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I’m writing a rather long adventure for my home brew, and wanted to confirm if I have a good understanding of the rules around this creature, and specifically what it can and can’t do.

First, with the Mental Invader ability, it can pretty much monitor any of its 10 connections wherever they are as long as they are on the same plane. This isn’t something that is done at all times, but when the worm casts the appropriate spell. There are limitations based on the spell being used such as scrying.
I’m operating under the belief that the worm can perceive quite a bit of information through his minions keeping him aware of almost anything his minions would know.

However, this gets me to the next point. With the possession spell, the worm can possess one of its minions from anywhere and from that point cast spells through the possessed body, and by all effective purposes it will appear that the minion cast the spells.

Does this sound accurate so far?

Further, if the worm possesses someone under the Mental Invader ability, can the worm then cast Mental Invader from the possessed person? For example, the worm encounters someone and controls them via Mental Invader. The worm would prefer to not be known among the population so to get close to key members of society, the possessed slave travels to potential targets. Once the possessed slave is near a potential victim within range of the Mental Invader ability, most victims are going to fail against the save. If the victim resists the attack, they know that a powerful being has attacked them, BUT they do not truly know the source. If the worm so desired, it could also make sure the minion was left feebleminded if the encounter didn’t go as planned.

Does it sound like I’m on track here?


The rules on the Astral Projection spell states that anything that happens to the duplicate happens to the original as well, but it focuses on things that are lost. If a party that is exploring the astral plane happens to gain treasure, does that automatically appear on the material plane, assuming they return safely?


The spell states that the target is one shield and one willing target, but in the description it states that the sheild orbits around one willing "ally". Can the caster be his own ally? My PC is a fighter with the cleric archetype, using a two handed weapon, and I thought it would be interesting to have use the option to use this as a buff spell in some circumstances.


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I just wanted to express some gratitude toward Paizo and this community. One of the bright spots of this year has been a weekly game I started DMing in April with some old friends.

One friend in particular had been asking me to run a game for a while in 2019. I was really resistant due to a few factors; time constraints (I used to travel a lot for work), distance (none of my friends live nearby), and I wasn’t certain I wanted to learn yet another set of new rules. Too give some context, I’ve been playing since the old red box came out and just celebrated my 50th birthday.

I also was not excited about any online gaming platforms I had looked at. Most weren’t very intuitive, at least to me, or the learning curve seemed to be more than I had time to invest in.

With the pandemic, and spending all my time at home, I decided to give it a try. After a few trial games, we ended up using Discord for video calls, and Google Jamboard for maps and combat grids. As much as I wanted to run a homebrew, I knew I certainly didn’t have time to create my own AP. We decided to go with Age of Ashes, which has been great so far. We’re currently at 12th level.

With the help of these forums, learning the new rules was much easier than I anticipated. I love the fact that I can get an answer to most questions by doing a forum search. As a GM, second addition is much easier to learn, and run. Looking back, I think my biggest hurdle was grasping the new CR system and its simplicity. I just felt that I had to be missing something. But a few folks on these boards got me back on course. Thank you!
I’m also still very thankful to have all the rules available on-line. I no longer need to reference a huge stack of rule books at my side. Thank you, again!

We haven’t always been running a perfect game by the rules. For example, I forgot about using the Wounded condition for quite a while. However, we’ve been having a great time.

With all that said, we’ve been running a weekly 2 hour game since mid-April, it’s been a lot of fun so far, and its helped some old friends reconnect and retain some sanity.

Thank you for all that you do.


I've been running a 2e game for a few months now, and I'm just wondering if I'm running Death and Dying correctly. I'm reading the rules that as long as a PC doesn't die of massive damage, they really just need to make a flat save and they are at zero. It really doesn't matter if you were at -2 or -20 as long as you didn't hit the massive damage threshold. Am I missing something?

Our game experience so far has been that it is really hard to permanently die, With most of the PCs invested in Medicine and a full time healing cleric, the PC survivability is greatly expanded, at least that's our observation so far, which we're actually enjoying. We really don't miss having to pause the game so much to take care of healing.


I'm a little confused on why this feat allows someone with a two handed weapon to use trip, but by the wording, someone with a sword and shield would not. It doesn't appear to be game breaking to allow this. What am I missing?

