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Any other DMs smacking their players around with all the grappling/constricting creatures in this AP? I've had nearly 3 TPKs with the Chokers/Darkmantles/Assassin Vine. Granted my dice rolling has been off the charts, but still..... Also, I altered the Brindylow encounter, I gave the Queen the +1 Mithral shirt to wear. That also ended up being a TPK, but not due to the AC enhancement, but rather the Cleave feat and lucky dice...again. The group is still enjoying adventure, just getting a bit fed up with all the grappling.
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Thanks Kalindlara, that was fast! My Dervish Dancer archtype bard picked up the undead template and I was bumming because I planned on using the Dance of 100/1000 cuts spell to full effect. I hope to get the group to houserule undead being effected by their own morale effects/spells.
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While I don't consider limiting the legendary surge/power "nerfing", (for the reasons earlier posted), I do acknowledge that it is problematic to adjust the rules mid campaign. Each group needs to make the changes that work best for them. I am really enjoying this thread and your other one about the failed AP, and while I don't agree with everything, I am finding a large amount of very useful advice on your threads. Thanks for taking the time for posting your thoughts.
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Sounds like your group had a great night of adventuring!!! Definitely take someone out with the necklace. Not to de-rail again, but did you broach the legendary surge/power thing with your fighter types? If so, what how did they respond? And do you think it would make a significant impact?
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It is a ability for that you can select for a Legendary weapon, pg 172 of MA. Re-reading the legendary power/surge sections, it looks like our house-rule holds a fair amount of validity. Foe-Biting basically allows the wielder to double the amount of damage dealt at the expense of 1 legendary power point,or 2 points if the hit was a critical hit. Sorry for the thread jack, I'll be quiet now.
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Correct, it has its own pool of power, but we have ruled that the player, not the item has to take the action. I believe precedent had been set with the spell-casting ability of the weapon--that it allows the holder to use a spell as a SLA instead of the item being able to cast it as its own action. I was just presenting this as a possible solution to the touch attack, foe biter problem, and fully acknowledge that this would be a house-rule and not RAW. For times when multiple surges or power points have to be expended it is still only a immediate/swift action. It does actually work for the GM and keeping his creatures alive a bit longer...at least in our group....and as long as the Ranger doesn't decide that it must die, that guy is really nasty!
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Yep, that's the legendary surge (power) that I mentioned. The rules say that it is similar to the mythic surge ability of the character. In our game, we ruled that since the legendary item cannot take its own action (like casting spells, unlike intelligent items from the CRB) it costs the character their immediate/swift action to active a ability of the weapon (or item), unless otherwise stated. It just prevents stacking surges on an attack, i.e. character rolls their attack, uses a mythic surge to increase their roll, they would then be unable to use a legendary surge to further increase their attack roll if they missed, or use a legendary power to activate foe-biter to double the damage output.
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In our game we have ruled that, unless otherwise specified, using a mythic surge, or a legendary surge is a immediate/swift action. That would prevent the touch attack foe-biter strategy. We are just finishing the 2 book and have found it to be fairly challenging, but our GM is playing the monsters very intelligently. We have a melee cleric, tower shield (very defensive) Paladin, Death dealing Zen Archer/Ranger, Witch, and a Bard. We have found action economy, in regards to mythic/legendary surges, to be a limiting factor. Remember if you use a immediate action prior to your turn you lose your swift action during your turn. OK, gotta go burn something on the grill, have been greatly enjoying your posts and insights Magnus.
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Duiker wrote:
Quick question Duiker, is your cloak a intelligent item out of the CRB or the Legendary Item from MA? A Legendary Item does not have an action of its own, unless you have house ruled this. I ask, not to be sniping/snarky, but because I was very disappointed to see that the LI was not like the CRB intelligent item and not able to take its own action to cast. We just entered Drezen in our campaign, my cleric killed the Soltengrabbe in 1 round, melee combat, minimally buffed. So, yea, I agree there is substantial power creep, but if you're having fun, so be it. Good gaming!
