Red Mantis Assassin

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5 people marked this as FAQ candidate. Answered in the errata.

In the Adventurer's Armory, there are three new weapons that seem useful for monks. However, I'm not 100% sure they are, and I'm looking for some clarity.

Brass Knuckles are listed on the chart as an unarmed attack doing 1d3/x2. In the text, however, it says they let you deal lethal damage with unarmed attacks. My thinking is that when weilded by a monk, the monk would get to do his Monk Unarmed Damage instead of the 1d3 (which is the normal unarmed damage for a non-monk). In other words, the brass knuckles merely modify unarmed damage, turning it lethal, rather than doing damage themselves?

Cestus are listed as light melee weapons doing 1d4/19-20/x2 and count as monk weapons. Again, in the text, it says that your unarmed attacks deal "normal" (aka lethal) damage. Does the cestus damage replace the monk's unarmed damage? Since it's listed as a light melee weapon, I suspect not.

The last item is a Rope Gauntlet, an exotic light melee weapon doing 1d4/x2, not listed as a monk weapon, and also apparently converting unarmed nonlethal to lethal damage. Again, I wonder if a monk could instead do his monk unarmed damage with these?

The last two, being listed as melee weapons, I'm thinking probably can't substitute monk unarmed, but brass knuckles could, I think. Which would be a nice way to give a monk some access to magical weaponry without screwing his damage and/or flurry.


The GM Screen seems made of material designed to stop a fast moving die and is very sturdy. I'm also pleased to see it has the common status effects details and all the charts for the skills on it. Not sure I like that its so tall - my recent experience has shown that tall screens get in the way lately, what with all the miniatures and movement on the maps.

Looking forward to trying it out in actual play come my next session.


I've been running Rise of the Runelords, using Pathfinder Beta and without doing much of any conversion at all, and it's being going well. I went with the racial hit points options, which gave the PCs just enough of a cushion that I haven't had to fudge any of the damage rolls.

Anyway, the party consists of a Shoanti Monk, a Dwarf Ranger (with musket and revolver), a Chelaxian Fighter and a Chelaxian Cleric of Abadar. They were initially driven out of the thorny patch of Thistletop by Gogmurt, but a return match didn't go as well for the goblin druid. We picked up last session with the party preparing to assault the main stockade. Little did I know it was going to be the Monk Show all night...

Spoiler:

Now, discussion prior to this session had the party planning to send the monk across first, then have the dwarf and fighter cross, and lastly the cleric. In other words, they were going to avoid the "3 medium creature" trap. As well, I'd had it start raining (I roll up weather in advance, so the Ranger can use his Survival skill), so the goblins commandos in the tower were facing a -4 penalty to ranged fire. Aside from having the 4 goblins and goblin dogs hiding in the thorny underbrush near the stockade front doors, I figured the PCs had this beat.

Come play time, though, the plan apparently went out the window. The monk started across, the ranger came out after him and then the fighter as well. At which point the bridge collapsed! The monk and ranger make their saves, but the fighter plunges into the surging sea below.

The Monk makes an Acrobatics roll, flips up onto the remaining rope and is able to balance his way most of the way across. Better yet, the commandos roll a hit with an arrow - but he deflects that away. The ranger tries to use Climb to hand over hand it, but he blows the roll and joins the fighter in the surf below. The cleric also tries to hand to hand, and makes it part of the way out, but then blows his rolls and falls into the ocean.

So now the monk is all alone on the top of Thistletop. The goblins and goblin dogs spring out of the undergrowth and attack. Somehow, despite being nicked and whittled for 1 or 2 points at a hit, the Monk manages to slowly kill each goblin dog first, then each goblin. The goblins all end up with broken dog slicers, they're fumbling, they're falling on the ground when their dogs are killed... the monk uses Fighting Defensively and his kama to good effect, as well.

Down in the water, the dwarf gets to the rocky edge of the island, while the fighter (nearly drowning in the process) and the cleric pull themselves up onto the sandy shore. The dwarf opts to start trying to make his way around the island, looking for a hidden way up in the stone. The cleric and fighter doff their armor (scale and chain mail) and proceed to try and climb the cliff wall.

Meanwhile, the monk now jumps up to the top of the stockade wall and heads over to the commando tower. He pulls out his hammer and starts trying to dismantle the tower! The commandos grab their horsechoppers and try to head down to stop him, leading to a rooftop chase. Eventually, the monk ends up over by the rowboat (at the north end of the map). At this point, I rule that the goblins pull the boat (and whatever else they loot... like horses) up from below using long ropes secured to the stockade wall.

