Bag of Holding

Jay Walsh's page

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I am looking at the "Go unnoticed" feat in the Advanced PHB. It states in the first round of combat, that you are allowed to make a stealth check against flat footed foes to remain unnoticed that round. Does that mean I can act fully during my imitative and then make the stealth check to remain hidden?

Can someone please explain how this feat works?

Thank you

Jason


My group is just starting the Shadow of Long Spires and the 40,000 GP items the party gets for trading the Rod are starting to be formulated.

The PC Abjurer is 13th level and has chosen this item. I don't know much about Staves but is this an acceptable item, or to much?

RUNESTAFF OF POWER
Price (Item Level): 38,300 gp (17th)
Body Slot: — (held)
Caster Level: 12th
Aura: Strong; (DC 21) abjuration
Activation: As spell used and swift (mental); see text
Weight: 4 lb.

At the top of this smooth, jet-black staff is a single glistening gem.
Several arcane runes have been etched into the crystal. A runestaff of
power allows you to cast
any of the following spells (each once per day) by expending a
prepared arcane spell or arcane spell slot of the same level or
higher.
• cone of cold
• continual flame
• fireball
• globe of invulnerability
• hold monster
• levitate
• lightning bolt
• magic missile
• ray of enfeeblement
• wall of force (in a 5-foot-radius hemisphere around the wielder only)

In addition, a runestaff of power functions as a +2/masterwork
quarterstaff and grants you a +2 luck bonus to AC and on saves as long
as it is held. As a swift action, you can expend a 1st-level arcane
spell or spell slot while holding a runestaff of power to activate a
smite ability. Until the start of your next turn, all melee attacks
made with the runestaff of power deal double damage (or triple damage
on a critical hit). If you aren’t attuned to a runestaff of power (see
page 224 for details on attunement), its enhancement bonus remains,
but all its other abilities are unavailable to you.

Prerequisites: Craft Magic Arms and Armor, Craft Staff, cone of cold,
continual flame, fireball, globe of invulnerability, hold monster,
levitate, lightning bolt, magic missile, ray of enfeeblement, wall of
force.
Cost to Create: 19,000 gp (plus 300 gp for masterwork quarterstaff),
1,520 XP, 39 days.


This will be the first dragon in the adventure path and I am worried that it will be a pushover for 6 PCs plus a cohort. What are people's experiences with the Ilithane encounter at the beginning?

Thanks

JAson


In the Champions belt, can it be turned as a normal undead?
Would this not just make the boss encounter a cake walk?


I'm looking at the stats in the Champions belt and at the monster in the Fiend Folio and they are very different. The DR is 15/good, and half from bludgeoning attacks. In the Folio its 20/+2, is that because the book was out of date? The fire resistance is only 10 in the Champions belt and 20 in the folio. It says acid resistance 20 but then lists acid immunity, which is it? Immune to critical hits, does that include sneak attack?

My party is fighting it tonight and I want to make sure I use the right stats.

Thanks

Jason


My PCs are investing in invisibility sphere. I looked at the team they face and it appears that none of them are suited in dealing with invisibility.

Is it fair for me to assume that a team that is constantly invisible on the field would quickly draw the attention of all other teams in a temp alliance against the invisible team? I think it would also be a deadly way of fighting because when 1 PC becomes visible for any reason that individual will be the target of all attacks, causing them a good chance of being killed outright.

Any thoughts on the matter would be helpful.

Thank you

Jason


Would his 6 Rogue/3 Dread Pirate just become 9 Rogue in a Pathfinder conversion?

Jason


Hello

Has anyone done a pathfinder conversion for Tides of Dread? A master list of pirate statblock conversions from 3.5 would be very helpful?

On a side note as far as NPCs and classed humanoids do I just convert them to the pathfinder classes straight up? I mean the pirates that are fighter1/rogue1 do I just make them pathfinder fighter1/rogue1?

I'm really worried about getting SLipknot Pete correct. Does his CR stay 9?

Thanks for listening

Jason


Jay Walsh wrote:


So its that tricky time for the Crooked House plot in the free city. I was able to get a player to agree to play a doppelganger and they are a good role player so I have no worries there. I've asked for bulk sense motive and perception rolls from my party ahead of time to try and keep the role playing seemless. My question for you is the best way to catch the party. I was thinking a paralytic or sleep poison in their food, the issue is there are 2 characters immune to paralysis and sleep. I was thinking to have everyone else carted away and the city guards and the arrest plot only be used on the remaining 2 characters. Of course the guards will bring them out of their rooms one by one for safety reasons and will not let them see their friends. I also could just have a gang overwhelm them in their rooms. The problem is one of the PCs immune is a priest and I imagine the gang would cuff and gag him as soon as possible.

I'm really open to other ideas within the dopps means to easily get the two characters who are immune to sleep and poison.

