifying escape as they shut doors behind them and the hounds kept making the strength checks to break them down.
Per the description of the yeth hounds though, they hate sunlight and wouldn't go out into it. The party retreated all the way back to Sandpoint to rest.

It's the next morning, and come game night they are headed back to finish the job, giving Nuallia almost a full day to plan. Lyrie is alive and well, but they stole her spell book so she only has what she had memorized.

I am planning the defenses now and have some evil ideas. I have a week to finalize them. I figure she would have searched around for any allies. I'm having a goblin patrol return that night to find the carnage and get recruited. The party had healed the warhorse and calmed it down/fed it but it got left behind. I am thinking that maybe Nuallia could dose it up with Waters of Lamashtu and turn it into some twisted evil horse as the door guardian. I'm giving her 4 Yeth hounds total, but not yet able to release Malef. I figured she would be working on that, but gave it a three day time table in case they dawdled she would bring the fight to them.

I think the best spot for the final fight is still in the 2nd level beyond the trap. I'm going to try to split the party with the trap and have two hounds come in behind while Nuallia, Lyrie and the other two take out the heavy hitters that rush through, leaving the vulnerable wizard and cleric (hopefully) barred and cornered behind them. There is still a grease spell that might trip them up when they run through, and if it really goes well someone will get stuck IN the trap area and not only get locked in, but sliced up. Two yeth hounds still can bay and potentially affect people. All in all it should be interesting.

Anyone have some strategy ideas to make this as scary and dangerous as possible beyond what I've thought of so far? I leveled the party up to 4th after their retreat. We have a Ranger, Druid, Paladin, Wizard, Bard and Cleric.


I'm running RotRL and not tracking experience, instead leveling up where it suggests. It's a lot of bookkeeping off me; I don't even understand some of the posts about the players not contributing or what not. Everyone is involved in the story and working together to solve the challenges. I totally recommend this route...


I tweaked the Tsuto encounter slightly; instead of groggily waking up I had him hear the fight and plan a quick strategy. I gave him two goblins; he turned a table sideways to block the hall in the basement and then filled the area in front with viscious goblin caltrops. I also buffed him with a potion of Owl's Wisdom and Barksin, giving him +4 to his AC.
When the party came around the corner from the stair he and the goblins fired their short bows. He actually scored a critical hit on our bard which was lucky.
Unfortunately the wizard put the goblins to sleep and our paladin, ranger and cleric and fighter plowed through the caltrops and climbed over the table, giving Tsuto some free attacks. Then the wizard dazed him, and Tsuto failed his save - THREE ROUNDS in a row. Terrible luck. If it wasn't for his good AC he would have been dead. Tsuto was down to 5 HP, made his save, but he was surrounded on all sides by four characters, so he did an acrobatics to leap over the dwarf fighter and attempted to negate all of the OOO's - and scored a 25 on his roll beating the CMD's. He then fled. They got a few more attacks and another spell attempt but he dodged and saved before vanishing down the tunnel.
Now they are on their way to Thistletop, but he'll be better prepared this time.


I agree that it makes sense for the caster level to not stack. And having two different caster levels for the domains seems fine, along with the combined levels for domain powers. It will take a bit of planning to get the spells/powers that you want but shouldn't be too difficult.

What about the Channel power? I'm guessing that the levels don't stack for that since it is a Cleric ability and not specificially a Domain opwer, which would be unfortunate for the overall effectiveness of the Cleric as a healer. Thoughts on that power?


Hello,

I haven't found a ruling in any of the beta test forums. My question is about the new Inquisitor Class; since it is a core class and not a prestige class, it would appear that the caster levels don't stack with each other. The only reason there seems to be some room for interpretation is that per the APG preview,

Levels of cleric and inquisitor stack for the

purpose of determining domain powers and abilities,

but not for bonus spells.

But it doesn't spell out anthing about Caster levels that I can find. Anyone know the official ruling here?

Thanks.