James from NYC's page

Organized Play Member. 7 posts. 1 review. No lists. No wishlists.


Sorry to Necro this thread.

A lot of people forget that Rogues often get Sneak Attack at times when creatures are denied their DEX bonus to AC. That's like a built in potentially huge bonus to hit that increases over level.

vs a Pit Fiend that's like +9. vs. a Balor is +7.
vs. a Gold Dragon (sorry nope) but against most monsters except the humongous ones it's a very good bonus to hit.

You can't get that bonus just from flanking, but there are many other ways. There's being hidden from stealth, if you act before if you beat the creatures initiative, there's attacking in the first round of combat(Surprise Attack(Ex)), and even Improved Feint using Bluff checks.

I can't edit my previous post.

After doing some testing. Critical Hits are a little overboard in Pathfinder. A lvl 1, 18STR, raging Barbarian with a two-handed sword can do 2d6+8 damage normally. On a crit that jumps to 30 damage. That will take out a 4HD creature, and most bosses.

Critical Hits - roll all the damage dice according to the weapon crit multiplier, add all modifiers after this. If no multipliers listed, simply double the weapon damage dice.

Example: a Greataxe 1d12+6(X3) wielding Barbarian crits, he rolls 3d12 then adds his +6 after this.

This should prevent the people who dump their hit stat and just hope for crits with super high damage bonuses.

Third option for Opportunity Attacks, use the Dungeon Command movement rules:
1. No opportunity attacks.
2. Whenever you move adjacent to a hostile creature, your movement immediately ends.
3. If you ever begin a move action adjacent to a hostile creature, your speed for that move is 5ft.

These are my houserules to make a Pathfinder game take the best from the Pathfinder Beginner Box, D&D Next playtest, and even a tiny bit of 4E and use them to make a really fun quick game. Any comments on where they might break are appreciated. All are optional, and each one should be addable or removable on it’s own, except the auto-confirm critical relies a bit on making fewer iterative attacks.

1. Healing and Hit Points
Use Reserve Points (from Unearthed Arcana 3.5ed) - for HP recovery. They’re like Hit Dice for D&D Next only simpler and better. You start with Reserve Points equal to your maximum hit points. If you have 8 HP you also have 8 Reserve Points. Like a total of 16 Points over an entire day.

* After being injured, every 1 min of resting, converts 1 Reserve Point into 1 HP.
* Any magical healing over your hit point maximum goes straight into Reserve Points.
* You can also recover Reserve Points via an extended rest, which will return half of them.
link: http://www.d20srd.org/srd/variant/adventuring/reservePoints.htm

Actions you can take to Heal in combat or during a short rest:
Healer's Kits - Standard Action - DC 15 Heal check to recover (your level+CON Mod) in HP. (can only benefit from a kit 1/day)
Endurance Check - to ignore wounds, (same as heal above, only on yourself) (sort of like Second Wind) highly optional - some people might hate this

Actions during a rest
Memorize Spell - 15 min/level of the spell.
Recover a special ability (ki point, Sorcerer spell, Alchemist bomb, Rage round) 15 min of meditation

2. At-Wills
Any of the attack powers for Wizards that come from Wizard Schools or for Sorcerers that come from Bloodlines that say you can use them 3+INT modifier times per day; simply become "At-Will".
Note: the Oracle already has At-Wills, so does the Witch.

3. Opportunity Attacks

  • Choice 1 - there are no Opportunity Attacks.
    ===If you choose this; then add that you can’t fire a ranged weapon or cast a spell when adjacent to a hostile creature, unless it a touch spell. Moving away is very easy, since there are no opportunity attacks.
  • Choice 2 - Opportunity attacks only trigger from leaving the reach of a hostile creature.

* Five Foot Step is gone.
* The Withdraw Standard Action allows you to move 10 feet without provoking any attacks.
* Standing up from Prone, does not provoke opportunity attack.
* Using a ranged weapon in melee does not provoke an opportunity attack, but you take a -5 penalty if you target any creature other than one adjacent to you.
* Remove the “Shooting into Melee -4” rules, but leave the cover rules.
* If you cast a spell while a monster is engaging you in melee you must include at least one of those creatures in the spell.

Optional: If you charge a creature with Reach it gets a free attack.