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I'm playing a Cleric/Holy Vindicator of Iomedae with plans for the Vital Strike feat chain, currently Cleric 7/ MT 1 and doing fine as far as damage is concerned. Plan on being a front liner and helping the Paladin and Zen Archer, we also have a Witch and Bard. Str>Cha>Con>Wis>Dex=Int. Also taking Eldritch Heritage feat chain (Orc). Fairly boring, expected and plain, but I wanted simple.
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I'm preparing to run the updated version of RotRL, and I've got a random idea rolling around in my head that I want to get some outside input on. I was thinking of bringing some elements of JR into RotRL, specifically giving each PC a campaign trait from both APs (we roll randomly and I'm not letting them know that the additional trait is from JR) and letting them select an additional trait,(so they begin play with 3 traits). Then as the AP progresses, introducing the letter from Amieko's grandfather--possibly finding it on her brother after they rescue her. This would put the PCs in a position to choose which route they wanted to pursue. I would play up that there are other adventurers that would pick up whatever "job" they did not want, i.e. they wouldn't feel like they were abandoning either Amieko or the town. My thoughts on this is that they would pursue the JR AP and then at the conclusion they would recieve word that their counterparts are overdue/missing requiring them to investigate---jump into the RotRL AP about midway through the 5th installment, and then finish it up. Unfortunately if they do go the JR route they will miss the Skinsaw Murders and Hook Mountain Massacre. If they decide to go with RotRL right off the bat, no problems, I'll just run with it, just thought it would be different to give them a curve ball their not expecting. Any thoughts????
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gbonehead wrote:
I really don't think it is that much of a risk, it IS one hell of a lot of work for the staff though. Granted, some may cancel their subscriptions and start them back up at #101, but I doubt it. Many (myself included) have bought APs that they have not cared for just for "idea" generators. If Paizo puts out a 4 volume Mythic AP every 8 years, I think subscibers would still get them even if they don't initially plan on playing through them. Besides, who is going to want to miss out on issue #100????
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My GM requested that I put this question to the board. How much are you folks charging for a adamantine vial? I'm using it to protect my potions for alchemical allocation. I suggested 150-200gp, the price of 2-3 adamantine arrow heads. Anybody wish to share what they are doing in their campaigns? Thanks
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Charender wrote:
I think you need 2-weapon fighting to avoid some nasty penalties to hit. Even though the bite and claws are considered primary weapons, once you throw the scimtar into the mix things get messed up. I think you could attack with the scimitar and bite and still be ok, but again the claws create a problem. Am I wrong about this???? Still a nice build, I may use it as a base for my pirate/ships doctor in SS.
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Wasum wrote:
Yeah, I missed that everything from 3.5 was allowed, in which case my build has no business being here, BUT, the OP did want to stay as close to Pathfinder as possible. But, yes you are right. That being said, in my opinion, for straight cheese you can do no better than the Book of Exalted Deeds.
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Wasum wrote:
Yes, Endurance is required for Steadfast Dtermination, I tanked my Wisdom and increased my Con, I have 119 HP at 11th level. Skill Focus is required for Loremaster. I'm playing this character as a bookworm/nerd, I have all the knowledges except Nature, my ability checks are 21 in each,except for Arcana, that is 27 due to skill Focus, the knowledges have come in VERY handy during CC. Just in case you don't kknow about SD, you use your CON modifier for your Will saves. As a Loremaster I'll be getting 2 feats on every odd level, certainly not min-maxed, but I assure you he is very playable.
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I'm playing a Conjurer with the Teleportation sub-school in Carrion Crown, the guys been rocking. Given that you are 5th level and running up against CR 10s does nerf your little beasties that you summon. At 5th level I was running around summoning Lantern Archons, nice DR and a ranged touch that bypasses all DR. Now I'm 11th level (10 Wiz/1Loremaster) and am summoning Bralani(s), they are pretty bad-ass too. My Feats are as follows:
My DM has allowed for a little 3.5 material, and also allows me to use Dimensional Agility with the Shift ability. I also have a staff as a bonded item. Besides summoninga bunch of stuff, I also use the Conjure Pit line of spells along with Black Tentacles, Stinking Cloud and Cloudkill. We have a 5 member party--Inquisitor, Oracle of Life (man can he heal), Ftr/Cleric, and a Bard who buffs everyone once my guys show up. For your particular problem of the bad guys beating your DCs, get a Rod of Persistance--makes them make 2 saves, then hit them with the pit and Stinking Cloud spells. (I have a Diviner with this Rod, really pisses the DM off, lol) I've had a lot of fun playing this guy, hope things work out for you.
