Seltyiel

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Organized Play Member. 31 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character.




I'm looking to create an encounter for my party, and need some assistance making it both challenging and fun.

Environment is tropical coastline/river delta. Group will be 5 level 4 characters (with good stats) so a CR 5 or 6 wouldn't be out of the question. So far I've decided on a River Drake with the Giant template, now just need to decide on some mooks or something else to boost it. Was thinking a small tribe of Goblins/Kobolds/Lizardfolk that it commands? Or would there be something else more appropriate?

This is going to be just a something to do/help the locals with a pest situation, not tied to a specific story element.


I'm looking to start up a new group with a handful of my long-time friends, but unsure on what Adventure Path/Module to run and looking for some advice. A few details:

  • I'm a first-time DM, have played previously but not in the last 18 months
  • The group will consist of my wife (previous player, about the same experience as me) and 3-4 brand new players, who've never played a tabletop RPG before.
  • I'm excited to do an AP, but worried about leaping into that headfirst and thought we might start with an easy module before going to an AP. I've heard Hollows Last Hope and Dragons Demand mentioned, are they suitable?
  • My wife and I last played RotRL, so it's likely off the table. Skull and Shackles is taking my fancy right now.

Thanks in advance!


Hey guys,

Playing a Dervish Dance Magus in ROTRL right now, towards the end of the 3rd book. I've got a pretty decent idea of my build up until 15th level, where I'm going to take Spell Perfection (Shocking Grasp).

My question is, what Metamagic feats should I grab for Spell Perfection? I've got Intensify already, and was looking at a combination of Maximize/Elemental (Acid)/Quicken for the other two. Quicken/Maximize means I can get off 2 Shocking Grasps a round as 1st level spells, but Elemental means I'm not screwed when fighting a Electricity immune creature. Any suggestions?


Can a character take 10 on an Acrobatics check to make a jump, provided he is not in immediate danger or distracted?

I'm aware taking a 20 would be impossible, as this would mean taking a 1 as well (and failing the jump) but nowhere in the take 10 entry is it suggested that taking 10 means taking 1-9 first.


Alright, so my group and I just hit level 4 in RotRL. As a Magus, that means next level I get my first Bonus Feat. The question is, how useful are item creation feats? I've never actually played a PF campaign for longer than 3 sessions, so I'm unsure..

The way I see it now, I can either grab an average combat feat (like Improved Initiative), a metamagic feat for later levels, or Craft Magical Armor and Weapons/Wonderous Items. I'm the only arcane caster in the group, and likely to be the only one who grabs an item creation feat, so I doubt they'll be any overlap.

Suggestions?


Hi guys,

So my Magus has just hit level 4 in ROTRL. We've defeated 3 of the encounters so far (including the BIG one), but still a few to go.

I am, however, stuck for spell choices. 2nd level spells don't seem as black and white as 1st level. So far, I'm looking at Bulls Strength and Glitterdust. Frigid Touch does the same damage as Shocking Grasp..

Anyway, spells are as follows:

1st: Shield, Frostbite (for the fatigue), Shocking Grasp x2
2nd: Bulls Strength, Glitterdust

I have the Spellscars Arcana, so I'm planning on putting a few utility spells as scars to cast later (True Strike and such)

Any suggestions?


So my group is playing through RotRL, and we've just hit level 3. All great, problem is I'm a newish player and don't know what my next feat should be.

Stat block is as follows:

Spoiler:

Male Tiefling Magus 3
NG medium humanoid
Init +4 Senses Darkvision (60) Listen +1 Spot +1
DEFENSE
AC 16, touch 12, flat-footed 14
hp 33
Fort 5 ,Ref 3 ,Will 2
OFFENSE
Speed 30 ft
Melee +1 Longsword +4 (1d8+4/19-20/x2) or +1 Longsword +6 (1d8+5/19-20/x2)
Ranged Shortbow +4 (1d6/x3)
Space 5 Reach 5
STATISTICS
STR 16 DEX 14 CON 14 INT 18 WIS 8 CHA 8
Base Atk 2 Grp50
Feats Combat Casting
Skills Appraise +5, Bluff +2, Climb +5, leatherwork +8, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (history) +6, Knowledge (planes) +8, Perception +1, Sailor +3, Spellcraft +10, Survival +0, Swim +5, Appraise +5, Bluff +2, Climb +5, leatherwork +8, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (history) +6
Languages Common, Infernal, Draconic, Varisian, Kelish, Osiriani
Gear Scimitar, Shortbow, Boar spear, +1 Longsword, Iron - Cold Longsword, Arrows (20), Horse - light, Bedroll , Backpack , Waterskin (2), Rope - hemp (50 ft), Flint and Steel, Torch (3), Flask (empty) (4), Saddle (riding), Sunrod (3), Sailor outfit, Leather tricorn hat, Potion of Cure Light Wounds (CL: 1)

I was going weapon focus, but my weapon's likely to change a bit. I do seem to be hit a fair bit, so toughness/dodge look good too. I took spell-scars as my Arcana (no group wizard, so I've got to do all the spellcasting).

Also, what should my next goal for equipment be? I was looking at magic rings or metamagic rods.


Subject says it all: is a demons fast healing cancelled or negated by taking cold iron/good damage? Even just the damage dealt by that attack?

My group's fighting a certain quasit and it's giving them a fair bit of grief.