Riftwarden

Idle Champion's page

Organized Play Member. 155 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.



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Basically any combination of human, half-orc and charisma-based casting will always appeal to me. Just returned to PFS with half-orc Oracle of Lore, in keeping with this theme.

Some combos that seem fun and I'd like to play sometime:

Kobold Sorcerer (orc bloodline)

Dwarf Goliath Druid.

Dwarf Mounted Fury/Mammoth Rider.

(Yes, I like the idea of 'normally he's small, but is currently very large)


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http://www.d20pfsrd.com/classes/core-classes/cleric/archetypes/paizo---cler ic-archetypes/cloistered-cleric, which turns the cleric from a mighty adventurer to an NPC.

Light armour, a handful of simple weapons, one domain, diminished spellcasting...for the other half of the knowledge skills as class skills, 2 skill points per level, bardic knowledge, and Scribe Scroll.


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If the dragon was trapped in a demiplane, it would have had a hard time getting the armour to its champion. Perhaps the armour is intelligent so it could get to the living Antipaladin, whether by animated movement, or by dominating weak-willed looters. 'Gift from the hoard' is atypical dragon behaviour, especially for such a distinctly evil dragon. Maybe 'Gift from the hoard' is just how the Graveknight and the Dragon now think of it, rather than the reality - that while alive the looter put on the armour, corrupted by it, linked to the dragon, molded into a suitable Antipaladin, and instructed (by a free-willed undead with a deity complex) as to how to become the perfect undying champion.

The armour is the integral part of any Graveknight, and how the living host bonds so strongly with his armour that it becomes the receptacle of his spirit in death should always be a question.
An armour that actively encourages such a bond to form, that instructs its wearer on the path to undeath, is more plausible than the simple 'it was the armour he wore when he died. It also helps iron out the 'why this particular guy' question when the circumstances of Graveknight creation are so singular.

Since Graveknights are Cold-Immune anyway (and white dragons), so your Cold-based Graveknight passed on Fire or Acid immunity, having the armour convey very good fire resistance would seem appropriate. Having it beef up his Undead Controlling (which is already damn powerful) would also seem like something that would work.


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Armour bugs me - at times it seems like there's a unifying logic - but there isn't - the banded mail is cheaper than masterwork splint mail but vastly better, while the field plate is 800 gp dearer than masterwork banded mail - and 15 pounds heavier. The kikko is better in every way than scale mail but 20 gp cheaper, while the Do-Maru only wins on Max Dex and costs six times as much as scale. Steel lamellar costs the same as chain mail, but has lower ASF, higher max dex, and is lighter.

There's basically no attempt to make the cost of the armour actually reflect anything about the quality of the item itself.


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As regards the Hero footbows, (awesome movie, awesome scene) remember that they are crew-operated - one guy nocks the arrow, one guy draws the bow.

With that in mind.

Siege Bow. 2d6, 150 foot range, x3 critical multiplier.

A siege bow acts as a composite bow which adds 1 1/2 times the bow's Strength modifier to attack rolls, but requires a DC 15+(strength modifier requirement) Strength Check to load. It is possible to ignore this strength check by loading the bow while prone, holding the string with both hands and pushing on the belly of the bow with your feet. Aiming with the feet gives a -4 penalty to attack rolls.

It requires a full-round action to load a siege bow, but someone benefiting from the Aid Another action to reload can do so in a move action. This also reduces the penalty for aiming with the feet to -2.

It'd be an awkwardly unyielding weapon - not suited for expert marksmen with iterative attacks, but a more devastating weapon than the longbow or heavy crossbow if someone has the manpower for loaders and archers both. An expert archer could use one to make absolutely terrifying Vital Strikes if they wanted, though.


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UnArcaneElection wrote:
Before we decide on a roundness test, shouldn't we figure out a roundness test for roundness tests?

Well-roundedception.

Wait... I know! We can test the roundedness tests by putting well-rounded parties through them, that way we'll know if they're well-rounded.

