Idol of the Forgotten God

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I am currently running RotRL, and I recently made a post about how the events of this will cross over into the Age of Worms game I shall be running next. I have always wanted one giant universe where all my players' actions affect the world they play in, regardless of characters. However, something happened this game that makes me excited to see how it will change the game world, and equally scared to see how the repercussions will play out.

The party is comprised of gestalt characters, and features:
CG Human Cleric/Fighter of Desna
CG (with CN tendencies) Dwarf Titan Mauler Barbarian/Fighter
LE Human Necromancer Wizard/Magus

This is a spoiler for Fortress of the Stone Giants, so keep that in mind.

Spoiler:
The party has just defeated Mokmurian, and accessed the library within Jorgenfist. The necromancer's goal in life is to create an army and become a Dictator, and now he is well on his way. He found out how to use the Runeslave Cauldron, and this got the gears turning in his head. Once they defeated Mokmurian, they went up and found Conna, telling her the giants are free. She decided she was going to spread the news, but our necromancer had a better idea. He persuaded her that the giants that are still filled with greed are already lost causes, as well as the ogres and hill giant tribes. He convinced her that instead of letting them retreat which would just endanger the lands, it was better to rally the still true of heart giants, and slaughter the evil giants. The dwarf, hating giants, found no problem with this, and the cleric decided not to be a part of it. She reluctantly agreed, and a week long battle occurred outside of Jorgenfist. His true goal was to take the corpses of all the giants and make them Runeslaves. After the battle, he told the other players to go off to Magnimar to sell their considerable amount of loot, while he studied the library about Karzoug and Xin Shalast. Once they left, his first order of business was to chuck Mokmurian in the Cauldron, and have him help take the corpses and make them all Runeslaves, and clean of Jorgenfist to make it a respectable base for the team. My questions are as follows:

1) Rules Question: Would Mokmurian as a Runeslave still be a powerful wizard, but be completely subservient to the necromancer now?

2) Story Question: What kind of effects would the influx of slain giants do for Karzoug's Runewell of Greed and his return due to the Sihedron runes marked on all the giants?

3) Players Perspective: How would you hide this new found army of mindless giants from the other players?

4) GM Perspective: How would YOU handle this if you were in this position as a GM?

Keep in mind, I feel this is awesome and I'm glad my players are having fun with this out of character, and I in no way want to inhibit this story arc. Again, it will be a history changing event if he pulls this all off, and it will echo throughout my Pathfinder games from here on out. But I love input from these message boards, and it helps me sculpt and form some crazy ideas for the future, so any opinion is welcome, good or bad.


Delfedd wrote:

I would heartily discourage having an NPC follow them around is the worst possible solution. A few options:

TELL your players that they'll be fighting undead. You currently have two sneak attack reliant characters. I know this might ruin the "surprise" a little, but trust me, they'll thank you for it later.
If they're set on not changing classes, it'll be ok for a while. The ability damage doesn't really ramp up till they first encounter the spawn.
One of the posters mentioned that giving them a wand with restoration is broken, because of the gold they'd get for it. Here's a sneaky workaround! Instead of giving them a Cleric wand with level 2 lesser restoration, worth 4,200 gold, give them a paladin wand of lesser restoration which is only worth 750 gold!

In Pathfinder, undead aren't immune to sneak attack, so they'll be fine there. The Paladin wand ain't a bad idea, but I'm leaning towards throwing in an NPC with them still. However, instead of making a full blown Cleric or something of the sort, I've been thinking of a gestalt NPC Adept/Warrior with a slightly modified spell list, and basically make it a heal totem character. Because it's NPC classes, non of the other players would expect that character to do anything except keep them alive.


Weirdo wrote:
Yeah, the biggest advantage of gestalt for small parties is that it lets you make sure all the important roles are filled. Your group really dropped the ball there. Are you sure you can't convince them to adjust the characters at all? It wouldn't take a significant change to their concepts.

Trust me, I've tried, and they really want to play these characters as is for now. The Rogue Fighter always plays a martial class of some sort, and the other two in my current RotRL games are the wizard and cleric right now, and I think they're just experiencing "full caster fatigue." This is the first time any of them have been in a higher level game (they're currently lvl 12), and I think they feel it's too much work to do it again. They're also not the best at being a caster, loooots of missed oppurtunities when it comes to spell selection.

