Name: Talex
The Gory Details: spoiler:
It should be noted that I re-worked the Sisters of Eiseth a bit: I rearranged their stats with in the 15 point buy, Swapped out their crossbows and poisoned bolts with poisoned shuriken (well, they had them in the pictures!)and keyed their feats a little differently. I kept their bladed scarf and the flavor of the sisters with a little more punch.
Anyway... The party tipped their hand when they used a rusting grasp to get in the door to Massacre House. The sister in the crematorium raised the alarm, but was quickly dispatched along with the fire elemental from the furnace. The 2 sisters in the central room joined the other 3 in the ossuary and set up an ambush for the party. As Talex lead the party down the stairs to the ossuary, he spotted a flash of motion from the shelving to his right. He rushed after it and was surprised by a sister hiding in an alcove that grappled him and held him while another sister used flurry of blows to pound him to a pulp. The other 3 sisters attacked with poisoned shuriken from the opposite direction. The halfing bard, Bobbin, went down and was losing con fast; he managed to tie up one sister with hideous laughter before being struck with 2 poisoned shuriken and was having trouble making his DC 13 save. The rogue tried to sneak around to flank the sisters but ended up face to face with one. She punched and kicked him within an inch of his life and he was heading for the door, throwing the halfing over his shoulder for good measure. The cleric was healing like crazy, but the con damage was taking its toll on the party. Name: Shila
The Gory Details: spoiler: The wizard sent his familiar to finish off the laughing monk. She did, but left herself open for a flurry of shuriken. Two in the bird and the poison did its job. The party was forced to retreat, leaving Talex in the hands of the sister to be beaten and cremated.
Charender wrote:
Actually death ward makes you immune to energy drain and negative levels: DEATH WARD
The subject gains a +4 morale bonus on saves against all death spells and magical death effects. The subject is granted a save to negate such effects even if one is not normally allowed. The subject is immune to energy drain and any negative energy effects, including channeled negative energy. This spell does not remove negative levels that the subject has already gained, but it does remove the penalties from negative levels for the duration of its effect. Death ward does not protect against other sorts of attacks, even if those attacks might be lethal.
Charender is correct: There is no initial save vs. the energy drain ability. I think the confusion here is on the “temporary” and “permanent” aspect of the negative level gained. The Bestiary is pretty clear and makes no mention of an initial save. If you get hit, you take negative levels. They are “temporary” unless you fail to remove them before 24 hours, then you get a save: Make the save and they go away. Fail the save and they become “permanent”.
I have yet to find a spell or ability (other than enervation) that the negative levels bestowed don’t become permanent after 24 hours. The ones from enervation only last 1 hour per caster level and never become permanent. It is a little odd that they mention the “save every 24 hours until they are gone” if there aren’t any “temporary” that don’t become “permanent” after 24 hours.
I created several items and showed them to my friends. They voted on them and I submitted the winner. Five minutes later... I found the thread with the critiques of last years items: My heart dropped with every reference to "spell in a can" until I couldn't tell if the throbbing in my back-side was from the beating of my heart or from kicking myself for submitting this item: Bracelet of Charms
Not only was it a spell in a can; It was a six-pack! Not a very "catchy" name, maxed out the word limit and didn't even have enough charms to fill all the slots on the item and it was sure to be pummled for trying to do too much. But, you live and learn and I'm alredy planning for next year.
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A very good home brew solution! It would make sense that Survival would be the skill used for this, as I could see no other reason it would be a class skill for an Alchemist. I had a similar notion of setting the DC and relating it to the poison's DC. I hadn't thought of the bonus for creature type, but it was an excellent idea, so I hope you don't mind that I am going to shamelessly steal it.
From the days of 2nd Edition, we GM’s have faced the same dilemma: As soon as the party finishes killing that wyvern, monstrous spider or giant scorpion some player is going to ask. “Can I cut out the poison gland and get some of the monster’s poison?” If there were ever a class that was suited to that job, the Alchemist would be it! So how about some rules to help us poor GM’s satisfy those player’s desires. I think this would make an awesome sidebar to include with the Alchemist’s description. What skill would one use to harvest poison from a fallen monster? What would the DC be to successfully do it? If you are successful, how much poison do you get? If you fail, what are the consequences? Is the poison usable directly from the monster or must it be refined before it can be applied to a weapon? With all the poisoning abilities this character has, I was surprised to find it had no means of making its own poison.
Wow! You all make this so complicated! Let me just mention a few key feats for the scout: MELEE: Dodge
Along with the needed Two Weapon Fighting feats RANGED Dodge
Along with the usually needed Ranged feats. I don't think the scout needs any modification for Pathfinder. The scout is not a "fighter" or "ranger": The scout is a "country rogue" and has the skills to match. If you update the skills list, you're good to go! Remember guys: The core classes were revised so that they could compete with classes like the scout. Pathfinder is ment to be compatible with the 3.5 stuff: That's what makes it better than 4e! You don't have to do a bunch of unneeded conversion. One last note on the skirmish:
I have seen in adventures where some one has cast a perminent invisiblity and continual flame on an object to create light with no visible source. (kind of a cool effect) The invisibility spell specificly states that objects set down become visible and objects picked up become invisible so flour, darts or arrows don't work. Covering the floor with flour, water or sand helps to pin-point location and movement, though. There are plenty of spells to expose invisible foes, and I had never thought of it, but a grease spell is outstanding! Yet another use for one of the most under-rated spells!
First off, weapons and armor are made of steel, not iron. Iron is brittle and heavy and is not a good material for making these things. Take 10 or 20 all you want: It's still going to to be made of a sub-standard materials and not a good substitute for the real thing. Secondly, making dozens of suits of "iron full plate" will still take a very long time. Each piece of the armor still has to to be fitted to it's intended user. This means measuring, shaping and fitting all the pieces together using rivits and pins, forming that flat, iron wall into rings and plates not to mention cutting it into the propper shapes to begin with. If a cleric wants to waste his time trying to fill a sandy hole in the dessert with water that will just be sucked up by the sand and evaporated by the sun, who cares? He's just tilting at windmills, and it will have no real impact on your campaign. If the heros want to build a keep using wall of stone and wall of iron for the roof, that's great! It's not like they can carry it around with them. Remember: All of these things can be detroyed by very mundane means. And if they upset the economy of you world with these spells, it could make them some very powerful enemies... (Heh,heh,heh)
I like bmcdanials idea. I can hear Vanthis now: "Why would I trust the likes of you? A coward who would sell out his own friends, I would have to be a fool" Then, after the fight with the rats, Lavinia could but them out of slavery. And, to pay her back, they would have to help her with a few things... It gets the campaign back on track and gives the party a good reason to hate Vanthis. |