Yes, since we had strawman so thoroughly discussed, I'm playing 'Know Your Fallacies.' I guess we'll have to rely on open critiquing and comparisons with alternative tests proposed by the thread. Then we'll have to design even more excruciating tests of roundness, so that the chaff of sufficiently well-rounded parties can be sorted from the wheat that is the most well rounded 4 man party.


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Shadowlords wrote:
You can compare any fantasy setting to any other fantasy setting and get similarities. Even though they are completely different. If your stance is you cant compare LotR to pathfinder because they are completely different settings then this message board (The Conversion Message Board) is not for you.

Except... you weren't suggesting a basis for conversion - producing a statted out Smaug monster using PF rules. You were suggesting taking the Fire Drake or Flame Drake and simply treating it as Smaug.

A conversion would be more along the lines of making a customised creature that fits the PF rules: say a Huge NE Dragon with the Fire subtype, frightening presence, line and cone fire breath, 'Waistcoat of Diamonds' armour bonus to AC, suggestion as a SLA, and a 'Weak point' penalty to AC against critical confirmation, along with DR/Magic and DR/Piercing, and an aura of intense heat that could be played as a PF enemy or as Smaug in a LOTR conversion campaign setting.

And Smaug wasn't taken down by a commoner.


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There's a fundamentally different magic system at work: clearly no free spells on level advancement, CL is much more a part of magic item attunement or creation, or something that unlocks supernatural uses for mundane skills, and most spells are built around special focus items and take longer than a standard action.

Consider Galadriel - the soil from her garden can restore the entire despoiled Shire, her cloaks are weather-proof, grant competence bonuses to stealth, are suitable attire for Diplomacy with nobility, protect from hostile divination, and are not damaged by rough use. When she puts forth her powers, she can undo permanency effects, depict accurate images of the future, store the radiance of Earendil's Silmaril (the most powerful object in existence) in a vial of water where it can be used to banish evil-aligned creatures or dispel evil magic. She's not a PF-style caster, but she's clearly high-level by the standards of that world, and verges on Mythic.

The magic items also behave differently - in PF, a ring of splendid security has the same effect for a character capable of making it as for a first-level commoner. In LOTR, Gandalf is clearly aware that he could access the full power of the One Ring, but Frodo only unlocks the Greater Invisibility effect and cannot control even that.


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When I first read the Titan Mauler, I thought it was meant to produce a barbarian who fights giants with their own weapons, and therefore uses weapons too large for a creature of their size. But it doesn't.
Instead it gains the ability to use two-handed weapons of appropriate size as one-handed weapons, and the ability to reduce the penalty for using an inappropriately sized weapon. Neither ability is useless, but the way they are expressed means there's no synergy; you can't treat a Large two-handed weapon as a one-handed weapon which you wield in two hands with reduced penalties for inappropriately-sized weapons.

The reduced penalties for inappropriately-sized weapons also scales much further with levels than it needs to - you can use a Huge light weapon with no penalty at level 12... but why would you?

This is the Heavy Hand, a less complex Barbarian archetype that is not built to fight enemies bigger than itself, but to fight as though the character was bigger than they really are. I've had a player at my table testing the Heavy Hand for more than a year now, and so far it works as advertised.

Heavy Hand:

Abilities replaced: Uncanny Dodge and Improved Uncanny Dodge, Trap Sense, Indomitable Will. All else is unchanged.

Oversized Weapons: At level 2, the Heavy Hand reduces the penalty for wielding weapons built for a larger size category by 1. At level 5, the Heavy Hand reduces the penalty for wielding such weapons by 2. This replaces uncanny dodge and improved uncanny dodge.

Heavy Hand: At level 3, the Heavy Hand can treat a two-handed weapon she has proficiency with as a one-handed weapon, taking a -2 penalty to attack rolls for doing so. This affects weapons that are built as two-handed weapons, regardless of their size category. Every six levels beyond 3rd, the penalty to attack rolls is reduced by 1 (to a minimum of 0 at 15) This ability replaces trap sense.