In my last game, I did allow it to see what would happen. He used it on several low moderate opponents and his actions were typically, Move, and two actions for Knock Down. Or if he was already close, he would Knock Down and then have Strike for his final action. He normally got an AoO when they stood up. He obviously did not have his shield raised so it provided no AC benefit.

This did seem really strong, though it was against moderate Medium sized enemies, with low Reflex DCs.

With that said, is a Reflex DC really just the creature's reflex save +10?


Hunted Shot appears to be a single action that allows a range to take two quick shots, but multiple attack penalties apply. Does that mean that this only takes up one single action, the first strike is at no penalty, the second is at -5.

However does that mean the ranger then has two more single actions at -10 each?


I post a lot of things for my homebrew in well, the homebrew section, however, feedback there can be a bit spotty. I'd love advice on whether I'm hitting the target on some troop stat blocks that I'm writing up.

Please let me know if you think the following is accurate as far as the troop sub-type is concerned.

Centaur Legion Troop CR12


I'm running a game in which I want one of the BBEG's to have a colossal eidolon. I'd like to stick to OGL/RAW to build this rather than just creating a unique rule for my home brew.

I can see the eidolon getting to huge via the large evolution. Then getting to gargantuan via enlarge person and then permanency.

Any thoughts?


If a giant uses a sling does it increase the range? What about a huge creature? I would think that the range increases, but maybe I'm wrong. Please let me know if there is an official ruling on this that I'm missing.


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Is there a feat out there that will allow a PC to do any of the following?

1. Decrease damage to increase attack rolls (like the opposite of Power Attack)?

or

2. Lose one or more iterative attacks to increase the primary attack roll?


So this may be a bit odd, but I'm the DM for a group and a player is looking for help on increasing his AC. We're at 17th level, and he is by far the highest AC. No one else is even close, and really it hasn't been a problem. Over the next few levels I'll be throwing most of what I know at them, so I'm happy to help out. Anyway here is what we have.

He has the following equipment.

Breastplate armor +4
Shield +5
Ring of Protection +2 (deflection bonus)
Amulet of Natural AC +3 (enhancement bonus)
Dodge feat
Dexterity 14 (+2 bonus)
Shield Focus feat (+1)

That gives him an AC of 36

When he cast the following spells, he can boost that further.

Frightful Aspect (+6 to Natural AC, since the amulet is an enhancement bonus, I'm ruling that these are different bonus types)
Blessing of Fervor (+2 dodge bonus which stacks)
Holy Aura (+4 deflection bonus, but with a net of +2 since it doesn't stack with the ring)

That gives him an AC of 46. Are there any spells or items that we should be looking at to increase his AC further. Its always a fine line between cool and crazy, but we're entering mythic territory in my mind so I'm open to suggestions. Thoughts?


So here is the situation.

I’m the DM.

My homebrew campaign is at 16th level.

The PCs are operatives of an isolated legion under siege from several hostile groups. They know beyond a doubt that there is at least one spy in their midst. Their problem is that every strategy they’ve used to find him has led nowhere.

This spy has been in their midst somewhere between 5 to 10 years. His primary mission is to observe and report when he can. He is disguised as a servant to a high level officer. Even with being disguised as a different race, his disguise check has given him access to almost every area, though he cannot attend secret planning meetings.

He’s a Rogue 10/ Master Spy 10. I’ve ruled that divination spells are not locating him due to his abilities.

How would you locate him? I’m thinking that they need to bait him with a trap, but want to see if I’m missing something more obvious.

Here’s a link to his stats.

Master Spy, CR19


When this spell activates, how quickly does the new form take place? The PRD says this.

PRD wrote:
If at any point within the duration of the spell you are reduced to fewer than 0 hit points or are slain by a death effect that is not mind-affecting, you can immediately let your current physical body die and assume the record of your physical body on your next turn.

Does "immediately" indicate that it is a swift action, and thus the caster can act normally for the rest of his/her round? In other words, the caster gets wacked by Mr. Fighter and sent into negative hit points, upon his round, Mr. Psychic, reappears and . . .

A: Twiddles his thumbs because his reappearance takes up his turn.
or
B: He takes a five foot step back and casts Telekinetic Storm, sending his enemies into oblivion.

I'm leaning towards option B.


I'm currently running a campaign that is at 15th level, and we will no longer have a wizard in the group moving forward. Fortunately, the group has two clerics and an oracle (seer).