4. Extra Saving Throws vs. Save or Suck
For any paralyzation/daze/stunned/frightened effect; the player/creature can spend a Full Round action to get another saving throw.

5. Iterative attacks:
Once you get to high enough level to get multiple attacks. You get the old fashioned 3 attacks every 2 rounds. Yes, you have to remember, use a chit or a stone or even a die; people did it for years. If you go a round without attacking, you start over at the lower number. No dropping hit bonuses, all attacks are at full bonus.
You can always make all of your attacks as a Standard Action, and move in between each one.
The Full Attack action is gone.

+6/+1 becomes 3 attacks every 2 rounds all at +6 (1 attack in 1st round, 2 attacks in 2nd round)
+11/+6/+1 becomes 2 attacks every round at +11.
+16/+11/+6/+1 becomes 5/2 (2 attacks in 1st round / 3 attacks 2nd round) all at +16

Another example:
A lvl 20 Monk - +18/+18/+13/+13/+8/+8/+3 (which is two different hands) +18/+13/+8/+3 and +18/+13/+8
becomes - main hand (5/2 attacks) and off-hand (2 attacks) all at +18
(this would be 4 attacks first round, 5 attacks in second round)

6. Critical Hits
Critical Hits always confirm. Any attack that would not have counted as a hit, is not a critical.
Since you have fewer attacks and all are at normal bonus, this should work out.
The Fighter lvl 20 feature becomes "you extend the crit range of your weapon by 1 and increase the multiplier by 1".

Example: if you Power Attack and end up with a +3 net to-hit bonus, and swing at a Dragon with AC 25 and get a natural 20. Your 23 would not have been enough to hit the AC 25 so it is just a normal hit.
(I’m not sure about critical hits. Another choice would be to say all critical hits are maximum damage, then roll any additional weapon dice according to the multiplier)

7. Magical Healing
All "Cure" spells such as “Cure Light Wounds” are considered to be Ranged 50ft and can be cast as a swift action.
If cast this way the only other spells you can cast that round are Orisons (Cantrips) or make a melee attack.
If you cast them via Touch and with a Standard Action, then double the d8's listed in the spell description.

8. Swarm stomp
Swarms: any player can do 1 point of damage to a swarm with a standard action, by stomping and squishing. Auto-hit, no attack roll required.

9. Sneak Attack
Flanking not required for sneak attack. Any class with Sneak Attack can do it if any of his allies are adjacent to his target. Nothing is immune to sneak attacks.

10. Ritual Spells -- to handle Ability Drain/ Death / Level Drain/ Petrify
Restoration, Resurrection, and other healing spells have Ritual versions. You can cast them over 1 hour, even if you don’t currently have them memorized, if you expend components or materials in cost equal to 50gp X (Level of the spell) X (Caster’s Level). This is the same price as twice the cost of a Scroll, or the cost of a Potion. It’s similar to if you gave out “Scribe Scroll” feat for free, and sped it up a bit.

icarr757 wrote:
Anyone have any current info on this? Would love to run it for some friends, but as Beatboy said, all the links are dead =/

I downloaded them a while ago. I have copies of the files stored for my meetup.

see here: http://www.meetup.com/NYC-DND/messages/boards/thread/18176042

He never did the last two: "Sins of the Saviors" or "Spires of Xin-Shalast"

Tim Hitchcock wrote:

Respond? Hell, I was asking cause you live close enough that I could even run the damn thing for you.. except you know all the spoilers.
I promised Yoda I'd hit up with some stuff and run a PFSociety mod for him...

That would be pretty awesome.

If you run something for Yoda and the PFS, all the seats might be accounted for. I'd hate to take a seat from a regular PFS person.

I organize the NYC D&D Meetup on meetup.com. Yoda is a co-organizer of that as well. If you ever do run a game and there's a spot open I would love to play.

If you need a space better then the two gaming stores in town. I made an arrangement with this bar in Greenwich Village that is themed to be a dungeon. It's got weapons and shields on the wall, life size skeletons in cages, wax figures of werewolves etc. If you wanted to play there with a group I could easily arrange it with Yoda8myhead. We can get the whole place to ourselves for free, we are just encouraged to buy beer. They lock us in the dungeon on Sundays(with a cute waitress too).

Tim Hitchcock wrote:
James from NYC wrote:

I can't fit my review in a measly 2000 character count so I'll post the entire thing here:

Thanks James! Glad you liked the Mod!!!