Indomitable Physique: At level 14, the Heavy Hand gains the benefits of Powerful Build, as the Half-Giant racial trait. She counts as a creature one size larger under certain conditions when it would be advantageous to do so, such as size modifiers to CMB and CMD, determining whether special attacks like grab or swallow whole affect her, or determining penalties for wielding inappropriately-sized weapons. This does not change her actual size, space, or reach. This ability replaces Indomitable will.

To sum up - gain the ability to wield a two-handed weapon sized for a creature larger than you at Level 3 with a -3 penalty on attack rolls, which reduces by 1 in 2 levels, 1 more in 4 more levels, and down to 0 in 6 more levels. Trades away some useful defensive features, but keeps Fast Movement, which Titan Mauler omits. Adds damage dice to a two-handed, non-TWF melee build, but more an exercise in personalisation than power.

Why not try with knockback, knockdown, powerful blow, surprise accuracy, mighty swing, reckless abandon, come and get me, or other suitable rage powers to taste. Power Attack and Furious Focus come highly recommended, while a large greataxe or other 3d8 weapon with Vital Strike promises hassle-free penetration of hard-to-bypass Damage Reduction.


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He's alone, and two young dragons of his brood or his line have been killed by the party.

Revenge has to be a goal for him, but he also needs to do things safely and efficiently - no lair, no mate, no army. Monitor the party, to find where it is they feel safe, where their friends and family are, and who their enemies are.

Any enemy of 'recurring villain' caliber that the party interferes with shares a common enemy with the dragon. Contact the villain to get the lay of the land and work out a plan to kill the party together. Green dragons are notorious for cultivating powerful allies and dominating weaker patsies, and an 'enemy of my enemy' is the perfect start for the powerful allies.

Destroy places and people that shelter or aid the party - this local druid who's going to do a resurrection for the party is a prime target. The dragon is homeless and friendless, and it seems reasonable he would feel the need to get out of that situation and bring the party down into it. A power boost such as the agile template you mentioned or a couple of sorcerer levels is good for when the party meets him again.

If he's cultivated a worthwhile ally, he should be able to soften up the party with a couple of encounters worth of cannon fodder - let people use up a bit of their nova power. If he's looted some worthwhile places in the meantime, some well-chosen scrolls or consumables can help him out.

The long-term goal of a dragon without a lair, a hoard, a mate, and an army of slaves or servants should veer towards 'getting all these things' after a while.


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Going on from Cuuniyevo: welcome!

Moving on to... encounter design. Not a set of can and can't rules, more a set of should and maybe-nots that took a little trial and error.

CR (Challenge Rating) is a very useful guide, especially for low-level play, but not all CR is created equal. A few things to keep in mind:

1) CR is not built to pit the players against a life-or-death struggle. It is meant to provide a measure of difficulty in terms of expended resources, not a measure of difficulty in terms of an index of deadliness. It is also a measure of intended experience and treasure reward, a sort of 'experience budget' for your party. A party of 4-5 first-level PCs will most likely steamroll a CR 1 encounter, and you shouldn't be disappointed when CR-appropriate enemies get overcome like this. However, if your party meets 4 successive CR 1 encounters, by that last encounter you will see the 'expended resources' coming to the fore. Casters may very well have fallen back to using cantrips or crossbows as their contribution to the fight, barbarians might abstain from raging so they don't run dry mid-fight, melee combatants are more likely to be asking for in-combat heals.