At this point, I have 4 options I feel rectify this somewhat.

1) Create a gestalt or even standard NPC healer to follow the characters around, but I honestly don't know exactly how they would "use" that character. None of them have a problem with NPC's doing dirty work if it helps themselves in the end, and at higher levels that becomes a little more of a pain in the ass, but I can manage if I must.

2) Find another player, but that's slim pickins here in Idaho. Also, it would remove the reason for Gestalt, which my players are actually fairly excited for.

3) Allow for researched spells, and allow the magus to spend time to research arcane versions of healing spells, (probably after the fight with Fildge, he had a syringe of CLW and False Life he seemed to have made, so if this necro guy can do it, I'm sure a player can).

4) Wait for a member of the party to die, and see if they'll realize what the party is lacking and support appropriately.


calagnar wrote:
Due to how it starts. No Orc, Duergar or monsters race should be allowed. You can alter it if you chose to but you will have to buy pass the first part of the story. Along with at least one other part to make any monsters races fit.

Diamond Lake features a quaggoth, a boggle, and a half-ogre as residents. Though they were part of a freakshow, they still live here even after their proprietor left. As long as my players have a reason to be stuck here as a weird race (I always go through with each of my players to help create a good backstory that works and is fun), then it should work out. I also made it so any "uncommon" races from ARG is 20 point buy instead of 25, so it balances out for the Duergar.

Besides, having a orc living in a town with a garrison that hates orcs is ripe with RP value, and in itself is a great reason to get the hell out of Dodge.

Besides that, for now there is no way I can get any of my players to play an actual healing class, and I'm pretty much stuck with the character builds I said. The Magus has said he will pump the hell out of UMD to be able to use divine spell wands and such, so he's the best healer they're gunna get.

With that in mind, what point in the AP do you think they will most likely die? I've played through this adventure up to the Champion's Belt, but this was with 3.5 rules except for the addition of Combat Maneuvers, so my personal experiences in the game aren't the best reference vs Pathfinder characters, and gestalt on top of that.


Rathendar wrote:
Age of Worms? You want gestalt something that ends up immune to disease. Trust Me. Bonus points if you can work in healed by negative energy/immune to level drain.

Too bad they're all basically martial. Even the Dragon Disciple is going full melee and doesn't give a damn about the spells...stupid, but whatever.

Fortunately, no amount of disease immunity will make them immune to worms, so that's always good even if they went down that route.


My players are currently running through Rise of the Runelords, and should be done within the next few months. I am planning after this adventure to run Age of Worms, which will be a "sequel" to RotRL (several NPCs the players let live will make appearances, decisions the players made will affect this world, and the players' previous characters may make cameos). I already have found several very helpful Pathfinder Conversions for the AoW monters and characters, and I already have several plot conversions to fit the world of Golarion. However, I need a little advice.

I only have 3 players. To counter this, I decided to make them gestalt. I have read a few threads on playing AoW with gestalt characters, but that was in 3.5, and I haven't found a thread on playing a Pathfinder gestalt game. I also know what my players shall be playing, it is as follows:

Human Magus/Unchained Scout Rogue
Full Orc Unchained Barbarian/Sorcerer/eventually Dragon Disciple
Duergar Unchained Scout/Sniper Rogue/Fighter

At this point, all I'm looking for is any helpful advice, tips, and opinions. Any help to make sure this game is tough but not impossible is all I need. Even a link to an existing post about gestalt Pathfinder characters in AoW would be nice. I appreciate any input.


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My players are currently running through Rise of the Runelords, and should be done within the next few months. I am planning after this adventure to run Age of Worms, which will be a "sequel" to RotRL (several NPCs the players let live will make appearances, decisions the players made will affect this world, and the players' previous characters may make cameos). I already have found several very helpful Pathfinder Conversions for the AoW monters and characters, and I already have several plot conversions to fit the world of Golarion. However, I need a little advice.