Thoughts?

Anyone? lol


Are there stat blocks for this issue kicking around?


Can the worms of Kyuss be turned? My party is in the lizardman egg room and trying to turn the worms after breaking open the dragon egg. Can they be turned?

Jay

P.S. I am not talking about the spawnling that the worms become upon entering the lizard eggs. I mean the worms themselves, the ones in the dragon egg


Just ran the encounter with 3 of these things in the shrine of demigorgon in the room with the bridge.

The stats on these monsters are horrible. AC 23, 24 with dodge, 27 through threatened squares, pounce, invis, dispel magic, DR 10/cold iron, SR 16.

Writers you should be shot :)

Easy TPK. The only reason my 4 person party won was because I didn't play these things to their stats and instead used their chaotic nature to have them attack random members instead of all 3 on the psychic warrior which would have killed him in the first round of combat. The other 3 members would have been easy picking, especially since the group only had 1 cold iron weapon.

How can these be CR5?


In HTBM part 4, in the shrine are the ape demons considered native or summoned creatures for the purposes of the protection from evil spell? It hints at this shrine being part of Abyss meaning to me the demons here are not summoned but I want to know for sure.

Thanks

Jason


So in HTBM today my party will encounter their first black Pudding. I read that its a DC 21 REF save for armor hit buy the pudding to avoid dissolving, and if a weapon strikes the Pudding its the same save for it to avoid being destroyed.

Two questions

1. The Psionic warrior's axe has the "crystal" property therefor I am going to treat the weapon as "stone" so it wont be effected because the pudding only dissolves metal and wood. Is this a fair call in your mind?

2. In the DMG under damaging magic items it states they get a saving throw bonus of 2 plus 1/2 caster level to all saves. The example is a magic lantern caught in a fireball would have a +4. Now because the Pudding lists a save DC of 21 do I use it, do magic items add their save bonus to the users, or what is the call?

Jason


Greetings

Does anyone know where I can get the stat blocks and a map of the field around the keep for this adventure?

Thank you


I am wondering if any DMs have experience with bards in their party and if inspire courage builds have been to powerful?

I have a group of 6 with a new bard who can give everyone a +3hit/+4damage for every combat a party fights and this is at 4th level. With a 5th level item from the Complete Adventurer it can go up to +4/+5 for 3 combats a day.

I envision with 6 players these kinds of abilities and items could tip the encounter balances.

Thoughts?


So today we are finishing the Sea Wyvern's Wake and starting the next leg. I am worried that the masher and T Rex might result in a TPK.

The part is as follows

Ranger 6/ Legendary Capt 1
SOR 6 / Dragonheart mage 1
ROG 4 / Swashbuckler 2
Cleric 7

It says the capt can make 1 check every 10 rounds to break the ship free of the reef. Does that mean he has to stay at the wheel for all 10 rounds, or can he fight and get back to the wheel once every minute and make the roll?

If only 3 PCs can fight the Masher I am worried.

When they wash up on shore and are attacked almost right away by the T rex they will not have had a chance to prey for spells, unless being passed out overnight counts as resting and I let them prey right when they wake up.

Any thoughts on this situation?

JAson


Does anyone have a garrison cheat sheet or order of battle for the Hextor garrison in the 3 faces of evil.

Also my PDF talks about "many" cultists in the front coming to the Skeletons aid if they hear combat, but the document doesn't say how "many" many is. They are 1/3 CR each and its an EL 3. Does that mean there are 9 cultists?

Jason


Ok thanks to your help I have a blog now. Currently there is a summary of each of the 4 sessions we have played. More will be added later, character bios ect.

In a nutshell this is the party. I have each character do a journal of the session from their perspective.

Orin - Kobald Priest
Hendrick - Human Fighter
Adric - Dwarven Paladin
Lew - Half Elf Bard
5 - Warforged Transmuter
Gestus - Human Rouge

We just finished the 5th session of the Whispering Carin.

Enjoy

http://aowvictoria.blogspot.com/2010/02/session-on.html


I am now 6 sessions into my AGE game and finally have enough data to post an online journal of my player's adventures. Does anyone have suggestions for a good blogging/campaign journal site? I want you people on these boards to be able to read it and I have little experience blogging.

Thanks

Jason


Hello all

I am wondering what options DMs have chosen when it comes to drawing the maps out of the PDFs for encounters. Right now in other DnD we use a hex board and dry eraser markers. It gets annoying having to draw out every map and I was wondering if anyone had a better method?

Thanks for any info

Jason


I know they have the upgrades for a 2nd or 3rd level party playing the first adventure. With 6 players would you include those changes? I mean they are a 1.5 level party to start, would that round to two and in act the encounter modifications? I don't know if 6 first level characters will walk over the Carin encounters.

Jason