The monk kicks this rope down, intending to use it as a last resort escape ... only the dwarf ranger happens to be where it ends up. Now the ranger is climbing up to the top of Thistletop! Meanwhile, the fighter and cleric are having a tough time getting up the cliff - the fighter having fallen a few times now.

The monk now starts tossing Erylium's +1 returning dagger at the goblin commandos, which is pretty deadly, since the monk has a Str 16, and does 5-6 damage with each hit. As we ended the session, the commandos are retreating back from the roof edge, wounded and scared.

It wasn't intentional, but I think we ended up using every Monk special ability or skill he had. Given that the previous few sessions, he'd been feeling second class compared to the Ranger (who kicked goblin butt with the Favored enemy bonuses) and the Fighter (who rocks a falchion and Overhand chop), this was an unexpectedly cool session.

Of course, I have no idea how they're going to get the cleric and fighter across to the top of Thistletop, considering they're trapped on the mainland, 80' below...

I'm really loving running Rise of the Runelords, and doubly enjoying the Pathfinder Beta rules. It's got just enough tweaks that it flows better than I remember 3.5 doing when I was running Shackled City.


I've tried searching for a post on the topic, and looked through the Campaign Setting a few times now...

What does ammunition cost for firearms? And what would the DC be to make it with Craft (gunsmithing)?


I've been continuing to analyze Burnt Offerings using the Pathfinder Encounter Building rules.

Spoiler:

I've been impressed with how easy they make rebalancing the encounters, really. The encounter in the Glass Factory with Tsuto rates out as Epic against a party of 1st level characters, which makes sense, since its pretty much the only fight in the factory, for example. However, there's a chance I may be running for only 3 players and now I know to strip 3 goblins out of the encounter to balance it.

Based on reading the forums, the encounters seem to come out as they should. The incredibly hard fights are marked as Epic in the Pathfinder method, which is a better flag for difficulty, I think, than a reported EL.


Converted over the players in my Shackled City campaign tonight to the new Pathfinder RPG rules.

They're doing Flood Season, so its a human Fighter 4, human Cleric of Kord 4, human Sorceror 4, human Wizard 4, and half-orc Rogue 3/Barbarian 1. The wizard used to be a warmage/bard combo, but we used the excuse of the playtest to revamp him as an evocation specialized wizard. For the barbarian, I just went with increased movement, Rage, and the d12 hit points. For the sorceror, I increased the hit die to d6 and let him cast his 0-level spells at-will. Racial hit points were used by vote - everyone liked the flavor it gave.

Conversion was pretty easy - the Sorceror was tough for skills, because the player had originally spread his points around a lot. The end result was pretty close, though.

The characters overall felt tougher. They faced one reasonably tough encounter early in the night, but pressed on. The extra toughness really came into play in the final encounter of the night - they faced down a EL11 fight. No one died, but everyone used pretty near everything they had in the fight to stay up... we had the fighter and cleric enlarged, the rogue/barbarian raging after using orc ferocity to stay fighting, and plenty of magical items used up in what proved a tense and hard fought fight.

Everyone agreed that the extra hit points from the favored class, the hit dice bumps (especially for the rogue) and the racial hit points made a huge difference in the party's ability to stay in the fight. With out them, the fighter, cleric and rogue/barbarian would have been negative or dead.

I didn't do any conversion of the Shackled City write ups, running the encounters straight from the stat-blocs in the book - had no problem doing that, and little impact on the fight. At worst, it meant the NPCs were slightly lower on hit points than they "should" have been, but I don't think that was a problem.

Overall, the feeling at the table was positive and at no point did the new rules get in the way or really slow us down. The cleric did end up doing a lot of healing - but unlike in past games of SCAP, also cast some other spells - enlarge and bull's strength being two examples. He was most happy. The sorcerer, with little to work with, was least impressed.

Some questions did arise:

1. The wizard's arcane focus - does it let you spontaneously cast the spell, or do you pick the spell when memorizing? I ruled it was a spontaneous cast, so basically an extra spell slot.

2. Noticed that Casting on the defensive or when adjacent to an opponent didn't appear on the Spellcraft difficulties chart - intentional, or did I miss where it mentioned that?