2) A lot of low-level combat will be resolved by 'hitting the thing until it is dead'. The two biggest enemies of this tactic are Armour and Damage Reduction. An enemy that turns into a meat sponge becomes frustrating for players and for the GM. Even if you've built a CR-appropriate encounter, check the AC and DR of your enemy. If you put something with an AC of 17 against first-level PCs, you will frustrate them, because even a raging first-level barbarian has a less than 50% chance of hitting them. If you put something like a zombie or skeleton into the mix, make sure they have a chance to bypass its damage reduction.
(Sidenote, Damage Reduction is always written in the format DR amount reduced/damage type which bypasses, e.g. DR 5/cold iron)
(Second sidenote: http://www.d20pfsrd.com/classes/npc-classes/non-player-characters - monsters are easy to take the stat block and put into play, but NPCs offer a greater range of challenges until quite high levels. This is a useful guide for building and equipping NPCs.)

3) 4 CR-appropriate encounters is meant to come of as a full working day for an adventurer. If you want that day to be especially dramatic, CR higher than Average Party Level gives you more monsters or better monsters to work with. An individual encounter for 4-5 Level 1 PCs probably shouldn't be more than a CR of 3, but a mixture of CR 1 and 2 encounters with a 'mini-boss' fight of CR 3 in a day is not unreasonable.
http://www.d20srd.org/extras/d20encountercalculator/
This is a 3.5 source, not a PF one, but the CR system is sufficiently similar. It can help with working out your monster budget for when you want to make an encounter more challenging.

4) Reward your players. If you put them through an ordinary set of hurdles, don't go out of your way, but if they went through hell to finish the day, make it worthwhile. Loot is not the only way of rewarding your players - I run a campaign in a setting that is less wealthy than Pathfinder's Golarion, so I tend to reward with bonus XP, narrative breakthroughs, and the in-game trust of authority figures at least as much as I shower players with gold and gear. Giving individual players individual rewards based on good displays of teamwork or keeping their tactics fresh and effective is perfectly fair. Disguising those rewards, or making them more indirect than "and extra money and XP for you, Bob, for your well-timed intervention" may help keep things smooth.

5) Space out the combat. Combat after combat done well can provide a good atmosphere - hectic, warlike, dramatic, what have you. But give them the opportunity to put their non-combat skills to work, to roleplay, to observe the environment you describe to them as it changes while they move from Combat A and Combat B, and so the players can feel like its a relaxed social outing rather than being pressed into fighting roles. Non-combat encounters: hazardous environments, traps, preparations leading up to a known combat encounter, social encounters, investigations; are a boon for spacing out the combat.

6) Take care of yourself. GMing can be very involving. Notice when you feel tired, or frustrated, or disappointed, or angry and should pull back a little. Notice when you're hungry, or thirsty, or busting for the loo. It may sound obvious, and it is, but don't forget it anyway.
Don't be afraid to treat it as a relaxed social gathering for yourself. Take the time after a session to unwind a little, take some time during just to hang out with your friends, or get to know the strangers you've mysteriously invited.

7) Get lots of spare d20s and d6s - it helps keep the game rolling.You can get full sets of polyhedral dice, but these are the ones that will get the most exercise. A couple of d10s are a perfectly fair substitute for d%. d8s, d12s, and d4s will go pretty unloved a lot of the time.

8) Putting your PCs in mortal danger is something to save for a rainy day. Keep them challenged, not dead. Killing PCs isn't fun... mostly.


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DM_Blake wrote:

Fantasy as a genre has traditionally NOT had superheroes in it. Those few who were, they were usually spellcasters. Traditionally.

Then there is this other genre full of superhero characters. What's it called? Oh, yeah, the superhero genre. That's where Superman and the Hulk and probably even Batman and Wolverine belong.

Superheroes and fantasy heroes is a narrow distinction. Superman was, by the admission of his authors, intended as a sort of modern Moses. After making the Incredible Hulk, Stan Lee made the Mighty Thor because he thought a god in the myth, legend, and fantasy style was the only reasonable way to introduce a more powerful character.

