Duergar Hammer

Guy Ladouceur's page

Goblin Squad Member. Pathfinder Adventure Path Subscriber. 254 posts (255 including aliases). No reviews. No lists. 1 wishlist. 1 alias.




Pathfinder Adventure Path Subscriber

I have a question involving the Paizo Advantage as I went into my cart to by two Paizo PDF's and did not receive any discount. It states in the email sent out to your customers "Subscribers who already have Paizo Advantage from their Adventure Path subscription will continue to get it as long as their subscription remains active." So quite simply will I continue to receive the Paizo Advantage or not?

thanks,
Guy Ladouceur


Pathfinder Adventure Path Subscriber

I was interested in the Mythic Monster Manual Hardcover from Legendary Games and that option is not available for this book but is for others. Please let me know if I have the ability to just buy the book.

thanks,
Guy Ladouceur


Pathfinder Adventure Path Subscriber

When a medium creature is caught in the air elementals whirlwind attack can a spiritual weapon still attack the creature caught up in it? I would say no due to the rule if it touches the ground the caster doesn't have a visual due to debris but what about in the air?

If the whirlwind’s base touches the ground, it creates
a swirling cloud of debris. This cloud is centered on the
creature and has a diameter equal to half the whirlwind’s
height. The cloud obscures all vision, including darkvision,
beyond 5 feet. Creatures 5 feet away have concealment, while
those farther away have total concealment.


Pathfinder Adventure Path Subscriber

If you are affected by a reverse gravity spell and you pass the dexterity save ( due to hanging on to a wall) how is your movement affected? On the other hand if you have nothing to hold on to and you either are floating in the air or touching the ceiling after take damage from the spell how is you movement affected?


Pathfinder Adventure Path Subscriber

I purchased 6 PDF's and was billed for them yet they have not come out of my cart nor are they in my digital content area. Here is a list of the 6 items and if you need proof of purchase let me know.

Items in Your Cart—To Buy Now

Product

Quantity

Price Each

Total Price

Pathfinder Campaign Setting: Distant Realms PDF
Paizo Inc.
Will be added to your My Downloads Page immediately upon purchase of PDF.
Remove Save for Later $15.99
$13.59 $13.59

Pathfinder Campaign Setting: Inner Sea Taverns PDF
Paizo Inc.
Will be added to your My Downloads Page immediately upon purchase of PDF.
Remove Save for Later $15.99
$13.59 $13.59

Pathfinder Campaign Setting: Nidal, Land of Shadows PDF
Paizo Inc.
Will be added to your My Downloads Page immediately upon purchase of PDF.
Remove Save for Later $15.99
$13.59 $13.59

Pathfinder Player Companion: Merchant's Manifest PDF
Paizo Inc.
Will be added to your My Downloads Page immediately upon purchase of PDF.
Remove Save for Later $10.49
$8.92 $8.92

Pathfinder Roleplaying Game: Planar Adventures PDF
Paizo Inc.
Will be added to your My Downloads Page immediately upon purchase of PDF.
Remove Save for Later $9.99
$8.49 $8.49

Psionics Augmented: Voyager (PFRPG) PDF
Dreamscarred Press
Will be added to your My Downloads Page immediately upon purchase of PDF.
Remove Save for Later $4.99 $4.99

Subtotal (6 items) $63.17

thanks,
Guy


Pathfinder Adventure Path Subscriber

When a medium character has readied an attack against a larger creature with reach and the conditions for the readied action are when the creature attacks the character I know that the character could make a 5' move and attack with their readied action. What I am wondering is can the character attack the large creature when the creature is using its reach to attack the character and the character doesn't move but the reach of the creature allows its natural attack/weapon to enter the characters square.