The problem I'm seeing is that the group relied heavily on teleport. I'm not seeing many options for clerics to quickly whisk the PC's around an empire until they get access to 9th level spells (Interplanetary Teleport).

Am I missing something? I don't even see any summoned monsters that can help (I'm guessing that is intentional).

Air Walk seems too slow, or maybe I'm reading it wrong. Control Winds would help that if it were a cleric spell or there was a druid in the group.

Any pointers would be helpful.


Say you have a PC or even an NPC, who created a permanent demi-plane, and he exhibits a habit of retreating to this demi-plane. How would his enemies eventually find it? A knowledge check? Commune?

The rules seem to be fairly silent, unless I've missed something. I'm also assuming that once the enemy knows the demi-plane exists, a planeshift spells will get them there.


In my next game, the group will be fighting several flying invisible sorcerers. The enemy's primary tactic is to stay at a distance of roughly 100ft and blast the group with fireballs.

I'm reviewing the invisibility rules and just thought I'd check if I'm reading everything correctly. The base DC to detect an invisible presence is 20. To pinpoint where the enemy is at is +20, so we're at 40. The distance adds another +10, so we're at 50. However, the noise of spellcasting gives a -20, so the total DC to pinpoint the enemy location for the PC's who don't have see invisibility is a 30. Sound right?


My search skills are failing me. A few days ago I someone posted a link to a guide that did an excellent job in comparing the various polymorph spells, beast shape, form of the dragon, etc, including recommendations.

Now I can't find it. I must have been reading while on my phone (which has a browser that does not allow me to log in), so I wasn't able to favorite the link. This guide is also not saved under Advice in the Guide to the Guides.

Does anyone have a link to this guide?


I ran the following scenario past my group in our last game. While no one in my group had an issue with how I ran it, another thread made me question my logic on it. Let me know if this sounds legitimate.

The PCs are 13th level, and are now emerging power players in the local region. They've unknowingly made some political enemies even though they are really just agents of the army.

In the scene the heroes just got done coming to a neighboring noble's aid. The PCs were ending the battle, and another friendly army unit appeared. The unit consisted of 6 soldiers and a commanding officer. As the allied unit approached, the officer asked what was happening, and how he and his men could assist. The PCs trusting that they were allies, spread out doing different tasks (searching for a missing kidnapped NPC, healing, etc).

The new allies were in fact a unit of traitors sent to kill the PCs by a political enemy of their commander. To date there had been no clues that such an enemy existed.

For the surprise round, I allowed the PCs a Sense Motive or a Perception check which ever was higher to notice that the soldiers appeared anxious, were gripping weapons while moving into odd positions around the remaining PCs, and watching their leader intently. I set the DC at 25 given the fact that the soldiers were in fact part of the allied army and had valid reasons to be in the area (also not a hard DC for 13th level PCs). Anyone who missed that DC didn't act in the surprise round.

Does this sound reasonable? Yes, I could give the leader feats such as Deceptive, Persuasive, or Betrayer, but I don't think they were really necessary. If I were going for a higher DC, maybe. However, these traitors were used to knocking off lower level foes, and were meant to fail after all.


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I debated on where to post this, and thought it most appropriate to place it here as I'm interested in how others think this may fit with the existing PF rules.

Some friends were telling me about 5e and I'm thinking of house-ruling a couple items.

1. All iterative attacks are just full attacks. In other words, once a PC has gained an iterative attack, use your full attack bonus rather than -5 on the 2nd attack.
2. Alter the movement rules to allow full attacks within the standard base movement. In other words, if your base speed is 20, you can move 20 feet and get a full attack.
3. In addition, one can move during a full attack up to their base speed. For example, a paladin with a base speed of 20 could move 10 feet, hit someone, and then move another 10 feet and attack another opponent. Movement would still provoke AOOs.
4. No more than 4 spells active on a PC at a time.

I'm not a fan of house rules, but I'd like this attempt at simplifying the math while adding some dynamics to combat as our group goes into 12th level and beyond.


Is there such a thing out there somewhere?

In my homebrew, I have a group that specializes in hunting down arcane casters, basically a religious sect that sees all magic that comes from a source other than divine as heretical. None of the PCs have this ability, but they'll be running into some of their fanatics soon. Just thought I'd check to see if one of the various supplement books has come out with something like this that I missed. I don't think I've missed it, but just in case . . .