It is quite easy to interpret mythical heroes as superheroes, largely because 'superhuman or superpowered heroes' is exactly what they were. Perseus is probably the best 'ancient superhero' type, with his 'all-around good guy' persona, his origin story, the many deeds that weren't part of his central quest, his divine armoury, and his extraordinary physical advantages. Casters were rarely central heroes, tending to keep to the outside of a story - casters were often also knowledge brokers, and knowledge brokers don't get to be the central hero (the King Arthur/Merlin dynamic) because it interrupts the 'audience and character share moments of discovery' aspect of a heroic narrative, and because of the perceived effort required to be heroic:
The knight shows up and goes to heroic efforts to slay the dragon, and everyone claps. The wizard shows up and has the dragon contained quickly and neatly, and everyone is impressed but slightly nonplussed. The knight's effort was visible, but the sixteen years of rigorously transforming his mind into a trap for arcane power is the hard part for the wizard - not the dragonslaying.

The issue isn't incompatible fantasy - sword and sorcery go together like cheese and onions. The issue is how in compressing the fantasy to be playable, the thing that got simplified and accelerated the most was magic, not combat. Fast casting, plenty of it, readily accessible material components, ability to benefit from more than one magical bonus of any kind, lack of drawbacks or penalties imposed by magic use are all features of RPG casters that mark them out from legendary, fantastic, or superheroic casters.
A fighter can't do much more than Boromir. But a Wizard isn't limited to counterspelling and a few signature powers like Gandalf.


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Query: why are the PCs getting a roll against demoralise - why is save or suck a question? Clarifying if you've houseruled demoralise to be an opposed check or Will save, because I thought it was just a Skill Check. As a sidenote, I often give circumstance bonuses to reflect things like skill ranks in Intimidate or a save vs. fear bonus like bravery or a nearby paladin's Aura of Courage.

I'm fond of Intimidate builds for martial characters, and this seems a particularly strong if specialised, one for low levels. However, it doesn't seem overpowered. She can put the party on the back foot with an opening Dazzling Display, but doesn't dominate as a result of it. She needs standard actions to Dazzling Display and Tactician, so the bandits
(I'm imagining level 1 or 2 rogues or warriors) will only get Precise Strike halfway through the second round.
She only enters the fight on the second round of 'shaken time', the third round of the fight. Even with a demoralised party, her flankers have still been fighting for two and a half rounds, and much of her damage dealing potential depends on them.

Short version: It'd be an interesting and dangerous fight, but it doesn't restrict the player actions and so I don't think it is too good.
Just remember to reward generously for pitting the party against an NPC with such heavily customised feats, class levels, and ability scores.


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Derek Vande Brake wrote:
Well, when a mommy trait and a daddy trait love each other very much...

I thought that many featlings go to featling school to get accepted into a high-paying job as a feat, but so many of them have to put aside their dreams and take work as a trait. Their only real hope of promotion is by the Additional Traits work placement program, which is a slim chance at best.


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DominusMegadeus wrote:
I receive visions of Evil and malice... and totally ignore them because I'm a Good person, healing to full and continuing on my unending quest to save orphanages.

And then, year in, year out, taking fiend's blood to heal. You still receive the visions... but they're making so much more sense. Everything in your life is... wrong. You know you're being watched, being judged. You've saved those orphans time and time again, and no one trusts you. No one appreciates you.

So why not wait a little while. Let them be afraid. Let them see the monsters coming for them. Let them know they're doomed without you.

When their souls are laid bare, they'll beg for your help.

You're still a good man. A good man helps save orphanages, and you save orphanages.

It doesn't matter why you're doing it. Even if it's just to hear them beg, you'll still save them.

And if you get hurt, it will just take another drop.

Evil. It's a hell of a drug.


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The character's alignment is not the only relevant feature - he's a tiefling. A good tiefling is essentially someone who has chosen to repurpose something of an infernal nature - namely themselves - to do good. Casting infernal healing could be thought of as a small-scale version of what they've done with their lives. Alignment does not represent the sum total of a character's morality when examined out of context.
And infernal healing already has a set of rules consequences and limitations.


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Rynjin wrote:
And I know you haven't been around here long, but you should know the "Fighters can go all day" myth has been bunked time and time again. Fighters need buffs and healing to keep going.