I only have 3 players. To counter this, I decided to make them gestalt. I have read a few threads on playing AoW with gestalt characters, but that was in 3.5, and I haven't found a thread on playing a Pathfinder gestalt game. I also know what my players shall be playing, it is as follows:

Human Magus/Unchained Scout Rogue
Full Orc Unchained Barbarian/Sorcerer/eventually Dragon Disciple
Duergar Unchained Scout/Sniper Rogue/Fighter

At this point, all I'm looking for is any helpful advice, tips, and opinions. Any help to make sure this game is tough but not impossible is all I need. Even a link to an existing post about gestalt Pathfinder characters in AoW would be nice. I appreciate any input.


Using Racial Heritage to get access to weird race abilities like fox form, a tail, a grippli tongue, and all this other stuff makes me think that these specific humans are mutants..

Oh god they're X-Men!


Val'bryn2 wrote:
Yes.

Thank you. lol


When it comes to creating a skeleton, the rules under Creating a Skeleton states

Quote:
If the creature has more than 20 Hit Dice, it can't be made into a skeleton by the animate dead spell
However, for variant skeletons, it states
Quote:
Both of these variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting.

So the question is, if you used Animate Dead on a creature with 11 HD, which would be doubled to 22 if you wished to make a variant skeleton, would it be considered over the 20 Hit Dice limit, thus making it unable to be made into a variant?


avr wrote:
That is mathematically accurate, assuming all shots hit, that the enemy isn't resistant to fire (fire resistance 5 largely negates flaming) and that the enemy is evil.

Still a heck of a boom stick. And I guess I've forgotten that the iterative attacks aren't going to have the greatest chance to hit most of the time, maybe 35% at best.

Dabbler wrote:

Paladins smiting are basically playing an "I win" card. But they only have so many and in RotR there are a LOT of enemies. Treat him like a caster insofar as you don't give them many chances to rest and recuperate, and make them ration those Smites.

Also there are plenty of places that a ranged attack just isn't that good an option. Did he remember to take Weapon Finesse and pack a decent melee weapon?

Actually, he's a paladin of Sarenae, so he took Dervish Dance and has a +1 scimitar, just in case. I guess the big reason I feel this all sucks is because they're just about to do the giant raid on Sandpoint, and I'm not looking forward to, "is that the first dragon we've seen this campaign? Awesome, I smite it with a rapid-many shot. Does 147 kill it?"

demontroll wrote:
I'm sorry for your loss.

It's okay, his character was kinda lame anyway. It's for the best...I think lol


It's Rise of the Runelords, they're all evil!!! lol. But I just wanted to know if this is actually correct, as in are the flaming and holy qualities applied to each arrow individually? Does the smite damage get added to each arrow, each attack, or just one attack? Is there anything I calculated wrong? That sort of thing. I don't mind if it is, it just means I have to be more proactive on making these encounters.

Besides, even if the enemy wasn't evil, that'd still be 8d6+4d6+34, averaging about 89 points of damage to anything not immune to fire in a round, which in itself is outclassing the group fighter by a ton. I don't mind if it's over powered, I just want to make sure it's right.


Last week, one of my players died and decided to build a paladin for this weeks game. The party is level 10, and he decided to play a paladin, which is fine.

He also decided to be an archer, thinking it would be fun, to which I agreed.

We've been talking over Facebook, and I've been helping with his character. His hardest part was choosing feats, and equipment, so I helped. He had 62,000, so whatever.

Here's where the pain comes in.

I said he could get a +1 flaming holy composite longbow +2 (he had the money for it).
I also said he should put as many ranks as he can in Use Magic Device, and get a wand of Gravity Bow, so now his longbow does 2d6 per arrow. He took Rapid Shot and Manyshot, and Deadly Aim.

So at this point, if he were to full attack, rapid shot, manyshot, deadly aim, and smite an evil creature at level 10, would the damage look like this?

Manyshot, 4d6 arrows, 2d6 flaming, 4d6 holy +4 strength, +2 magic bow, +20 smite, +12 deadly aim.
Next two shots, 2d6 arrow, 1d6 flaming, 2d6 holy, +2 strenght, +1 magic bow, +10 smite, +6 deadly aim to each attack?

Or in short, 8d6 arrows +4d6 flaming +8d6 holy, +74? Is this actually correct?