Other than that, they have the Inquisitor feat from the Nyambe campaign setting.


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I'm rebooting an old campaign for a new group, and I thought I'd share the updated stat blocks for comments and suggestions.

Here is a Centaur War Priest, who is leading a war party into territory protected by the PCs.

Centaur War Priest..


So I just got my copy of the ACG, and I didn't see a discussion on this yet.

Slayer Talents: I see that the Slayer can get some of the Rogue Talents. However, I don't see anything that would allow a Rogue to get Slayer talents. Did I miss something?

Feats: Some of the feat prerequisites seem odd to me. Kick Up, for example, has prerequisites of Dex 12, Acrobatic, Acrobatics 1 rank, Slayer level 1st or swashbuckler level 1st. This is also a combat bonus feat. So if I'm reading this correctly, this is only really available to Slayers and Swashbucklers. Those who wish to pick this as a combat bonus feat, would need to dip a level into one of these two classes. Correct?


We are just about to start Racing to Ruin. To my surprise, the PCs are looking to align themselves with the Red Mantis faction.

In my mind, the Red Mantis have one primary goal, and that is to find the artifact. I had originally planned to have them create a base to slowly explore the city, and occasionally come into conflict with the other factions. I was toying with the idea of having them be the first faction to make an alliance with the lillend. Once the artifact was located, I had originally planned on having them leave.

Now that the PCs, may be with them, I kind of feel like the Red Mantis would most likely kill off the PCs to prevent loose lips. I don't think they'd have a big interest in exploring the rest of the city, and certainly would have no interest in a regular base of operations.

Any ideas or thoughts on how this could pan out?


I’d like to get some input on my Huntmaster Cavalier that I’m playing in Kingmaker. Please limit the spoilers. We played the first session, and I’m realizing that I may want to be more mobile and re-think my feats over the next few sessions. My stats are Str 18, Dex 12. As a human I have two first level feats and I took Power Attack and Furious Focus. For my Tactician feat, I took Lookout. We have a Divination Specialist Wizard in the group, so this goes well with his ability to act in a surprise round.

At the moment, I’m fighting with a battleax, shield in the off hand. I’m one of two with the primary role of dealing damage. The elven ranger does a bit more with his elven curveblade, and I expect him to usually outdo me in damage, which is fine.

We just hit 2nd level.

My original plan was to take feats in the Power Attack tree like the following.

3 = Cleave
5 = Improved Overrun
6 = Cleaving Finish
7 = Leadership

I realize some of these feats are situational (adjacent targets), and I was fine with that.
However, I didn’t realize how useful mounted combat could be in this AP. I could have used a mount in most of the encounters we faced. I’m considering the following progression instead.

3 = Mounted Combat
5 = Ride By Attack
6 = Spirited Charge
7 = Leadership

Yes, there may be situations where I can’t use the horse, BUT when I can use it, the character could shine. And this may be the first AP I’ve played where these feats see some use. With my low Dex, heavy armor is in the future too. Riding a mount could really help with the speed issue. Since I took a hound as my animal companion, I don’t think there is a way to add a horse companion with RAW.

1. Any thoughts on the feat progression above?
2. Is anyone aware of feats / abilities to keep a mount alive as we gain levels?


I'd like to play the Hound Master archetype, but ultimately, I only want to have the hound as my companion. I don't want the other things that come with the archetype (Pack Tactics, Expert Handler, Go for the Throat, Kill Command). I'd rather have the hound as the companion that levels up as I do, and gain the other Cavalier abilities as I gain power. Does anyone see problems with that? For some reason, I think I'm breaking a rule, but I don't see it.


We already have quite a bit of information on this AP, but are there any other teasers out there?

We know from James Jacobs;

Quote from World Wound Title Thread wrote:

As many of you may have heard, next Gen Con, in 2013, at August, we'll be launching a new adventure path set in the Worldwound.

This adventure path will...

•...be one where you fight a lot of demons, and may or may not get to face off against a demon lord... or maybe even demon LORDS...

•...be a great opportunity for players to play GOOD guys... especially good aligned clerics and paladins and the like...

•...have strong themes of redemption...

•...strongly utilize elements from the upcoming Mythic Adventures rulebook, and will give you a chance as players to play mythic characters and a chance as GMs to run mythic villains...