Pathfinder Adventure Path Subscriber

I would like my subscriptions cancelled for both the adventure path after issue #126 and my maps subscription simultaneously. I will be back just not interested in this up coming adventure path.

thanks,
Guy Ladouceur


Pathfinder Adventure Path Subscriber

For whatever reason I have not received my May order to date and the worst part is the e-mail that was sent to me was on my birthday.
Dear Guy,

A package containing 2 items from Paizo Order #4310969 is expected to ship from the Paizo warehouse by Friday, May 26 via Standard Postal Delivery, estimated 7 to 11 business days in transit.

Shipping Address:
Guy Ladouceur
1703 Westminster Blvd.
Windsor, ON N8T-1X2
Canada

The following products are included in this shipment:
1 x Pathfinder Flip-Mat: Airship
1 x Pathfinder Adventure Path #118: Siege of Stone (Ironfang Invasion 4 of 6) (PFRPG)

This order has been processed and finalized for shipment. It can no longer be altered.

You may view your order online at
https://secure.paizo.com/paizo/account/orders/v5748a8i4hvw9

You may download Pathfinder Flip-Mat: Airship, Pathfinder Adventure Path #118: Siege of Stone (Ironfang Invasion 4 of 6) (PFRPG) at https://secure.paizo.com/paizo/account/assets

Thank you for your business.

Best regards,
Paizo Customer Service
customer.service@paizo.com


Pathfinder Adventure Path Subscriber

Just wondering when a monster (say a wolf) gets a chance for an attack of opportunity they would take their bite but do they also receive a chance to trip their foe or must they choose one or the other. I ask because under combat maneuvers it states ("While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action.") and so no PC would get both attacks during an AoO why would any creature receive the added bonus.


Pathfinder Adventure Path Subscriber

Please cancel my Pathfinder Roleplaying game ongoing Subscription as the Canadian dollar is so low its killing me. I will be buying only the pdf's for now.

thanks,
Guy Ladouceur


Pathfinder Adventure Path Subscriber

I am looking for a way in which the Monk class has the ability to sustain his/herself threw Ki points, feats or any other means so as not to need food and/or water.


Pathfinder Adventure Path Subscriber

Reading the rules for being removed from the Collective or actually forcefully dropping the Collective seem to be clear, but I am just wondering why if you are Confused would the collective not automatically drop.

For confused I could see if the role was "act normally" you would have no problem not being ejected or not having to drop it, but if the character were babbling incoherently how could it truly keep up or participate in the collective.

I ask because if confused are you truly a willing participant. For that matter if you attack the closest creature and that creature is the Vitalist or Tactician how could you truly be a willing participant if your are attacking that creature in which you are part of their collective.

For that matter what about Feeblemind.


Pathfinder Adventure Path Subscriber

As I read the Steel Hound Archetype, I want to be clear on the use of deeds in relation to this class. Do to receiving Amateur Gunslinger feat, it allows you to receive one 1st level deed immediately. Then at forth level you receive the "Shot in the Dark" deed in which you can use as long as you have one grit point. Finally, you can start to choose deeds at 11th level, as long as you switch them for an investigator talent but the deed is at the Investigators level -4.
Is this the correct interpretation of the rules or am I reading something improperly.
Also the "Packing Heat" Steel Hound Archetype ability says you lose poison use @ second level but it states under the investigator that you receive "Poison lore, poison resistance +2" at second level, so do you lose both abilities or just one for the switch out.


Pathfinder Adventure Path Subscriber

I have a couple hundred miniatures that I am looking to sell if anyone is interested


Pathfinder Adventure Path Subscriber

1 x Pathfinder Adventure Card Game: Fortress of the Stone Giants (Rise of the Runelords Adventure Deck 4) @ 16.99 = $16.99
(Moved to sidecart)
Can you remove this from my side cart I am going to go with a subscription of the card game instead.

thanks, Guy


Pathfinder Adventure Path Subscriber

I am here to stat my argument on the rules in question and ask for opinions and clarifications if need be.
Rules: Quickened spell
You can cast spells in a fraction of the normal time.

Benefit: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.

Level Increase: +4 (a quickened spell uses up a spell slot four levels higher than the spell's actual level.)

Casting a quickened spell doesn't provoke an attack of opportunity.

Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not more than 1 full-round action, without increasing the spell's casting time.

Counterspell:Counterspelling Metamagic Spells: Whether or not a spell has been enhanced by a metamagic feat does not affect its vulnerability to counterspelling or its ability to counterspell another spell (see Magic).
How Counterspells Work

To use a counterspell, you must select an opponent as the target of the counterspell. You do this by choosing to ready an action. In doing so, you elect to wait to complete your action until your opponent tries to cast a spell. You may still move at your normal speed, since ready is a standard action.

If the target of your counterspell tries to cast a spell, make a Spellcraft check (DC 15 + the spell's level). This check is a free action. If the check succeeds, you correctly identify the opponent's spell and can attempt to counter it. If the check fails, you can't do either of these things.

To complete the action, you must then cast an appropriate spell. As a general rule, a spell can only counter itself. If you are able to cast the same spell and you have it prepared (or have a slot of the appropriate level available), you cast it, creating a counterspell effect. If the target is within range, both spells automatically negate each other with no other results.

Ready Action:Ready

The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action. It does not provoke an attack of opportunity (though the action that you ready might do so).

So here is the question, that in my view the rules are grey (at best) in their explanation of the interaction of quickened spells interacting with counterspells when the quickened feat has been added to any given spell in question.
Can a standard spell counter a quickened spell when you incorporate the time factor into the equation.


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Pathfinder Adventure Path Subscriber

I truly don't believe we need a 2nd edition to the Pathfinder RPG but I am always interested in better rules to retrofit into my existing game. For that reason I am asking other gamers on their opinions on how to improve this great system that we enjoy playing.
I have many rules I have added/changed to make the system better(in my opinion) one being adding Dreamscarred Presses Psionic system into our groups gaming experience, please share yours.
Our group has all incorporated the Rules from Rogue Glory (Drop Dead Studios)so as to make the Rogue a viable class in which to play.


Pathfinder Adventure Path Subscriber

I am not interested in the Goblins Comic Books so I want my subscription cancelled. I will order the ones I want as they come out.

thanks, Guy


Pathfinder Adventure Path Subscriber

It seems strange that the Bloodrager can only cast when raging, for the class has a limited amount of time to rage and should therefore be using that time in melee. So why then would they be casting when they cleary are better optimized for melee combat during this time.

The other thing about casting while in Bloodrage is it states "While in bloodrage,a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly,Intimidate, and Ride) or any ability that requires patience or concentration". So how then should they be able to cast when so limited with other concentration abilities. If your going to say because of their blood casting ability maybe they should only be able to cast offensive based spells do to the anger that the class is unleashing.


Pathfinder Adventure Path Subscriber

Our group has recently discussed dividing the combat round in half, due to the fact that a character can due two actions before another can due even one. We are back and forth on trying this due to the cost (in real time) that will be incurred, but seems like it could add some fairness within the combat round itself. I am wondering if anyone out there has tried this, and if they have what were their findings.


Pathfinder Adventure Path Subscriber

When Spell casters regain their spells I thought that it was universal that they all needed 8 hrs of rest before hand. This only seems to be spelled out under the “spell” section for character creation under Wizards, not Clerics, Sorcerers or Bards, is this truly the case or am I missing something .


Pathfinder Adventure Path Subscriber

What program do you need to open up this PDF for I tried to open the free promo pack and my Adobe would not support it.


Pathfinder Adventure Path Subscriber

A Wizard owns a "Glove of Storing" in which he/she stores his/her "Rod of Quicken". The Wizards gets into a combat situation and calls for the Rod of Quicken from the glove (free action) then uses the Rod to cast a Quickened spell (free action) then casts another spell (standard action) then moves (move action).

Why I am asking this is under quicken spell it states you may only do one per round along with another spell and a move action. I'm just wondering by calling forth the staff from the gloves is that equivalent to a quickened spell or is that a fair round of action.