I wasn't saying 'Fighters can go all day.' - I was saying that if you build the day around more than 4 encounters, and you limit downtime, and you make consequences run adventuring day to adventuring day rather than give everyone a fresh start, you change the way the game plays out.

The game plays martially. Like a war.

The fighter can't go all day, but the fighter doesn't lose effectiveness as he fights. A wizard does. They only have so much wizard in the tank, and when that's exhausted, which it can be, they become the weakest class. A barbarian or paladin that's out of their per day resources is much less effective, but rangers and fighters cannot run out of fighting ability while they remain alive and conscious. Yes, healing is a factor there, and no, full casters are not the limit of a martial character's recourse to healing.

I'm not saying a fighter is better than a wizard. They aren't. I am saying a campaign can be designed to balance martial classes and full casters without adding mythic powers to the martials or penalising the full casters. Not for all levels - if you can keep a full caster contained past level 13, well done, but you can maintain some parity, enough that people can play martials alongside full caster without feeling the need to write 4 threads decrying the lack of nice things. Hopefully.

For the record, if you put a CR appropriate giant into an AMF with a solo fighter, you get a dead giant.


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Milo v3 wrote:
Martials can stab people... and ummmmmmmmmm. Nope that's it.

They can also bludgeon.

A well-built 3rd-level human fighter can walk into a pack of enemies with a guisarme, Combat Reflexes, and Improved Trip and Bull Rush and have a similar effect on the battlefield as Black Tentacles. A 2nd-level barbarian can reliably crash-tackle an ogre.

And if you put an Anti-Magic field on a high level fighter with armour that's still masterwork full plate under the enhancement bonus and a sword that can carve facets into a ruby... you didn't really accomplish very much.


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It is possible to raise the relative tier of martials with encounter design. An adventure that escalates into an all-out war with civilian bystanders that forces the party to keep fighting without rest or resupply plays to the strengths of a Fighter, whose only limited resource is hit points, while a 10th-level Wizard is a poor substitute for a 5th-level Warrior once he's run dry.

I'd look at adjusting encounters and adventures so supernova tactics create problems - alienate allies, put you on the radar of far more powerful enemies, while the more mundane efforts of martials and skill-monkeys remain relevant, effective, and discreet.


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You could give everyone a Leadership-style cohort, not for adventuring with them, but for acting as their second. When they can't show up, their designated second fills in for them as your GMPC. You don't take over anyone's character, you don't have a GMPC who mysteriously doesn't show up when everyone arrives. The cohort provides a similar role to the player character, but is a couple of levels lower so is bound not to overshadow anyone.

The cohorts might be pretty much the player -2 levels, or just something that can provide similar tricks - a Level 11 witch for the Level 13 theurge, for example.


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I'm reminded of a Buffy episode that pretty much had that moment:

"So, he cast a spell to make us think he was cool? That is ... so cool."

However, as for how it'd play I think it'd be more like the kind of emotive rationalising that people go through when asked to explain why they are still friends with 'that guy'*: the charmed person might talk about all of their other awesome qualities, or say they must have had a pretty good reason for charming them, or say they're just glad to help out such an awesome fellow, or equally glad to help out someone who must have really needed their help.

If the PC wasn't too aggressive in trying to break the charm or ruin their image of the charmer, they might be able to wheedle information about the charmer or what the NPC did while charmed, framed as their redeeming features or the good times they had together. Ruining their image of their newest good friend would probably alienate most NPCs from the PCs.

*You know 'that guy', right? The friend who is at the margins of what you'd consider acceptable social behaviour for a friend, which means half of your friends think he's a total jerk/bore.


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I'm pretty sure, since 'Advanced Firearms' are break-action shotguns, cap-and-ball revolvers and suchlike, that the AK-47, M16 - A1 or otherwise, and the M14 aren't particularly relevant to the thread, or the OP.

I would add 'not relevant to PF' but we've already had Russian Great Patriotic War hardware show up in a crossover, so, you never know.