•...and will have MUCH MUCH MORE!

We also have the working titles.

Titles:
•PART ONE: The Worldwound Incursion

•PART TWO: Sword of Valor

•PART THREE: Demon's Heresy

•PART FOUR: The Midnight Isles

•PART FIVE: Herald of the Ivory Labyrinth

•PART SIX: City of Locusts
.

What else do we know about this AP?


Maybe I missed it, but is there a mechanic or advice for playtesting with a solo character? I seem to recall it being mentioned that Mythic rules would include an option for single PCs.


I just want to make sure I understand this feat correctly. Am I correct with the following?

Say we have a fighter with the following

Fighter, Level 11
Feats include: Two Weapon Fighting, Improved Shield Bash, Shield Slam, Shield Master, Shield Focus, Double Slice
Str = 16, Dex = 16
AC = 25 (Breast Plate Armor +1, Heavy Shield +2)
She fights with a long sword +1

Before Shield Mastery her attacks would have been
Longsword +11/+6/+1 and Heavy Shield +9

Once she gains Shield Master, her Two Weapon fighting becomes
Longsword +15/+10/+5 and Heavy Shield +16
And AC is retained at 25

OR are there still penalties for fighting with something other than a light weapon in your off-hand?
In this case if would be
Longsword +13/+8/+3 and Heavy Shield +14 ?


What are your thoughts on this group’s chances of successfully completing a Pathfinder AP? Is there any Pathfinder AP where this couldn’t have conceivably worked?

I don’t get to play very often as most times, I’m the DM. For one of the upcoming campaigns we are thinking of playing an all fighter party. The idea is to be a group of ex-military, mercenary types, reminiscent of the The Black Company. We are out for hire and operate under our own code. At the moment, I’m looking forward to playing this group through either Reign of Winter or Wrath of the Righteous.

I really don’t want this to be a discussion on whether fighters are better than casters. I actually like playing casters too. Someday, I’d like to run an all arcane caster party too. However, I can’t think of a scenario in a Paizo AP that necessitates one type of class to be present.

I’m specifically calling out Pathfinder Aps since I’m not familiar with Shackled City, Age of Worms, or Savage Tide. I’ve read through RotRL, CotCT, SD, Lof, Serpent’s Skull, JR. I’m also somewhat familiar with Council of Thieves and King Maker, but only as a player.

But here is the group that we are considering.

1. Fighter, Archer Archetype
2. Fighter, TH Weapon Archetype
3. Fighter, Tactician Archetype
4. Cavalier, Houndmaster Archetype

The Tactician and the Cavalier are our “intellectuals”; decent INT scores, well-read, knowledgeable. Between them, they have ranks in UMD, Diplomacy, and various knowledge categories.

With all that said, please let me know you’re thoughts. I know that we won’t be seeing the RoW or RotR APs for some time so it is impossible to say what challenges will be there. However, based on what we know of past APs, I’d think this would be a fun challenge. . . . unless I’m forgetting some big pitfalls.


I just want to make sure I'm reading this correctly. Basically, the earliest a fighter could get this feat is 5th level correct?

Among the prerequisites (Combat Expertise, Dodge, Mobility, Spring Attack), Spring Attack lists a prerequisite of a +4 base attack bonus. Well, if you can't take that feat until 4th level, Spring Attack takes up the fighter's 4th level slot, forcing the fighter to take Whirlwind Attack at 5th level. Am I missing something?

Otherwise a human build could look like this.

1st = Power Attack, Combat Expertise, Dodge
2nd = Mobility
3rd = Furious Focus
4th = Spring Attack
5th = Whirlwind Attack


How much do we know about the Reign of Winter AP?

As far as I can tell, it has . . .
1. Baba Yaga
2. Some planet hopping
3. 1.5 or so issues in Irrisen.
4. The title of the final adventure is "Rasputin Must Die!"

Is there more information floating around that I can't find?

For some reason, this feels like it has the potential to be a really crazy, over the top, grand adventure, or at least I'm hoping.

Thanks.


I thought I saw a feat or an archetype or something that provided a cleric the ability to obtain a familiar, and eventually an improved familiar like an imp. I can't seem to locate it. Can anyone point me in the right direction?

