Fred from Magnimar's page

No posts. Organized Play character for pjackson.




Monkey Style says "you can crawl [...] without provoking attacks of opportunity"

In another thread I read that though you don't proboke for crawling, you still proboke when leaving a threatened space.
If that is correct in what circumstances would the style allow you to avoid an attack of opportunity?


The Curse of the Crimson Throne update for Hero Lab has added the Guided weapon property.
I have the 3.5 version of CotCT in which it first appeared.
Has it been reprinted in the revised CotCT?

It was used on the weapon of a NPC whose class has been changed (as he used a 3.5 prestige class) from what I have read. So it could easily have been dropped or revised, but the text in Hero lab matches the 3.5 version. Shouldn't it have at least been restricted to melee attack as James Jacob wrote was the intention?


In my copy of Ultimate Equipment the price of folding plate is given as 12,650 and the cost as 7,650.
This does not seem right.
I would expect the price to be the base price plus the cost of a masterwork suit of full plate - 1650gp. Thus the base price would be 11,000gp
But then the cost should be half the base price plus the cost of the armour - 5,500 + 1,650 = 7,250 gp not 7,650gp.

Is the cost or the price wrong or have I misunderstood something?


After a TPK I am creating a new character for Mummy's Mask.
I had already established that my old character had a girlfriend - the sorcerer daughter of the high priest of Nethys. So I am going to go with her. She is being created at 6th level and is human with the arcane bloodline. She has the traits Blood of the Pharaohs and Child of the Temple.

I have been considering whether to give her Craft Wondrous Item and have been trying to work out how magic item creation works, but the various different versions have made that tricky. I think I understand now, largely thanks to http://paizo.com/threads/rzs2k74y&page=1?Magic-Item-Creation-and-Caster -Level

To check this is what I am thinking of having her make.

Handy Haversack - requires a 5th level spell so has a minimum CL of 10 - ignoring the spell prerequiste makes the DC 20, which she can just get when taking 10.

Mnemonic Vestment - requires 4th level spell but might as well also create at CL 10 by taking 10.

She will then buy a spellbook and talk some wizards into writing spells into it for her. Whilst she could very likely talk the archetypal apprentice wizard into doing this for free for WBL purposes I assume such spells wpuld cost double what it costs to write them, e.g. 20gp for a 1st level spell.

Cloak of Resistance +1 = minimum CL 3 can be done at 15, getting the spell from the spellbook using the vestment.

Headband of Alluring Charisma +2 - minimum CL 4, Spellbook and vestment for spell, done at 15.

Page of Spell Knowledge - Shield - minimum CL 1, spelbook and either vestment or Ring of Spell Knowledge I - done at 15.

Ditto for Feather Fall

Other spells which probably wouldn't be needed in such a hurry could just go in the spellbook.

Could the resistance bonus be added to the vestment? There is a precedent for a body slot item with that bonus.

Whilst she is willing to dress like a traditional sorceress at times sometimes she would want to dress differently, and anyway it would seem cheap to always dress the same. So what would it cost to add a glamour like effect to the vestment? A continuous Disguise Self effect would cost 4,500 gp according to Table 15-29 which seems a bit high when she just wants it to affect her dress.


My players are about to start CoF.
Back before we started I saw some rules for running the rebellion, but I can't find them now.
Can someone give me a like to them?


Spoiler:

Why would the Rakshasas fight to the death?
Wouldn't it be a lot more senisble for them to save a slot for Invisibility and use that to try to escape if things go badly?


Just had a player ask "Is Field Marshal Kroft married, or otherwise attached? "
I do not remember seeing any mention of her private life.


We started yesterday, and the chracters had just made 2nd level at the end. They are:

A human would be hippogriff riding marine - started as a Scout and has now added a level of urban ranger.
A half-elf Iomedae worshipping blacksmith heading to wizard warrior - started as a fighter as now added a level of wizard (conjuror).
A half-elf student follower of Irori - 2 levels of cloistered cleric.
A half-orc apprentice rat-catcher - the player wanted to start from the bottom and work his way up in society - He is a buguiler.

I ran them each through a normal day to help anchor them in the city.
Then I we started the AP with them getting the cards and meeting Zellara at sunset. They immediately went to the Old Fishery. a couple fell in the river and they had to kill the shark, They they went and snuck in from the other side until the dog sensed them They killed the dog and the three non-orphans at the top. A 27 on a diplomancy check persuaded the orphans to go to the local orphanage. They lay out was confusing them but eventually the realized the there was a space under first part of the fishery. They looked around the outside with a light this time and found the door. Whilst doing they they heard shouting in the distance. Gaedren was waiting for them but only got one attack in. The crocodile then bit and grappled the fighter. The beguiller tried color spray but only knocked out the fighter. The cleric stabbed the croc to try to distract it and got knocked out by a tail slap. Luckily the scout then got a solid hit in and killed the croc.