I'd recommend being continuing to be rigorous with ammunition costs and cover/concealment rules, and having a talk with the player about trading down to a musket. But first, before talking to them, I'd recommend having them fight a whole lot of incorporeal creatures.


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More of the above I guess - minions, and movement.

My encounter plan for a red dragon (mature, half-fiend template [his mother gave him an extraplanar upbringing to keep him safe from dragonslayers until he was big enough and ugly enough to look after himself, plus dragons benefit massively from half-fiend resistances/SLAs])

The dragons lair is a ruined castle - the walls are intact, but the inner court, garrisons, most of the secondary fortifications are destroyed. Its basically a stone bowl with no cover that's open to the sky. The ground is lined with flammable material - mundane fires may not damage high-level PCs much, but the smokescreen will protect against the ranged or ranged touch attacks. The dragon is itinerant, and leaves the lair to attend to other business, and the party knows this. If they enter the lair when he's not there, they have to wade through a small army of kobolds and mountain orcs, including his kobold Dragon Disciple, who is equipped closer to PC WBL than NPC, as befits a boss-type elite cohort, and a zombie lord silver dragon.
(Zombie Lords are more vulnerable than dragons, with poorer saves and Hit Dice, but keep an appreciable fraction of the original dragon's power. Just be aware that Zombie Lord dragons deal damage above their CR, and have massive flat-footed armour.)

Either the Dragon Disciple or the ZL silver dragon dying counts as an alert condition for the red dragon, who doesn't just return home, but returns to an overlooking position to summon his Half-Fiend SLA Nalfeshnee. By the time the party fights him, even if they fight him solo rather than as a reinforcement wave halfway through an existing group encounter, there has been considerable drain on their daily resources. He can use the castle terrain to stay outside the walls and buff up, and can constantly retreat out of sight even after engaging. Also, because a red dragon looks pretty hellish to start with, the party doesn't know about his half-fiend status in advance without putting extra effort into pre-battle research or divination.

Also, for making dragons fight more interestingly, customising their feats helps - especially using some nice monster feats (things like Shape Breath Weapon, Slow Exhalation, or Frightful Suggestion, which I think are in an SGG third-party product) or feats like Improved Natural attack and Vital Strike so the dragon can make devastating flyby attacks rather than being limited to their breath weapon or having to land and make full-round attacks.


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This is what it says on the tin - a feat chain to let an oracle take an extra mystery, or, with a higher degree of difficulty (because non-oracles don't have a curse) to let a non-oracle benefit from a revelation without taking an oracle dip. (Like the idea of a sorcerer picking up Sidestep Secret, or a bard picking up Lore Keeper for Charisma-based Knowledge checks.)

Name: Mysterious Induction
Prerequisites: 13 CHA, Skill Focus (any one class skill granted by the chosen mystery)
The subject gains access to an oracle mystery, as per the mystery class feature. Their effective oracle level for access to revelations from this mystery and the effect of those revelations is their character level -2, even if they have levels in Oracle.

From this point, an Oracle may add revelations with their regular class feature revelations or the feat Extra Revelation. Someone who isn't an oracle and doesn't have an Oracle's curse has no revelation class feature, and cannot yet add them.

Name: Mysterious Revelation
Prerequisites: 15 CHA (maybe), Mysterious Induction (definitely)
The subject gains the Oracle's revelation class feature. They may select a single revelation without a level requirement from their existing mystery through Mysterious Induction. They gain the benefit of this revelation (uses per day, effectiveness) at their effective oracle level from Mysterious Induction.

This gives a non-oracle access to a low-level revelation without taking a dip or curse, with a feat tax and a partial feat tax depending on how much use they get from the Skill Focus. (Multiple class skills from each mystery make it fairly easy to get some benefit from Skill Focus)
If they want more revelations, including higher-level revelations, at this point the non-oracle can now take Extra Revelation, rather than having an Improved and Greater feat chain like Eldritch Heritage.