If more specifics would help; in my homebrew, I have a cult that worships a pantheon of demonic-like immortals. They are rather ancient egyptian-like in culture. I'd like higher level priest to be able to have a imp or quasit familiar if I can make it fit. If not, I can create some kind of prestige class.


I have a player who wants to play this archetype, and I just want to make sure I'm advising him correctly on his character. I've never had a summoner in a game, so this is all a bit new.

I should also mention that this a group of new players. They've played 4e, but not PF.

He has a gnome summoner with a biped eidolon. He used his evolution points for extra arms, and claws for those arms.

The concept at first was that the gnome would typically carry a sword, and when the eidolon was present the synthesist would be able to attack with the longsword as a twohanded weapon and two claw attacks.

Now here is my understanding of the situation.

If the gnome has the longsword, is it useable by the eidolon? From what I'm reading, this is possible. However, since he/it doesn't have the multiweapon attack feat, the sword attack would be at a -6 penalty, and the secondary claw attacks would be at a -10 penalty. Furthermore, since neither gnome or eidolon have martial weapon proficiency, another -4 is tacked onto attacks with the sword.

Even if he dropped the sword, he would still be at a -2 on the first claw attack, and -5 on the remaining 2 attacks. Even though he has 4 arms, he's capped at 3 attacks until a higher level.

Am I missing anything here?


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Paizo – Thank you for another great AP. We finished this one a few weeks ago.

This AP was pretty exciting and offered a lot of interesting twists for my players. Of course the game was improved by all the advice found on these forums as well. With that in mind, I jotted down a few thoughts, and hopefully someone will find them helpful. I’m going through almost two years of notes which aren’t always in order, so please forgive me if these aren’t in a good order.

Problems. Keep in mind these would be considered small problems.
1. Jackal’s Price – This book was a cakewalk for my PCs. They weren’t challenged in the slightest. Luckily Zayifid survived the first book and caused trouble throughout most of this installment. Yes, my group was a bit high on the power scale, but it was really noticeable here.
2. Jackal’s Price – The end was way too convoluted. I couldn’t pull off the Denizen of Leng and why he was there. It just didn’t make sense when we played his scene and then releasing that spawn-thing to kill Father Jackal didn’t make sense either.
3. Leaving Kakishon – This had quite a few problems. The easiest solution is to kill all non-native beings. This was a big problem for my good-aligned group. Negotiating between groups was not very easy or set up well in the book.

IF I were to do this AP again.

1. I’d add at least one opponent riding a flying carpet. I know there was a flying carpet in there somewhere as treasure, and I’m a big fan of opponents actually using the treasure they have. I’m surprised at myself for not taking the time to move that treasure to an opponent who would make good use of it. Flying carpets seem pretty thematic for an “Arabian Adventures” theme. So yes, I’m kicking myself for not adding a BBEG riding a carpet.
2. I’d add some class levels to a few Salamanders. There are quite a few salamanders in this AP that will be easily trod under foot. One of my favorite encounters in Temple of Elemental Evil was a blackguard salamander. This guy toyed with the PCs for a long time, creating a really memorable encounter. This doesn’t happen in LoF except for Lesaar, but of course, he’s not an enemy.
3. Insert Assassins Guild – I’d go back and change parts of the Jackal’s Price to make his organization an assassins guild, along with a grandfather of assassins.
4. Add a chained red dragon in the Impossible Eye. It was a big let down to force the PCs to negotiate with the red dragon at the end. That was the only dragon in this AP. (I might have added one into Kakishon). I’d rather get rid of one of the factions in the palace and replace it with a dragon/guard dog that roams a large portion of the palace, something too strong to be confronted at first, but that can eventually be taken out as the PCs explore.
5. Add class levels to some of the efreet. The PCs enter Kelmarane to confront Jhavhul’s armies and find janni? The number of efreeti in this book is a little low.

Things I did wrong? (I can’t count them all)

My PCs hated the pugwampi’s, but I thought they were really fun and rather harmless. Then I read about one particular gnoll who was an outcast and had a following of pugwampi followers. After the PCs freed Kelmarane in the first book, I set up a scenario where the Carrion King sent this gnoll ranger with his pugwampi followers to kill the PCs. The PCs encounter him as they are exploring the Kelmarane environs. He appears at the end of a box canyon and as the PCs charge, they are surrounded by pugwampi archers (but within range of their bad luck aura). The gremlins do little damage of course, but the PCs couldn’t get off a successful attack. In the meantime, the gnoll archer is filling them with arrows. I had a TPK that was only mediated by the sudden arrival /notice of Pazhvann.