Pathfinder Adventure Path Subscriber

Our group is in the process of playing the revised version of the” Rise of the Runelords” A.P. and while fighting in the second level of the Thisletop dungeon the party was divided up due to the Yeth Hounds special howling attack. Well it ends up with the Barbarian meeting up with Lyrie Akenja at which point Lyrie casts a sleep spell on the Barbarian and he goes out. Well Lyrie tries a Coup de Grace on the Barbarian and I role two 1d4’s which both come up as 1’s (Lyrie’s damage is 1d4-1) minus the -1 per die leaves me with 1 hp of damage to the sleeping barbarian that has DR of 1.
My question is, in the spell it states slapping or doing damage to a sleeping creature wakes the creature up. With no damage being done do I deem the coup de grace attack as an equivalent of slapping, not to mention is slapping considered nonlethal damage and that is why a creature can be woken from this action?

PS. It states you can only do a coup de grace with a melee weapon and if so would that include a Druid's flame blade or are all spells incapable of doing this type of an attack.


Pathfinder Adventure Path Subscriber

When casting mass spells (example heal, mass pg 294) it states under Targets “no two of which can be more than 30-ft apart”. So when I as the GM look @ “Aiming a Spell” (target or targets pg 213) it states a couple very important pieces of info. First being “you must be able to see or touch the target” and second “some spells allow you to redirect the effect to new targets or areas after you cast the spell. Redirecting a spell is a move action that does not provoke attacks of opportunity”.
So by casting this heal, mass spell it’s basically saying that you can cast the initial spell on yourself or another character within 25’+5’ ft per two levels and as a move action you can heal one more character. So at the end of the day to heal your party of 6 it would take the Cleric 3 full rounds.
Due to the nature of other spells such as Haste & Horrid Wilting these rules would also apply, correct.


Pathfinder Adventure Path Subscriber

I was just wondering (with Golarions Solar System to be mapped out early next year) if anyone out there has converted the Spellweaver over to Pathfinder's rules system.


Pathfinder Adventure Path Subscriber

I have hundreds of metal minis that I'm planning to sell. Could anyone tell me the best place to advertise these. Thanks


Pathfinder Adventure Path Subscriber

I have a mountain of 2nd Edition D&D books that I am looking to get rid of and I'm wondering where the best place to sell them online is. Some are in excellent condition, most are in good condition, and a some are showing some wear. I have taken pictures of all the books and am in the process of typing in titles of each, though all but a few are easily recognizable via the pics. If anyone could help out it would be appreciated.


Pathfinder Adventure Path Subscriber

I’m just wondering how GM’s and players perceive and/or layout the passwall spell. The overall mechanic of the spell is very easily understood but the actual perception of the spell once cast is not. With that said, I am wondering how some other players actually lay the spell out. For instance, do you just make the material the passwall spell has affected simply disappear for the duration of the spell? If not do you make the material transparent so you can see that the material has been affected by the spell? Finally, would the material affected still look solid but you can walk through it just like an illusion? The last instance would double your characters movement each square and in my mind hamper the overall use of the spell. Hope to here back from others who could throw their two cents in the pot.


Pathfinder Adventure Path Subscriber

In the description of Feeblemind it states that an intelligence of 1 is roughly what a lizard has and so we decided to find out what else has an intelligence of 1. Well under intelligence in the Players Handbook it states that camels and carrion crawlers also have an intelligence of 1. Well that got us to thinking how the Ranger in the party that had just got Feebleminded would cope and how he could protect his allies while in this state (as stated under the spell description).The agreement that our party came up with, was like the animals with an int. of 1, which only use their natural weapons, the Ranger would also only be able to use his natural weapons (in this case his fists). We figured that a creature that cannot communicate or understand languages, along with many of the other penalties (as stated in the spell description) due to the spells effects, should not be able to use any weapons, for other creature with this int. couldn’t.

My question to GM’s and players for that matter is should the character in question be able to use weapons or any other type of items that are not totally int. based, and if they could, should there be any negatives? I just don’t want this to be to harsh of a restriction, or does this truly fall in line with what other creatures of this int. can handle.