Digital Mystic wrote:
All right, after making all of those nifty maps, next Saturday I am sending my crew into the (potential) meat grinder. I have read a half dozen threads which contained a lot of conflicting info. The one thing I heard over and over was make a timeline document. Well... check. I have that. What other advice do you guys have? Anything is appreciated!

I too am running this in a couple days, and I just wanted to know how the encounter went for you?


H2Osw wrote:
What are you planning on doing Hellmuffin?

My local gaming store has pretty nicely sized grid paper for cheap. I was planning on buying a few of these and getting them laminated, so if I get 4 of them, I can just make one gigantic square that should (key word should) be able to reproduce the maps at their true scale. It ends up being quite cheaper to do it this way than purchasing several Chessex Battlemats (though I love mine), and they too would be reusable as well. Though if my funds don't allow it, I could just buy the grid paper without laminating and use them for the map it's intended for only. Either way, with enough of them, I could just draw out the entire map to correct scale, then do my standard fog of war...which is paper towels with the room number...then taping it to the matt and removing them as they go...cheap, but effective lol.


I know how you feel. My party's a 5 man team, and the wizard has been dabbling in using animate dead to create bloody skeletons out of dead ogres and the like, so at this point it's more like 7 and a half. After they beat Rannick he reanimated Jaagrath as a bloody skeleton, who he just calls Kreeg and uses him as their "trap tester" on doors. It's working with amazing efficiency, but I digress.

As for your problem of areas opening up, they definitely do. Pretty much until the end of the adventure path, most areas are large enough to accomodate the larger creatures, as most of these places are actually the beasties' homes, and not a fort they took over which in itself was made for smaller creatures.

However, this leaves me personally with a problem. Several of the upcoming maps do state that one square is 10ft, rather than 5ft, and so far I've been preparing most of my maps in advanced for the party. However, due to the differing size now, a map that would already take up the entirety of one of my smaller battlemats, would be required to take up double that if I'm trying to be as accurate as possible. And god knows my players (and myself for that matter) don't want to just say "Oh, you move only 3 squares on a turn, rather than 6", it just doesn't feel right. I already know what I'm going to do to accomodate teh change in size, but hey, at least the big monsters (and the party) are going to have tons of room.


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http://www.tuckerskobolds.com/

Now this may not go towards your lone kobold, but if you can get a whole party to think like the reptilian schemers, you've got something regardless of actual stats and min/maxing. Think of tricks your kobold could do, think of traps, don't think about being the stand up fighter or wizard. If you're playing a kobold, you need to emphazise the one thing that DOES make them different than any other race.

Being a scheming bastard.


I have been using a combination of the original adventure (first print, in PDF on my work computer), and the Anniversary edition (physical copy read in off time after work/bring it to work and compare with original). My players just started the Hook Mountain Massacre, and I wanted a few opinions from the community on a couple of topics.
Also, for reference to the party, basic gist of them as follows

:
Dwarven barbarian titan mauler/fighter (who switches between two weapon fighting and a two handed giant weapon)

Human wizard who is going hellbent on making a construct/clockwork army (already made a flesh golem). Also has been crafting party dozens of magical swag.

Human cleric of Desna who is tanking like crazy (favors a frost, shock, thundering spear with activation words snap, crackle, pop respectively. House rule lets him activate all at same time)

Sulis ranger with an earthbreaker, with dire bear companion at full druid companion bonus (boon companion/house rule)

Fetchling rogue/shadow dancer with knife fighter archetype (new player who has died Dorkness Rising's Flynn the Bard style several times as of now, but his sneak attacks with a returning dagger help out "sometimes").

Topic 1) Owning a castle

:
In the original Hook Mountain Massacre, it strongly suggests the PC's should take control of Fort Rannick once they clear it of Ogres, and use it as a base of operations seeing as it's smack dab in the middle of Varisia, while the Anniversary edition seems to think this taboo. My players seem hellbent on owning property (They have already invested tons of wealth into the Sandpoint economy by having them renovate Thistletop and make it a little safe haven and base of operations for some time). I personally do not mind the players owning Fort Rannick, but I would like to know your opinion/experiences if you went with that route. Would you let them rebuild the black arrows or make a new army with their own priorities? Would you let them use newly made forces in the coming adventure? Are there any parts later in the adventure where having a few dozen Black Arrows with the party would make sense? Etc.

