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Hsuperman's page
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Currently, I am running Council of Thieves for a group that have decided to play an evil party, consisting of a rogue, a ranger, a wizard, and a fighter/wizard. They have just finished the 2nd chapter and are currently working on trying to unlock the Chelish Crux. In any case, I've found that being evil actually made a lot of their quests surprisingly easy. For instance, they had no qualms with using the intelligent glaive and wearing the symbol of Asmodeus (found in the Knot) and controlling the mummy to do their bidding (like killing the Outcast King). Also, they decided to do lots of mischievous and dastardly thing during the Cornucopia at Aberian's Folly. Nevertheless, they've decided to attribute all their criminal deeds (stealing, murdering, etc.) to the Bastards of Erebus. I should back up and say that during the first chapter, they recovered the stash of Bastards of Erebus coins (the ones the Bastards used as their callsign) but kept a large amount of them so that they could leave the coins behind various crimes to make people think the Bastards were still at large. At the time, I thought this was a somewhat hokey plan, but now that they've continuously been doing this (to the point where they are now seeking out a woodcarver to make more coins; and then murdering the carver afterwards, of course), I'm wondering if there is a way to weave this into the story somehow. Ultimately, it seems that all of characters goals in the evil party are to eventually take over Westcrown and rule it on their own (without the House of Thrune mettling). Currently, they are only using the Children of Westcrown as a stepping stone to reach higher goals. I know that the Bastards come back in one of the later chapters (as undead, I believe), but I'm wondering if anyone had any clever ideas of weaving this into the plot somehow. Perhaps the Drovenges see these evil PCs as being useful and may try to recruit them? I'm not sure... any suggestions and/or comments would be greatly appreciated.

I know everyone has already moved on to the real Pathfinder RPG, but because my group is so far along in the Crimson Throne adventure path using PRPG beta rules, we decided to stick to them. One issue that has come up, that I'm hoping can be addressed in this thread, is how the beta version of Vital Strike (and Improved Vital Strike) work with monsters. Say, a monster with several spiked chain attacks, a bite, and a tail. According to the beta rules of (Improved) Vital Strike:
"When performing a full-attack action, you get one [or two, if Improved] fewer attack (usually the one [or two] at your lowest bonus). Any other attacks that hit as part of this full-attack action deal additional damage. Roll the damage dice for all such attacks twice [or three times], but do not multiply damage bonuses from Strength, weapon abilities, such as flaming, or precision-based damage, such as sneak attack. This bonus damage is not multiplied on a critical hit. You must choose to use this ability before rolling any of your attacks."
So, for said monster, would one drop the last two attacks of the spiked chain, and all the rest of the attacks (rest of chain, bite, and tail) ALL deal triple damage? Again, sorry for re-opening old beta rules again, but any help is greatly appreciated!
I was wondering, how does area effect spells affect PCs magic items? For example, the PCs in my group just had a huge cone of acid breathed on them. They all failed the reflex save and took lots of acid damage, but it was unclear whether all their magic items are instantly melted (and thus, broken and/or destroyed). I understand that items get a saving throw as well (2 + 1/2 CL, I think?), but I find it ridiculous to sit there and roll saves for every single magic item the PCs have... Nevertheless, I'm pretty sure items are extremely vulnerable to acid attacks.
So, I'm playing in a game now where I am playing a wizard 3 / cleric 3 / mystic theurge 1. I had planned on using my raven familiar from my wizard to cast touch spells from my cleric spell list (ranged cure). My DM has deemed this impossible because he says divine spells cannot be channeled through arcane methods. So, similarly, even though I am a specialist wizard in Illusion with restrictions in Enchantment and Abjuration, I, apparently, can still cast Enchantment/Abjuraction-based spells from my cleric list. Is this right?? Could any one direct me to any rules somewhere that specifically address this point? Thanks!

Not sure if this is the right place to post this, but it's with regards to the Arcane Archer prestige class. I missed the earlier play-test Arcane Archer-related discussion, so I'm not sure if this has been mentioned or thought of yet. I noticed a lot of people finding the requirement to cast 1st level arcane spells a bit ridiculous, because it generally means you have a fighter with one level of wizard/sorcerer. Also, there was some discussion about giving the Arcane Archer some kind of spell progression. Well, I'm going to be a player soon in a Legacy of Fire game using the PRPG beta rules, and I'm thinking of being a hardcore archer. So, naturally, I'm looking at the Arcane Archer prestige class. I got to thinking, instead of fulfilling the 1st level arcane spells requirement by taking a random (and possibly useless) level of wizard/sorcerer, why not take four levels of Rogue, pick up the minor and major magic Rogue talent, giving you the ability to cast 1st level arcane spells? Not to mention, this gives your archer the ability to sneak attack! Furthermore, start dumping lots of skills points into Use Magic Device, and carry around powerful scrolls to cast for the Imbue Arrow ability. On the downside, taking four levels in Rogue does slow your BAB progression by 1. Nevertheless, instead of multiclassing your fighter into a useless level of wizard, you've instead multiclassed into Rogue, which is a very useful class for an archer, and still qualifies for Arcane Archer. (Unless I'm mistaken...)
On a side note, is it possible to get the Quick Draw feat to quickly grab scrolls, so you can still move, cast the spell from the scroll to imbue arrow, and then fire?

So in the game I'm running, they're just about to enter the Aropolis in "A History of Ashes." The party consists of a fighter, cleric, wizard (conjurer), and rogue; all of them are at level 10. We're playing with the Pathfinder RPG beta. I'm finding that the fighter character seems overpowered and is practically destroying everything. I'm wondering if this will be a problem as the adventure goes on; I don't want the group (specifically the fighter PC) to simply stroll through the rest of the AP with no problem.
As an example, his attack right now is +20/+15 (Base atk: 10, Str +5, Weapon focus, greater weapon focus, weapon training +2, +1 great axe). With this attack, he effectively can't miss any of the monsters or NPCs unless he rolls a 1 or 2. And the damage he does is also pretty ridiculous, 1d12 + 14 + 1d6 fire (overhand chop/backswing, weapon specialization, weapon training +2). Is this normal for level 10?? If not, any ideas on how to handle the rest of the AP with such an overpowered fighter?
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