Grailknight's page

Organized Play Member. 132 posts. No reviews. No lists. No wishlists.



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Look to the sewers.

Have conspiracy groups of Skum or Wererats, Encounters with Otyughs and Sewer Trolls or have an Evil Cave Druid plague the city with Oozes. All that can be done at fairly low level.

Later on rogue magicians or clergy can summon Outsiders to strike their enemies that naturally get out of hand.


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Exploiter Wizard lets you take the Quick Study Arcanist Exploit. No need to leave spell slots open when you can change to a needed spell for the low cost of a full round action and 1 reservoir point.

Questioner Investigator gets you the Bard spell list in place of Alchemy. Top tier skill monkey with heals and buffs along with Studied Combat.


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I did this once, many years ago. Place the main boss in a large room, 60' x 120' or so and have the PC's approach down a 20' wide hallway. Let them see the map to the room, complete with fire, acid and regular pits for about 1-3 minutes. Then trigger darkness that covers the room and replace the map with a blank and shut the hall behind them.


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I like the changes for the most part.

The way I see it is it comes down to Obedience. While the lay person can be a fringe believer and skirt by this, Clerics are going to be expected to perform them on a regular basis. Reviewing the obedience list make it pretty hard to be neutral if you have to torture someone unwilling(Asmodeus) or perform a sacrifice(Lamasthu). The good and neutral gods have much less objectionable actions required of them. There are exceptions to this(Gorum) but generally you can judge a Cleric by his Obedience.


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Urdefhan. Cruel, aggressive and intelligent, they will be willing to work with other races and are slavers by preferred profession.


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Ryan Freire wrote:

Meteor swarm deals 32d6 damage. Its the bar for a 9th level blasting spell.

This 6th level spell caps at 45d6 damage, so it does nearly 50% more damage than the bar for a 9th level, plus can be metamagiced up.

To a single target, with 3 ranged touch attacks required. It's better than Disintegrate, but the area effect spells are still better for their purpose.


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Flight Hex and ray spells are your friends.

Ray of Exhaustion to stop that nasty raging. Lead with a Quickened Ill Omen to burn his sunder for the round.

Enervation debuffing his attacks and defenses simultaneously.

Wracking Ray if you're a nefarious sort and cast evil spells.


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This always tops it for me.

http://www.blindpanic.com/humor/vecna.htm


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Mars Roma wrote:
Grailknight wrote:
Mars Roma wrote:

"The composite blast’s caster level is equal to the average of the caster levels of both participants and deals damage as the appropriate composite blast created by a kineticist of that level"

Why would the Bold say that in the same sentence of Kineticists level and the effect it has on damage. it says "Equal" to a Kineticists of that Level. It mentions CL First then Kineticists level as if its a directly correlating effect on the power of the Composite Blast. Even before it mentions the average of the two and Kineticists Level.

It is directly calculating a caster level but only for the purpose of giving a number that it then converts into kineticist level. The two having the same numerical value does not make them identical.
Why? Seriously why the sudden separation of the two. I've done nothing but present why they are not separate, present to me a rule that says they don't or don't bother contributing anything at all instead of just saying "No"

Try this word experiment. Leave off all the words after participants. Now tell me the damage of the ability. You can't because you have no kineticist level given. The "and ..." is there to tell you how to get a number to use for that value and only to get a numerical value not to conflate the two abilities.


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Mars Roma wrote:

"The composite blast’s caster level is equal to the average of the caster levels of both participants and deals damage as the appropriate composite blast created by a kineticist of that level"

Why would the Bold say that in the same sentence of Kineticists level and the effect it has on damage. it says "Equal" to a Kineticists of that Level. It mentions CL First then Kineticists level as if its a directly correlating effect on the power of the Composite Blast. Even before it mentions the average of the two and Kineticists Level.

It is directly calculating a caster level but only for the purpose of giving a number that it then converts into kineticist level. The two having the same numerical value does not make them identical.


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Wracking Ray will do STR and DEX damage save for half.
Waves of Fatigue/Exhaustion will impose conditions.
Enervation will give negative levels.
Symbol of Vulnerability give a blanket -4.
Prediction of Failure will give sickened and shaken for rounds/level on a made save and days/level on a failure.

There are plenty more but this should get you started.


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Having played a witch(healing patron) to 20, I feel your pain on the lack of defense. There are some options you are not taking advantage of.
Ill Omen is a great defensive spell and it becomes one of your mains in the future when you can quicken it. Barrow haze is awesome at this level, it give you concealment and extends the range of your hexes. Iron Skin is short duration but gives a big boost to natural armor. Enervation should be your offense and defense 4th level spell. As for wands, greater invisibility is your best option, but may be too pricey at your level.


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Just add a Wand of Cure Disease to the treasure at the end of the adventure. Don't make everything about alignment when there's an easy alternative.


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Witches or Shaman with Healing Hex would be invaluable to an army.


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Most of them don't exist for the simple reason that the feats were printed after Ultimate Equipment.


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You need to become the GM.

That way you can still laugh at the facepalm moments while not having the frustration of having your character killed at random. You can make them better players by punishing the repeated stupid and rewarding the good play. And if they won't learn you can TPK them without guilt.


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So why is this deity torturing its paladins and followers? Wouldn't it be better to instruct the paladins to gather the faithful and have the clerics shift them to the celestial planes? The people are still saved no blood is shed.


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For creepy use Attic Whisperers.


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A Lamia Matriarch has all the abilities you list. Will need some minions to face the party as its only CR 8.


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In my experience as both player and GM, parties prefer TPK's to being captured. Being captured and rescued by NPC's is just rubbing it in.