Topic 2) Preparations for Pain

:
In the original adventure, once the players defeat Barl Breakbones, it says they they deserve a rest, and could possibly be given months to do what they want, especially if they own Fort Rannick. In the Anniversary edition, they instantly find a note about the inevitable attack on Sandpoint by Teraktinus, and have very little time to arrive or prepare (literally less than a day). I was thinking of letting the players have a few months, but then get word from Shalelu or another source that giants have been sighted coming to Sandpoint, roughly a week before the actual attack. Seeing as they can teleport there with ease by that level, and could possibly bring a healthy dose of mid level, anti-giant rangers with them, they would be able to fortify Sandpoint pretty well with additional warriors, as well as evacuate several civilians to Thistletop (remember, they OWN it now). Do you think having them THAT prepared would be too much and despoil the shock of Sandpoint's attack in general, or do you think it's find, seeing as it really lets the players feel like awesome heroes? And regardless, if they were to prepare, would you make any changes to the raid, as in giant count, giant tactics, etc?

Topic 3) Potential Giant Underlings

:
I noticed in the beginning of Fortress of the Stone Giants that is states there are several scouting parties in the Lost Coast, not only to map out the area and get a feel for the land for war, but also to recruit as many goblinoids and ogres/giants they can. Whether I go with letting them prepare in advance for a giant raid or not, would it make sense to add in with Teraktinus' assault a few bands of goblins (possibly a few of the tribes they never got to destroy in Burnt Offerings), as well as a band of ogres (maybe surviving Kreegs)? Is this fight already a pain enough where additional enemies will make it too prolonged and annoying rather than fun?

Keep in mind, I already know what I plan to do. However, your opinions in the past have given me great inspiration for better ideas in my games, and have pointed out certain weaknesses to my own plans that I can work on. There is no wrong answers though, I am just looking for the community's opinion.


Running RotRL, and the party is about to go up against Xanesha. The cleric of Desna has Fly, and knows Xanesha is up in the watchtower. Fly is a touch spell, and from what I read of touch spells:

CRB wrote:
You can touch up to 6 willing targets as part of the casting, but all targets of the spell must be touched in the same round that you finish casting the spell.

Is it possible for the cleric to (as a full round action) cast the spell and touch the other 4 party members at the same time, giving everyone fly?


One of my players is a Ranger. When building a character, she had a ton of extra money, and decided she wanted a German Shepherd. After a ton of research and looking through a 3rd party book on Pathfinder Dog species, found out it would be a riding dog. So I let her have it.

The party just leveled up to level two. I am doing this less "XP based" leveling, and moreso "when I deem right". I know when the party will need to be certain levels, so when they finish certain things, *bam*, level.

However, I am having trouble finding any ruling on if the dog would level as well. The player does plan on making this dog her animal companion, which is fine, and it has contributed a lot to the party already.

So the base question is should the dog level with a party by normal monster advancement means until it starts leveling as an animal companion? (If there is a source that says one way or another, I'd love to see it)


Artanthos wrote:
Fill it with gnolls, using human slaves to continue mining.
Bardarok wrote:
You could use a templated wyvern or a drake. Not a Dragon but a dragon that wants to be a Dragon if you follow me. It could sit in it's little abandoned gold mine and pretend that it is bigger and more important than it is. A small tribe of Kobolds worshiping it wouldn't go amiss either.

I knew there was a reason I should keep asking for advice here. I mean geez, 20 minutes later and I have the perfect plan cuz of TWO comments.

My idea now is that the Stag Lord found this mine long ago, and found the fire drake that dwelled within. Seeing as the Stag Lord is a higher CR than a fire drake (when he's not drunk), I assume he could whip its butt. So, upon meeting, the Stag Lord throttled the drake, but instead of KILLING the beast, he made a deal. As a token of good will, the Stag Lord would has his men kidnap several kobolds (red kobolds specifically), and offer them to the wannabe dragon as worshippers (this would further explain why their numbers have diminished so much). The kobolds would then worship and mine for the drake, but the drake would give a hefty portion of golds to the bandits. The drake, though worshipped and quite wealthy, still holds a grudge against the Stag Lord, which the players could exploit to form a truce, and allow the drake to aid in assaulting the Stag Lord's fort.