Pathfinder Adventure Path Subscriber

Classes

Well our group has been talking about the two different game systems and have come to some conclusions on where we are going with them. Here is what we have come up with so far during our own play testing.

We are thoroughly enjoying all the fighter classes along with the Bard, Monk, and Rogue classes that Paizo has revamped. We all felt that they had to be powered up, though the Rogue to a lesser extent. So we have decided that we will play these 7 classes out of the Pathfinder Handbook and hope the Official Pathfinder Handbook in August keeps these classes pretty much the way they are.

Now the four spellcasters are a different story, with three of the four we have decided to make them into hybrids of both systems, let me explain.

The Druid for starters will have no changes from its 3.5 roots, for we are all happy with that class.

The Cleric will stay the exact same except for one change, his/her Turn/Rebuke Undead will instead be switched over to Paizo’s version, being Channel Energy for it is a far faster and better utility in our minds.

Neither of these two classes shall receive an unlimited amount of orisons for as far as we see it, they are not in need of them, they have enough that they can do @ low levels and are near useless @ higher levels.

The Sorcerer and Wizard will also follow the rules in the 3.5 system except that they will both receive D6 for hit points and unlimited cantrips.
We decided to go this way for many reasons, but @ the end of the day we found that the only real problems with these classes were @ low levels and we hope this will fix those issues.

The Psion will stay out of the 3.5 system, except for a couple of minor changes. The Psions hit points will become D6 and one of their first level powers will be pulled out of the 1st level list and another would be made up and become at will powers, these two being detect psionics and psychic move (mage hand).

The Psychic Warrior will also come from the 3.5 system except they will have D10 for hit points and have the fighter’s BAB.

Races

Though we all don’t believe that ECL is the best way to go we also don’t like Paizo’s way of dealing with the races and for backwards compatibility resons we stayed with 3.5’s version on this.
We did change the Half-orc to +2 st,-1 int &cha.

Skills & Feats

We decided to go with Paizo’s version of the skills system for we have found it to be a better overall system.
Until Paizo puts together enough feats for our liking we will use a mixture of both systems

Spells/Psionics

For now our plan is to stay with the 3.5 spell system @ least until August and probably (due to amount of material in 3.5) longer, the way it looks.

One of the new ideas were trying, due to our overwhelming enjoyment of Psionics is divide Arcane magic, Divine magic and Psionics into their own entities.

Now don’t get upset yet, please keep reading and see what you think.

Do to all that talk about Psionics as of late we decided to put together our own little system that @ the end of the day could easily add other types of energies without any problems.

We wanted to show in game mechanics as well as in flavour that there could be some differences yet for the most part nothing would change, here are some examples on either side.

Any type of detect invisibility or anything that is focused on one thing works exactly the same between all 3. Thus a Psions invisibility is seen by a Mages detect invisibility spell.

Areas that were dead magic or null psionic zones become “DEAD ZONES” and none of the three energies work within. The same is to be said with Anti-magic spell and Null psionic field none of the three works within them and you can call these “ANTI ENERGY SPELL/POWER’.

DISPELLING EFFECTS-Now, with dispelling of two of the same types of energy Arcane vs. Arcane for example, the rules stay the same as in the handbooks, that being the DC check is 11 + spells caster level. When the difference occurs is when you mix say psionics with either of the magic types (arcane, divine) or one magic type against the other @ which point the DC check becomes 13 + spells/powers caster/manifester level, thus raising the DC of any two different energies mixed together by 2. This is due to the two different energies, which are their own entities colliding with one another and seeing which one will prevail.

SPELL/POWER RESISTANCE & SAVINGS THROWS-There is no spell/power resistance anymore it is now “PERSONAL or BODY RESISTANCE. Due to your body wanting too fend off certain energies that mean to cause you harm, your body automatically tries to fight off these energies. For this reason Body Resistance works equally well against all three energies directed @ it.
There is no change to savings throws what so ever.