Other Cool Stuff

I mentioned this earlier, but it didn’t take long to realize the PCs were too powerful for many parts of this AP. However, this was actually a bit liberating in some ways. Yes, I mentioned earlier that the PCs walked over most of the encounters. However, knowing that a few encounters wouldn’t be a challenge, allowed me to be more devious in my tactics. Several times the PCs weren’t very careful, so an entire complex would come after them once the alarm was raised.

The downside of this? A few of the tough encounters took them by surprise. Obherak and Jhavhul come to mind. But I’ll try to mention things in order.

We enjoyed the role of the Moldspeaker’s role throughout the campaign. That was an awesome addition.

Zayifid was extremely hard to kill. I used him to rally opposition to everything the PCs did on their way to Katapesh. In some ways this was needed to maximize the deadliness of the enemies in Jackal’s Price.

Blogog the goblin – Another thorn in the PCs side. They knew he was no good, but he had information they wanted. They reluctantly sided with him knowing he’d stab them in the back. And he still got away with it. Once he betrayed the group, he’d scout them out and constantly bring guards and opponents their way. It was beautiful.

Lesaar – He was kind of cool, but the group had the hardest time trying to get him back to his home plane. If there was an easy way for the group to do this, then I missed it. They ended up casting invisibility on him a lot and eventually got him to Rayhan. His connections sent the salamander home.

The Siege of Kelmarane – I added this event. Zayafid survived the House of the Beast. Before the PCs could leave Kelmarane to see Rayhan, they found Zayafid blockading the village with a very large djinni and a tribe of gnolls.

Shopping in Katapesh – The PCs had very few opportunities to buy anything up to this point. I also dropped hints that they may not have many opportunities to shop or make magic items in the future. Allowing the Moldspeaker to add the Holy enchantment to Tempest may have been a mistake, but it didn’t disrupt things too badly.

Rayhan - He was fun too for some reason. I got into the role of the old know-it-all scribe. He got sucked into Kakishon with the PCs, and met a tragic end when they encounter the dragon turtle.

Hunt for the Golden Ram – This was great. I used everything that magical goat had. The players looked disappointed when they saw it running across the water to another island, but I think they enjoyed it too.

Delix – She was another wonderful NPC. Unfortunately, she fell to the magma trap in Jhavhul’s palace.

Shazathared – The foreshadowing for this NPC was great. I think the PCs really wanted to adventure with her, or for her after the AP.

The Final Wish – The party had done a pretty good job up to this point, so I was fairly generous with the wishes. They were behind on XPs a bit and should have been 15th before they met Jhavhul, but they were also overpowered by that point.

Check out the Obituaries for the final ending.

Go to Legacy of Fire Obituaries.

Thanks again, Paizo.


For example, the party finds a potion of Cure Serious Wounds. The spell itself can cure 3d8 plus up to +15. But it could be as low as +5 to the roll, a significant difference. I thought I saw the rule for this somewhere, but I can't locate it.


Has anyone continued with the hooks at the end of this AP? If so, what did you do, and how far did you go?

One of my groups is nearing the end of this one, and I'm debating on writing up additional adventures for them IF they survive.

If you have plot outlines or villain stats please share them as well.


I noticed that in the announcement for PaizoCon 2011, Dave Gross is credited with "Master of Devls" along with "Prince of Wolves". I can't seem to locate information on the first book. Is this a new novel for Pathfinder?


I was thinking of making a Free Hand Fighter from the APG. Is it possible to go with Two Weapon Fighting and Improved Unarmed Strike (for the free hand) as an option for this archtype? The way I'm reading the rules, this should be OK, and still be able to use the benefits of this archtype.


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I've read a few comments about swapping out feats. Is there anything in the rules stating that feats can be traded out as a PC gains levels?

I can't seem to locate anything to support this being possible. I'd like to swap out some poor feat choices for a fighter, but we're trying to stick to RAW as much as possible.


Any news to share with those who couldn't attend?