BtW where in NYC are you? I'm in SI right next to the ferry terminal.

Cool! I live in the West Village.

It's great you guys are so active on these boards. You listen to your customers... and you respond!

I can't fit my review in a measly 2000 character count so I'll post the entire thing here:

Wow I almost skipped over this module because the reviews are so low compared to others. That would have been sad because I almost overlooked a module I really like. Hopefully this review will prop it back up to where it belongs. I also will throw out that I play 4th edition (sacrilege!). So I look at these adventures differently than the normal 3.5 player. I ignore mechanics like Challenge Ratings traps etc. and could care less about typos. I look for pure story, characters, and things that would spark my players' imagination since I'm re-creating all the combat encounters.

Usually in an undead heavy adventure there are little opportunities to role-play since so many undead are un-intelligent. This adventure avoids that completely. There are many opportunities to role-play as well as very interesting characters. The characters are fleshed out enough to capture my attention and get me intrigued enough to plan how I will act out each one. In my opinion they need a tad more personal touches but the seed of personality is definitely there to make me want to do that. It doesn't hold your hand and tell you which ones to best employ though. It's up to you and your style of DM'ing.


It starts out with the classic scene of zombie hordes unleashed on the unsuspecting town. The party has to stop them from eating the commoners. If you enjoy putting commoners in peril to create tension this works beautifully. I absolutely love that type of zombie scene and wish it showed up more often in modules, think "Dawn of the Dead", "Planet Terror". The party then has to travel to an ancient tomb created by some holy knights to imprison a great evil presence. Seems like it might fall into being a dungeon crawl but there are lots of talking encounters and characters amply mixed throughout.

The plot is somewhat simple so I will go into the things that I like about the module: the characters and the scenes depicted.


While the gravedigger is probably one of the better characters to be in a module in a long time, my favorite encounter is with the mage transformed into a worg. A voice calling out from behind a tree stating "Please do not attack me, my appearance may disturb you" just sparks the imagination like no other way. I would enjoy if the transformed wizard could offer tangible help like a helpful clue, potion, or something if befriended but info is valuable too. 4th edition got rid of detect evil and I only allow "Sense Motive" to get a general sense that an NPC is "hiding something" so the worg/wizard works great for me.

There are some great scenes created from Tim Hitchcock's imagination that jump from the pages: One room is filled two feet deep with loose re-animated eyeballs and combined with a gibbering mouther. I would hate to walk through that room stepping on eyeballs.

There is a severed undead head in a magic cage that enables the head to speak. It is a dwarf who figured out all the traps in the tomb. That is a completely awesome idea! I plan on having him know about all the traps and layout of the dungeon but be very angry at being trapped in his cage and not helpful at all unless the party is extremely diplomatic. This is exactly the sort of stuff that is in the module that holds so much potential but the module doesn't tell you how to use it, that part is up to you. It's great, but for novices and DM's that lack creativity it might have been easier for the author to give more character traits to those NPC's. I think it's awesome that the party has a good chance to carry around an angry dwarf head that knows all the secrets of the dungeon but might be unwilling to help them and complains alot.

The main villain has an ability to be able to see and speak through all of his minions. This allows for a constant dialogue of threats, taunts etc between the villain and the party. I absolutely love love love this, I haven't seen any other adventures where you get to dialog with the main villain the entire adventure. Again it's personal style how a DM wants to use that but the power is mentioned once and not told explicitly to a DM to take advantage of it. Maybe paizo should write a "How to be a good DM guide"

My only criticism is that while the adventure does put forth a short backstory on the main evil guy, it could use more. I added a small story of an evil lich who lived 800 years ago and had an obsession with eyes because his eyesight was failing. He abducted people from town and ripped out their eyes and performed experiments to craft himself new eyes. This is the evil force that the knights put a stop to and made the tomb to entrap. I let the players uncover this eloquent story with a knowledge history check. I like how history checks let you flesh out the story and characters even more. Even if they failed the check they might be able to read it in the library of the adventure. I would add something like that to improve this adventure.

Usually a dungeon crawl is room full of monsters, followed by next room full of monsters. This module is totally not like that, you get to speak with and encounter different personalities, but you as a DM, have to expand on the excellent seeds that Hitchcock wrote.