DETECT SPELLS/POWERS-the detect magic/psionics spells/powers detect what ever type of the 3 energies are in place. All other aspects of the spell/power work as stated in the descriptor.

These are some ideas of how we are trying to integrate all aspects of spells/psionics together.


Pathfinder Adventure Path Subscriber

I have played the game of D&D for over 30 years and though I have no problem with this particular mechanic, I do find it strange that WotC and for that matter Paizo would use a rule such as this one that could be measured in real life but for whatever reason wasn't. To be able to move 30 feet of regular movement(medium creature)in a 3 second time period is virtually impossible and so the conundrum.

I can see that it makes it mathematically easier for some, due to working with 10 rounds per minute but for all intensive purposes the mechanics of the game would not change for the most part if they had used 12 second rounds with 5 rounds in a minute.That way ever 30 foot move would take 6 seconds and would at least be viable.

Just wondering, does anyone have any idea why they did this?


Pathfinder Adventure Path Subscriber

I am just wanting to make sure that the skill disable device uses a dexterity role in Pathfinder as opposed to an intelligence role as in D&D (3.5).


Pathfinder Adventure Path Subscriber

I have found that while using feint (special attack) as an action in combat, it tends to feel more appropriate to substitute acrobatics as the chosen skill while initiating, as opposed to bluff. Some of the reasons I have come to this conclusion are bluff is a charisma based skill that depends more on the characters ability to manipulate another creatures thought process via trusting what one is saying even when he/she is outright lying. On the other hand acrobatics is a dexterity based skill which involves the ability to manipulate ones body, for the most part for benefitial purposes.

When I looked up the meaning of feint I got “a movement made in order to deceive an adversary; an attack aimed at one place or point merely as a distraction from the real place or point of attack: military feints; the feints of a skilled fencer” which to me sounds more like a dexterity based skill as opposed to a charisma based skill.

The final reason that I decided to use acrobatics was that in the very description of the skill it states that one of its puposes is to avoid attacks and to confuse your enemies which to me sounded very close to what the feint, special attack is suppose to do.

So far this has worked out well, but I am looking for other input.

Though not part of the skills and feats design forum I am also trying to work this acrobatic skill into some way helping the monk use special attacks like feint, to make it a viable combat character, instead of receiving the top end BAB.


Pathfinder Adventure Path Subscriber

I've tried multiple times to link up with Mr Greenwoods site as detailed in the latter part of " The Sea Wyvern's Wake" supplement and am wondering if anyone has been able to access this info. If so could you help me to gather up this info, thanks.


Pathfinder Adventure Path Subscriber

Death

Weakened- When and if a creature is brought to or below 10% of its maximum hit points the creatures body begins to weaken and at that point is only able to do (1) standard or move action. This is due to the total damage done to the creature in question and this penalty can be removed by bringing the creature above 10%. If damage is enough that the creature goes from above 10% or more to death -1hp move straight to the rules on death.

(I thought about attaching a Fortitude DC check to this rule to negate the penalty but due to the percentage rule I found it would not balance out unless it was a set DC, for some classes have more hp than others) maybe though a feat this could be done

Unconscious- This is when the creature is at 0hp and happens either threw damage that brings you to exactly 0 or threw the use of a heal check (stabilized) or any type of healing. The first healing magic (short of a heal spell) used no matter what strength brings the creature to an unconscious state (0hp). When at 0hp if able to the creature falls prone.

Death- Once a creature reaches -1 hp, for all intensive purposes the creature is dead and if able, falls to the ground prone. When the creature’s hp reach -1 its body starts to shut down and soul begins to leave. This happens during the point of -1 and lasts until -9 hit points at which point the creature in question is still able to be saved but only during these 9 rounds. Once the creature reaches -10 hit points true death occurs at which point only magical means (raise dead, etc.) can be used to bring back the creature. This rule holds true unless otherwise stated (disintegrate).