I've always had sprites and half-giants as PC races in my homebrew. However, I've always tweaked with the stats, and for a while I used the races from Monte Cook's Arcana Unearthed as a 3.5 substitute. In the past, we added ECL or used the racial levels from AU. However, with Pathfinder, I'd like my Sprites to be tiny flying beings from level 1, and I'd like my Half-Giants to be 9 to 10 ft tall humanoids with Reach.

Here's my stab at making them a PC race and PF compatable, and I'd love some feedback. Do these seem too out of line? Would they really upset the powerlevels in a game?

Sprites

Sprite Racial Traits
+2 Dexterity, +2 Charisma, -2 Strength: Sprites are quick and have powerful personalities, but they are physically weak.
Tiny: Sprites are Tiny creatures and gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a -2 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +8 size bonus on Stealth Checks.
Movement: Fey have a base land speed of 20 feet. However, they have a flying speed of 30 feet
Low-Light Vision: Sprites can see twice as far as humans in conditions of dim light.
Magic Affinity: Sprites receive a +2 bonus on Spellcraft skill checks
Weapon Familiarity: Fey are proficient with all bows and treat any weapon with the word “fey” in its name as a martial weapon. Sprites must use Tiny-sized weapons.
Languages: Sprites begin play speaking Common, and Sylvan. Sprites with high Intelligence scores can choose from the following: Draconic, Giant, Celestial, Abysmal, and Reptilian.

Half Giants

Half-Giant Racial Traits
+2 Strength, +2 Wisdom, -2 Dexterity: Half-Giants are not nimble, but they are strong and tend to reflect the wisdom of their giant ancestral heritage.
Large: Half-giants are Large creatures and have a -1 penalty to AC due to their size.
Fast Speed: Half-giants have a base speed of 40 feet.
Giant Blood: Half-giants count as both humans and giants for any effect related to race.
Reach: Half-giants have a 10 foot reach.
Natural Crafter: Half-giants receive a +2 bonus on Craft skill checks.
Languages: Half-giants begin play speaking Common and Giant. Half-giants with a high intelligence can choose any languages they want (except for secret languages, such as Druidic).


Can you please cancel my Roleplaying Game subscription? Please leave the Adventure Path subscription in place. Thank you.


I've been lucky in that I have one group that is half-way through this AP, and another that is about to start soon. For the 2nd group, I've decided that I'd like to expand upon things a bit, and maybe use a slow XP progession.

However, it has been a while since I've written up monsters with PC stats. Following is Hakkur, the leader of the Three Jaw Tribe. I didn't have stats for a Flind so I just used the stats for a gnoll/barbarian. Does anyone see any major glaring errors?

Hakkur CR6
XP 2,400
Male Gnoll Barbarian 5
CE Medium Humanoid (gnoll)
Init +5; Senses darkvision 60ft.; Perception +2
Defense
AC 18,
hp 58 (2d8+2) + (5d12+15)
Fort +11, Ref +3, Will +5
Offense
Speed 30 ft.
Melee Greataxe +11/+6 (1d12+8, x3)
Ranged Spear +7 (1d8+5)
Statistics
Str 20, Dex 12, Con 17, Int 8, Wis 13, Cha 6
Base Atk +6; CMB +11; CMD 22
Feats Power Attack, Cleave, Iron Will, Improved Initiative
Skills Acrobatics +9, Climb +13, Intimidate +6, Perception +11, Survival +9
Languages Gnoll
Environment warm plains or desert
Combat Gear Great Ax +1, Potion of Cure Moderate Wounds Other Gear Studded Leather Armor +2, , Cloak of Resistance +1, Ring of Protection +1

Special
Raging (7 rds per day)
AC 16, Melee Greataxe +13/+8 (1d12+11), Will +7


We finished RotRL last weekend. Thanks Paizo for putting together a great AP.

The Ending

Spoiler:
The heroes were having a rough time with the Pinnacle of Avarice. They were soundly repelled after the first assault. They then tried a different route. While flying, the PCs used Passwall spells to access the tower's interior. They waited several days before attempting this, and eluded forces hunting them in the lower city. When they chose a random section of the tower to infiltrate, they happened to choose the Reliquary. While two of the invisible and flying heroes evaded the harridans, the cleric moved to the mysterious looking crystal and attempted to smash it. The tactic caught Karzoug (and the DM) off guard as the Runelord had little warning of the hero's new assault. The heroes won the intitiative and the fight in quick yet satisfying finale.

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