I am ready for some fun times.


I'm running a customized version of The Stolen Lands as a springboard for my own adventure. Instead of being hired to charter the Stolen Lands, they're specifically hired to find and defeat the bandits. They won't become kings or build a community, but I'm going to use various locations as springboards for grander adventure (Temple of Erastil being my favorite).

One thing I'm having problems with is the gold mine. Instead of removing it completely, I wanted it to make it a dungeon with a boss near the end. At first ,I was thinking of having it being inhabited by a Green Dragon, but even a young adult would probably be a little too powerful for my 3 man group, and even then, it doesn't quite "fit" to have one in a mine shaft. So I was wondering, what would you put for monsters in a gold mine dungeon, including some sort of "boss" at the end?


Name Violation wrote:


you need bab of 1 for weapon focus. cant be taken at 1st level by cleric

Crusader Archetype.


Ipslore the Red wrote:
Two last concerns, though: Your character seems to be taking up most of the spotlight. The Rod's parts are for yourself alone, and you plan to one-shot a god by yourself with the other party members doing little other than buffing you. Am I mistaken?

No, you're not mistaken. But of the 4 characters including myself, one will be a cleric, an exorcist archer inquisitor, (who is my best friend, has heard of my plan, and wants to see it happen,), and another one of my friends who we aren't even sure what he'd do. So far, I'm the only one who has expressed interest as a front lines melee character, so I guess I would be the one with the most buffs anyway.

Ipslore the Red wrote:
Also, what happens if Kyuss wins initiative?

His initiative is about +7 I believe. Mine at this level will probably be around 10 to 12. But you are right, this DOES rely on getting initiative, and it's a risk I'm willing to take.

These people I'm playing with, and the DM...they one shot Demigorgon in Savage Tides with a quickened maximized Scorching Ray (I have no idea what the crunch was, but it involved a few prestige classes and feats from 3.5 that decreased base Metamagic caster increases, and classes that made them deal a whole lot more damage to certain alignments with certain energy types.) I guess I just wanna see if I can do it, or even come close to it. And regardless if it ACTUALLY one shots him or not, (and it probably won't, I am aware, I'm just optimistic lol), the idea of Omni Slashing a God...I just want to say I could do it, even if it kills me lol.


wraithstrike wrote:
I ran AoW. I think the only condition you can apply is dazed, but his saves are so high that you will need a nat 1, most likely, even if it works.

Actually is says nothing about him being immune to staggered, so a cleric's Repose ability of Gentle Rest should do just fine. (Issue is his touch is like 51)

wraithstrike wrote:
IIRC he was huge so you won't be tripping him, unless you are enlarged.

Excellent point! And if I AM enlarged, my strength and attack will go up accordingly...I'll have to make a point of that.


Ipslore the Red wrote:
If he's using Pathfinder rules you can't choose Power Attack for individual attacks. It's either on for all attacks on a given turn or it's not.

Blast, you're right...I'll need a few more buff items...or a "little help from my friends".

Ipslore the Red wrote:
Also, with monk BAB and oversized weapon penalties, enjoy your flurry of misses.

Oh yes, his Monk BAB of 19 once I hit 20th level, +8 str, +7 weapon, +1 Weapon Focus,+20 for the fragments of the Rod of Seven Parts, and whatever buffs my allies give me when we fight this worm god thing, I'll be having a lot of fun.

INFACT, with my calculated bonuses, magic sword, flurry of blows, and other bonuses to attack, at 20th level, I should look something like this against this thing.

46+46+46+46+48+48+48+43+43+38+38+33
1st attack unarmed strike,
2nd also unarmed,
3rd is a trip attempt,
4th attack of opp if trip successful
5th-12th attack are power attacking a prone target at this point.

So yeah, I will be having a TON of fun lol


This whole thing for my character evolved from me wanting the ability to use a big sword, and using it like a Jedi...now I use it like Cloud from FF7, I even have an Omni Slash, and if I get higher Acro, I may also have Braver!