With this rule it does not matter how many hit points you had prior to death for when death occurs you start at -1hps no matter what (a fighter with 21 hit points and a wizard with 2 hit points are caught in a fireball that does 28 hit points damage. The fighter fails his save and the wizard passes hers so the fighter takes full damage and the wizard takes half. Both of the characters caught in the fireball die but instead of the fighter being at -7 and the wizard at -12 they are both at -1 and on their way to true death). Now the party has until -9 to save the characters which give them a chance to revive their characters.

Any damage done after the round that the creature is brought to -1 is added and therefore the creature can still be killed one round after death occurs bring the creature to true death.

A coup de grace can also be done at this time to bring the creature to true death.

Massive damage still applies.


Pathfinder Adventure Path Subscriber

I'm the DM of a party of 6 characters plus one cohort and at this time they are in AOW (Spire of Long Shadows). The party consists of:CG Pschic Warrior (Duergar)
NG Wizard (Forest Gnome)Cohort of the Psychic
Warrior
CG Rogue (Human)
LG Wizard,Psion,Cerebramancer (Elan)
LG Cleric (Aasimar)
CG Barbarian, Fighter, Frenzied Berzerker (Half-
orc)
LG Fighter, Paladin (Human)

The battle in question went like this. The Paladin, Pschic Warrior, and Frenzied Berzerker were in melee with three Eviscerator bettles in the enrance way of room 3 in the Ziggurat(coming from room 1) while the rest of the group were in behind doing what they do best for support. While after roughly 3 rounds of fighting the bettles, 2 of the 3 were killed leaving one left( there are 3 not 2 bettles due to the size of the party). At that point Nezzarin, Kyuss Knight walk out mocking the party, in particular the Paladin. The evil Knight put a challenge out to the Paladin for a one on one fight to the death.The Paladin excepted but only if he was allowed to be healed to full as Nezzarin was full hit points himself.At that Nezzarin walked to the middle of the room to within 10 feet of the hole(wanting to get the advantage of the enchantment giving good characters -2 to hit, save & skill checks). The Knight waited in this spot for the Paladin but at that point the gnome mage let go some magic missles. Well the Frenzied berzerker was in a frenzy at the time and tried to pull out of it but failed his save and so rushed in to attack the Knight. He charged in and hit the Knight and at that time the Knight mocked the party for being scared to let their fearless Paladin fight him one on one. The Knight attacked the Berzerker hitting him at that time. Well the Celebrancer then let loose some energy missles at the Knight hitting him nicely.
The battle went on for another round at which point the Paladin finally came in hitting the Knight for the final blow which ended up destroying the Knight.

I told the party that the Paladin had agreed to this mono on mono challenge and the party made him look dishonerable for not letting him take on the Knight himself.The party came back saying my Knight attacked the berzerker and so that freed them up to attack the Knight. With that said I explained the Gnome and berzerker attacked first and he was only defending himself because the party was not honerable.

I know it was not the Paladins fault and so I woulden't think he would lose his abilities but would he stay with the party after they made him look dishonerable. If so how would anyone else handle this situation or am I reading to much into the Paladins code.


Pathfinder Adventure Path Subscriber

We use the Expanded Psionics Handbook in our game, and by using the variant (Psionics is different)rules it made for a quick TPK. Between having enough time to cast the displacement spell, and some well placed mindblasts it made for a quick battle with some very frustrated gamers.For the way that I read the variant rule spell immunity would not work against the Mindblast. I personally think that dungeon should have had some type of side bar for those who play with the Psionics Handbook to take this into consideration.

With that said its an excellent super module.

(P.S. The advanced Monster CR in the Monster Manual on page 293 deals with Associated & nonassociated class levels. Well I find this to be very unbalanced for this rule pertains to monsters with extra levels but not to PC's or NPC's. So how can one creature from the monster class that has A CR of 8 and Adds 7 more levels have a Cr of 11. While an NPC (Human) that is an 8th level fighter, 7th level sorcerer have a CR of 15 for they still are nonassociated class levels. I know as a PC which character I want to fight for my Experience.)