They searched and found Gaedren's loot. The fighter thinke some pieces are too good to sell (the scrimshaw and the succubi statue). The cleric recognized the broach. They loaded up Gardren body on a handcart to take him to the guard to claim the reward there had to be for him. On the way back they heard about the King's death - which all the players had been expecting. They were attacked by imps and were unable to put up any effective defense and two were poisoned, before psudodragons drove them off. Then they met Grau. The Beguiller chramed him and persuaded him to go back to the Guard.

They are now resting and plan to go see the Queen to collect the reward on the broach tomorrow.

Whilst fighting crimelords in Korvosa could an interesting campaign that does not seem to be what this AP is about, so I didn't extended the Gaedren story. I could see that being a good way to bind other players into a group. I suspect the lure of rewards will do that for my players. If I were to run it again I think I would extend it a little. Zellara would be alive at the first meeting, scared of Lamm but determined to get revenge. Instead of sending them directly after Lamm she sends them first to retieve her harrow deck. Perhaps she wil mention that Lamm is protected from most forms of magical divination (a deal made with an Acadamae wizard many years ago - the players would probably not have a way to find out the details), but that if he has handle the harrow deck or even just had it in hos lair Zellara will be able to locate him. It must be done before before he moves again. She has tried to get offical help but the Guard won't take the word of a Varisian mystic. Regb a snall encunter with the fence in another area (Old Korvosa?) to add a bit of a time delay. Lamm has given the deck to, and the party return to Zellara's shop, but in the meantime Lamm has kidnapped and kiled her. Using the harrow deck the party has retrieved Zellara appaers to the party and sends them to the Old Fishery,

If this patch gets reprinted the descriptions of the rooms of the Old Fishery, especially the relative heights need to be improved. Perhaps a small diagram showing the various levels from the side.

When the party goes to the field-marshal she will thank them for bringing Grau back and mention that when sober he is one of the finest swordsmen in the Guard. Hopefully that should be enough to make them suspect that he is Blackjack.


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I am about to start running COCT.
I have been reading the forum for hints as I found them very useful for RotRL.
We will be using 3.5 rules with some minor changes,

One player has not indicated what type of character he wants
to play, thoe others have said
LN member of the Guard
Would be Sable Company member - Scout/Ranger
Wizard - either LG or LE (both versions look good).

One player analyzes the spread of diseases (in animals) for a living so I am going to have to be careful with 7DttG

I have been sending out emails with bits of background information, and dropping hints. For example to the would be Sable Comapny member:

For example. if the city were attacked by pirates the Sable Company would fly over and drop tanglefoot bags with rock chippings in them on to the ships. Then the guard would use trebuchets enchanted with a version of Locate Object to fire the rocks the chippings were taken from at the ships. The rocks home in on the chippings if close enough.

Her idea for a grudge with Gaedren Lann was that he had killed her best friend when he was investigating Lamm. That did not seem strong enough to me so I suggested:

You best friend disappeared when following up on a lead to Lamm a few months after getting married.. The Guard put a lot of effort into investigating the loss of one of their own. A few days later a parcel was delivered to his wife - containing your friend's head. She had a miscarriage. A priest use speak with dead to question the head and learnt where Lamm was, but when the Guard raided the place he had left. When asked where the rest of his body was the head replied "Eaten".

I read a suggestion of using Taxfest as a time when the Bank hands out money as an way to explain how the disease spreads so fast amongst the lower classes and went with a modified version.

Taxfest is the Church of Abadars most important annual festival when they celebrate the collection of the years taxes, Then the church hosts an enormous feast at which people make speaches suggesting how the money should be spent. There is also a handout of money 1gp to everyone who employs others and 1sp to everyone in honest employment. Since the city is too large of everyone to be accomadated at the Bank secondary feats are hosted by various nobles where priests perform the handouts.

Offically the church would not describe this as a handout - rather as a reverse tax on the church.

I gave them a description of each of the major noble houses, emphazing Glorio Arkonas good works to try to bias them towards trusting him.

I plan to run each character through a normal day to help bind them to the city before starting the AP proper.

Any other suggestions would be welcome.


I just noticed this in the Pathfinder SRD
"paladins know that the only thing more abhorrent than an evil creature is a fundamentally good creature too timid to strive against the forces of darkness."

Maybe a few paladins close to falling could hold that attitude, but as a general statement it makes no sense to me.
Good being do not despise the weak and timid for being weak and timid.
They might pity them and want to protect them and help them become stronger and braver.
They would not consider anyone abhorrent unless they were evil (and sometimes not even then).

It is contradicted in the following sentence by the phrase about "asking only that they may protect the innocent", though that also contains an attitude that I would expect to only apply to a minority paladins - "with her last breath a paladin can take comfort in a life of absolute righteousness." That sounds like Miko from Order of the Stick, an example of how not to play a paladin, and who rightfully fell before she died.
I would expect most paladins to be praying for forgiveness with their last breath.