If you want to know my grand master plan, I already am taking the Cleric dip for Crusader's Flurry. My DM is using 3.5 gods, so I chose Kelemvor, god of natural death, for his favored weapon is a Bastard Sword. My first level will be in the Crusader Archetype, so I can get Weapon Focus, and exotic weapon proficiency with a bastard sword, at the cost of spellcasting and domain slot. The bastard sword in question will be oversized (I want to omnislash, as I will point out in the end). I wanted the domain of Travel, for the +10 movement, as my friend already will be taking the repose domain, and I always like being able to move faster and getting bonuses to Acro.

If I live, my total feats will be as such at 20th lvl

1st lvl Cleric
Weapon Focus (bastard sword)
combat expertise
Improved initiative

2nd lvl Monk
Bonus* Dodge

3rd LVL monk
Bonus* Combat Reflexes
Crusaders flurry

5th lvl
F Power Attack

7th lvl
Bonus* Improved Trip
F Quick Draw

9th lvl
F Lunge

11 lvl
Bonus* Medusa's Wrath
F Greater Trip

13 lvl
F Dimensional Agility

15th lvl
Bonus* Improved Critical (Bastard Sword)
F Dimensional Assault

17th lvl
F Dimensional Dervish

19th lvl
Bonus* Improved Disarm
F Dimensional Savant

If I get the magical properties I want (a +5 holy, undead bane, ghost touch, ki focus oversized bastard sword), and I can increase my strength to plus 8, and get some additional bonuses from buffs (plus I believe there's an item that gives +20 to Kyuss), AND a few magical items on my list, I would allow my friend to Stagger him, spend the ki to get a bonus attack and dimensional dervish in for the kill. Start with an unarmed strike, allowing me two extra unarmed attacks due to Medusa's Wrath. The second of the two unarmed attacks I make would be a trip attempt. If I trip him, I get an attack of opp with my oversized sword, and continue with the rest of flurry with sword, half power attacked, and half not for the better to hit chance. I calculated it would be about 12 attacks, and if I rolled average damage, it would calculate to 672 IF I hit on all strikes.

THIS is why the staggered part/medusa's wrath was big. One Medusa's Wrath would get me about 2 extra attacks AND a trip attempt, and let me ONE shot a GOD!


LoneKnave wrote:
Repose domain

I'm a monk, so I couldn't do it...but my best friend is another player who's thinking of playing an Exorcist Inquisitor...I bet I could get him to choose a god with that domain no problem, because he wants to be an undead hater too!

I think that should work out...though if ANYONE has any other suggestions, feel free to say 'em, I wanna hear them!


EvilPaladin wrote:
If you are at least a 12th level monk, and you have Stunning Fist from your class, and you successfully hit the god, and he fails the fortitude save, you can forgo the stun effect to make him staggered. This should work, but that is a lot of "Ifs".

He's an undead god, as I said, all undead are immune to any effect that would require a Fort save. :C

In the undead traits section, it reads " Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless)."

Unless Stunning Fist happens to work on objects, then we must find another way.


I'm making a monk for an Age of Worms campaign that will begin in a month or so. The DM will be using Pathfinder rules for his game.

I will be taking Medusa's Wrath late game, and be a pretty dangerous killing machine.

However, I know Kyuss has a ton of immunities, some of which can be removed if certain actions are taken before fighting him. But regardless, it's really hard to get certain status effects on him. Even without the buffs and stuff, he still retains the undead traits, making him immune to anything that requires a Fort Save, and most effects in general. However, I believe (and correct me if I'm wrong) that there are still 3 effects that undead (and possibly Kyuss) AREN'T immune to, that Medusa's Wrath can be used on.

These 3 are Flat-Footed, Dazed, and Staggered.

Of those 3, he's immune to being Flat-Footed, as he is made of his worms, which give him all around vision I believe, so I'll probably rule that one out (unless you can come up with something to negate that).

So I guess the big question is, is there a way to make Kyuss, a 30th level Divine Ranked god of undead worms, become Dazed or Staggered so Medusa's Wrath can be used?


Claxon wrote:
1) Yes, a +1 for higher ground. But you take an AoO as you fall in front of them as they threaten those square and you're moving through them.