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Thanks, looks interesting, I don't recognize the cover so I must not have that issue. Unfortunately I don't have the Hordes of the Abyss or Fiendish Codex as it appears that it was written up in one of those books. Definately something I'm going to look into. The characters in my campaign are 20-22nd level, that's one reason I made it a little more powerful.
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Yeah, it is a work in progress...I was unsure about the 1/4 damage and some of the spell like abilities...I was looking to build something that is just too damn big to hurt. I wanted the idea of walking up to this thing, with anything but a axe, to be idiotic. As a living castle, maybe he should be more powerful than Treerazor?
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The Witchbole CR 23 XP 819,200
Defense
Offense
Statistics
Ecology
Special Abilities
Double Damage Against Objects (Ex) The Witchbole or animated
Treespeech (Ex) The Witchbole has the ability to converse with plants
As always thoughts are welcome. Thanks
Adventure Path Charter Subscriber
Has anyone statted this creature up yet? I've seen nothing concerning abilities or specific characteristics....just that it is Treerazors abode. As such, I'm envisioning something about the size of the tree in Avatar, perhaps a bit smaller, giving some slam attacks ala the Treant and the ability to throw some of the bodies impaled on it's branches. I'll probably throw in some spell like abilities and physical attributes designed to hamper the PCs through/around the tree. It'll probablyhave a fairly high SR too, I'm thinking 40ish. Looking for some advice/suggestions. My view is that this "tree" should be in the CR 22 range. All thoughts, comments, and snide remarks are appreciated. Thanks!
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Anyone else considering giving the Zen Archer Snap Shot at 9th level instead of Reflexive Shot? They appear to be pretty much the same--except for the Rapid Shot requirement. Giving Snap to the ZA would also open up then Improved/Gtr feats without the need to take Rapid Shot. Any thoughts??
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I plan on Improved Init, Combat Reflexes, Cloud and Spider Step, and possibly Gtr Grapple. Then Improved Precise Shot @ 6th, Improved Crit @ 10th, and Pinpoint Targeting @ 14th. Haven't put a lot of thought into it though, kind of waiting until I get my hands on UC. Enjoy your Archer, he'sgoing tobe a blast to play.
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Blave wrote:
Thanks, missed that.
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Go with the Zen Archer, I'm playing a 4th lvl Dwarf Zen Archer and he is just sick!!! At 4th my feats are Perfect Strike, Point Blank Shot, Deadly Aim, Precise Shot, Weapon Focus (Comp LB), Point Blank Master, and Improved Grapple. Not really sure why I took the last one, (I'm kind of hoping that the GM will let me replace it when we recieve Ultimate combat.) Str-16,Dex-14,Con-14,Int-9,Wis-18,Cha-5 20pt buy Yea, not your typical dwarf fighting with a composite longbow, but very effective.
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erik542 wrote:
I have a player in my campaign that has both Limited Wish and Wish on his Arcane bonded item. Yea, it is a bit of a pain, but we have a agreement on what is acceptable use. The party level is in the low 20s, so I have no problem letting the Sor. hand out +5 Inherent bonus'. One of our agreements is that he may only hand out his level in bonus,(4 +5 at 20th, or 20 +1, or any combination). I believe he has his staff set up so it takes 2 charges per Wish. I also ruled that if his character died (which has happened once), his staff would be destroyed, so he had to use a normal Wish to get it back. All said it hasn't been as big a pain as one might think, but you really need to have the GM and player on the same sheet as to what is going to be tolerated.
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