I noted that the Gamemastery guide does not list Three Hearts and Three Lions amongst its recommended books. The paladin class in its original form was clearly designed to allow you to play a character like the hero of that book (just as the Ranger class was designed to allow you to play Aragon). The class has moved on but the book remains one of the best inspirations for how to play a paladin.

Other good ones are Due South, and the Order of the Stick with O-Chul Hinjo and Lien (and even Thanh) with Miko as a counter-example.


My players are in the Runeforge

Spoiler:

Specifically in the the Halls of Wrath about to face High Lady Athroxis.
The have not been to area K4.
The description says that the warriors of wrath there will attack with glee and fight to the death.
But that does not look like it would be interesting. Coming after the fight with the High Lady it would be anti-climatic and also somewhat of a repatition of the fight in K3
Since if the players defeat the high lady one of them will have the Mark of Wrath it would make sense to me if on seeing the Mark the warriors woulf kneel and aalute their new lord or lady. They are Lawful.

That gives an opportunity for a peaceful interaction with some inhabitants of the Runeforge, for the story of the Halls of Wrath to be presented, and for some possibly interesting character interactions.
One of the PCs speaks Thassilonian.

I am think of reducing the number of warriors down to 5 or 6.
They should be willing to help stop Karzoug, but having spent all their lives in the Runeforge taking them out could cause some culture shock.

So does anyone have any suggstions as to how ro run this?


The party's introduction to Rukus is when they hear him singing in the distance.
Since it is better to show than tell I made up a simple song for him:

I's huntin bear
I's huntin bear
I's huntin bear
All day long

Gonna catch bear
Gonna catch bear
Gonna catch bear
'Fore day done

Gonna eat bear
Gonna eat bear
Gonna eat bear
All night long


I am trying to plan for this weeks session and would welcome second opinions.

Spoiler:

My player's characters seem to be paranoid about getting involved with the authorities in Magnimar. Two are CN and one CG.
They burned down the sawmill to destroy any evidence of their being there.
They did take the masks to the temple of Desna (who the CG character worships) and were given a reward. They also left Ironbriar's coded journal there.
They have just fought Xanesha, going up the outside where they could be seen and with part of the fight being in the open.

I am a little worried that they might not pass the list on and so will miss out on the reward and not come to the mayor's attention so will be harder to lead into the next module.

Since there is a law against climbing the tower (which they started by doing) I think I will have someone who saw them report it to the Hellknights in hope of a rewards, and have a couple turn up to questions the party, and pray that the barbarian will behave himself. Maybe have a mounted squad turn up shortly afterwards, and try to take charge. Then have to ask the party's help in dealing with the golem. I will try to bring the list to the Hellkinght's notice. Their commander would instantly recognize it and take the party to the mayor.

I think I will also have them find a letter from Xanesha's sister, to give them a hint that they may face more like her and should be prepared.


I am thinking about how to introduce the Scarnetti family to the party.
I apologize for misspelling names - I don't have the adventure with me.

my idea:

I am thinking of having the Scarnetti's spread rumours that Lonjiko(sp?) caused the "recent unpleasentness" by opening up the smuggler tunnels and disturbing the evil temple and it's demon guardian.
They will say that Kendra covered it up to protect a political ally and bind him to her.
They will also say that Tsuko had discovered this and was blackmailing his "father". Tsuko has hung himself whilst in custody and the Scarnetti's will say he was murdered to stop him revealing the mayor's involvement.

The Scarnetti's will make an offer to the party for help in supporting these stories, or at least not trying to disprove them.

What do you think?


I do a little archaeology as a hobby (and would be digging now if not for a cold).
The description of Gorvi getting Sandpoint's rubbish collected then chucking it over a cliff where goblins scavenge it does not make sense to me.
Pre-modern towns tended to recycle almost anything that could be.
Given that Sandpoint is pseudo-medieval Gorvi should be selling any bits of iron and steel in the rubbish larger than a nail to the blacksmith (unless the gblins are paying more).
He should be selling the dung to the local farmers.
He should be selling broken glass to the the glass works.


My players are currently in the catacombs of wrath.
They have captured Tsuto and read his journal.
They have put together most of his and Nualia's story, largely through the bard questioning people.
The bard is a worshipper of Desna and finds Father Tobyn's behaviour to be contrary to the descriptions of her priests, and I tend to agree.
He didn't travel and tried to direct Nualia's life.

Has anyone dealt with this?


I am about to start running the AP for 3 players using 3.5.
They only want to run one character each.
They are not much into optimizing.
They will probably be a druid, barbarian and a rogue/scout.

Are there any places where the encounters are likely to be too lethal?