What about if I took Lunge as a feat?

Claxon wrote:
3) No, he doesn't take any additional damage. Sorry. It doesn't work that way. At lenient GM might giving you falling object damage. Your sword would count as a small object. Assuming you fall less than 30ft (DC 120 Acrobatics) it could at most give you 1d6. I might let you have that actually, only because you're giving up a full attack to do such things.

Why "doesn't it work that way"? Just because of RAW? So if I just drop my sword from 10 or 15 feet up, it would do that damage, but if made a deliberate descent on someone at the same speed snd distance, and made an attack with it, it suddenly wouldn't? Also, why would it be a small weapon? Isn't an oversized bastard sword (fitted for frost giant if we go with the Iconic Barbarian's sword and story) about the size of a medium creature? A standard Bastard sword is 4 feet long. Over sized weapons are doubled, making it 8 feet long, wouldn't it be a medium sized weapon at this point?


I think most my questions are cleared now, I am excited to do some FF7 style killing movies lol. I don't wanna spam this attack thing, but it'll be a neat little bonus in damage once in a while if we really need it, even if it is halved lol


Bandw2 wrote:


1) no bonus to attack, just damage though they may end up flat footed at GMs discretion.

Wouldn't I get +1 higher ground bonus to attack if I made the attack in the space above him or at least from above?

Bandw2 wrote:


2) you would take damage per norm, you can;t stop fall damage from jumping off a roof by murdering someone at the end of it.

But I'm not jumping off a roof, I'm jumping with my own ability in a controlled jump, and with a Ki bonus, on the same ground my opponent is on. Would that mean that if a 20th lvl monk, jumped straight up just to do it, he would take fall damage if he landed on the ground again?

Bandw2 wrote:
A large object would do 4d6 damage.

Would it be a large object? It's an oversized sword, true, but would that still make it large? The sword would probably be as big as a human, which would be medium. wouldn't? (I know I'm nuking my own better damage, but still lol)

Bandw2 wrote:
Note that a falling object takes the same amount of damage as it deals."

I know the RAW states that, but I just find it weird that a guy slashing from a fall would cause the weapon to take damage. Ah well, I bet I can do some convincing for some Rule 0 right there lol


I'm making a monk who wields an over-sized bastard sword (1st lvl cleric, rest monk, get Crusader's Flurry, all good). Let's say, at level 5 or higher, when I get High Jump, I have a maxed out Acrobatics check, bonuses due to faster speed, and decide to give +20 with a ki point. I then decide I want to jump directly above an enemy, and not land on him, but to attack him when I fall within his range(akin to Braver from FF7). Few questions.

1) Would I get a bonus to the attack due to higher ground if I make the attack?

2) Would I take falling damage?

3) The biggest question. I'm falling from 10 feet or higher up. Would the guy take additional "falling damage" from my huge sword crushing him along with the attack, and if so, what damage would it do, AND would you think the weapon would still take damage? (keep in mind it is a over sized bastard sword).

4) BONUS ROUND. From a DM's POV, would you Rule 0 this to make it acceptable and for fun? (Because I would lol)


Pupsocket wrote:
Yes, you can take Attacks of opportunity on your own turn. Attacks of Opportunity "refresh" at the beginning of your turn.

Awesome, thank you!

Pupsocket wrote:
Also, consider Vicious Stomp. It's easier to get than Greater Trip, and stacks with it.

I was considering Vicious Stomp, but I would rather use my character's weapon. I'm giving him an Oversized Bastard Sword, and Crusader's Flurry, so I can basically do Cloud's Omnislash with it. The Stunning Blow Set up with the Medusa's Wrath Trip would lead to the Attack of Opp that starts the slicing and dicing lol.


I am making a monk for a coming game. I want to take the steps to get Greater Trip. One of my plans is during a Flurry of Blows, attempt a trip, and get an AoO on them, then continue the flurry. Is this possible?

Also, as a side question, I'm planning on getting Medusa's Wrath. If I open with a Stunning Fist to get them stunned, and get the two free unarmed strikes, can one of those be used to do a trip attempt, in turn allowing for the AoO if that is allowed at all?