Black Dragon

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Shar Tahl wrote:
Can the summoner "rebuild" his eidolon's base form in addition to the evolutions every time he levels?

In the Beta Playtest final version there was a sentence that specifically mentioned a fixed base form, feat and class skill selection as well as skill point distribution.

In the APG Version this sentence is omitted.

Thus, everytime you gain a level and therefore "rebuild" your Eidolon, you can also change its base form.


Ceefood wrote:


nerf - eidolon goes when summoner sleeps
nerf - SLA cant be used when eidolon around/summoned/called or whatever you want to call it
improved - spell list more like original list ie more powerful

improved - Eidolon base form can be changed now every time you can reallocate your evolution points.


Let's keep the Eidolon out of the discussion. I just refer to the Spell-like-ability.
Quote of the Summon Monster SLA: "If this ability is used again, any existing summon monster or gate immediately ends."

Why should any decent summoner willingly spend a standard action to dismiss his actual summon?

@hogarth: thank you. I correct my phrasing. I meant "the summoner could easily have 2 independed summons (not counting 1D3 or 1D4+1 for higher level summons!) acting at any given round.


Since the Summoner has a restriction on how many summons can be have on the battlefield at the same time via his SLA, the following situation came up during our last session:

Summoner declares his ready action to summon creature AFTER his summoned creature finished his attacks on the foe.
This way (or even with the delay action) the summoner could easily have two summons on the battlefield at any given round.

Is ist an exploit of the RAI by the RAW or is it just meant to be?

When does the summoned creature act? Always ON the initiative count of the caster when being summoned?
Or on always AFTER the caster? Even when the Initivatiove counter changed after e.g. a delay action?


Just one thought:

Give your players what they want: an exact duplicate of the most chaotic creature known to existance... just the other way round.

What would that creature act like?
Rigid and overly "lawful" to the point of becoming a tyrant "in the name of Good". I can imagine a Demogorgon whose heads might now cooperate, thus your players might have given the answer Big D had always been looking for - a worse threat than even the original himself.

The Idea is great. Let your players work with it. And let them face the consequence.


Diamond Dukes,
Diamond Thorns,
Cairnhill Cleavers,

the group is still undecided. But still better than the title "The guys who killed that demon-thing" or simply "the demonslayers", going around in Greyhawk City.


Nicolas Logue wrote:


But please, don't condemn the whole adventure as uninspired based on it. Read the part on Whitewillow, or Skulls Crossing, or the stuff with Black Magga or the whole interesting take-back the keep section. There's a LOT more to HMM than the Grauls. They only get a few pages actually (less than ten out of nearly fifty).

Sorry, you didn't like the Grauls guys. Hope my next adventure works out better for you. Happy T-day!

Thanks for taking my/our critic at least serious. I would like to give you a more detailed and less overall harsh critic of your work, if you would like to. But still, I have to point at some serious problems I had with your adventure design.

Since my english is quite in ... heavy need of improvement, it might take a while for me. Please be patient with a guy who is more in east than west.


As I am the one who canceled his subscription over No.3 let me just explain my decicion:

- I found the whole Adventure as an uninspired nearly 1:1 copy of certain horror movies and tv series. There was nothing new, nothing interesting, no twist, no special features - just a simple implementation of scenes and pictures from those movies into a loosely connected roleplaying scenario - it felt like a waste of money. For me.

- No. 2 already took on the harsh and detailed horror theme, but presented me as a reader and gm with some nice ideas on how to dm a mystery-crime adventure (and of course the crunchy bits fpr haunted houses - just great work, IMHO). While I thought the story told was somewhat lame the overall layout of the rules made the issue worth it's money. For me.

- The Adventure stories mostly play with (movie)topics and cliches aimed at the northern american audience only.

- No. 1 still stand in my bookshelf - I still could not muster the interest of reading through it.

- With 3 Adventure Paths I definetly have enough material to lead my group(s) through years of joy.

Pathfinder as a whole series , with its more 'story' based adventures, the mostly awful art (esp. Mr. Hunters Style really really turned me off. Sorry Mr Hunter, just want to be real honest) and 'yet another campaign setting I will never really use', just didn't catch my interest for an adventure and campaign design. As a man of consequence I felt I had to cancel my subscription (and state my reasons for it here).

So, the trigger for my cancelation was not the torture porn topic itself (so, please read other peoples post more careful before commenting on them) but the way it was presented to me as a reader and a dm in Pathfinder over the last 3 issues.

(P.S. sorry for my bad english)


I will also have to cancel my Pathfinder subscription.
The uninspired torture porn movie remake of no. 3 just did it for me.


...arrived today in Germany.
Just a feedback.


hmmm, got mine about one and a half weeks ago here at my lokal store in Germany (Saarland). They didn't seem to have had any delivery problems.


I forgot:

10.
Orvan Kilgrimm, Rogue/Fighter/Dark Hunter 20
Tomb of Horrors
Sphere of Annihilation
Anticipating the short visit to the Tomb of Horrors with its famous bodycount Orvan tried to steal the Sphere and missed his controll check by one point. Sphere moved towards him. End.
Nearly, as Orvan had all the portable Holes with all the loot from the previous adventure with him. Took us two carefully worded wishes and a true resurrection.
Famous last word: "Hey, I know that dungeon!"


Since we are now standing in front of the very last encounter, I will add some numbers from our group to the list of heroic and/or stupid deaths.

1.
Orvan Kilgrimm, Dwarf Rogue/Fighter 7
HohR
Zyxrogs Lightning Bolt, Mindblast and 2 Sneak Attacks from the Dark Creepers spelled doom to the poor Dwarf. Always remember not to stay too crowded on a stair leading to unknown areas!

2.
Haldefast, Cleric of Wee Yas 10
Return to the wispering Cairn
Full Attacks from all four(!)corrupted Wind Warriors
After a long decision Haldefast asked for a last 5 foot step, seconds after he declared his regular turn over. The DM grinned and agreed. The Wind Warriors took their 5foot step too...
Famous last word: "Oh yes, and I take my 5foot step."

3.
Haldefast, Cleric of Wee Yas 10
Return to the wispering Cairn
Full Attack from two Air Elementals with reach
Just granted the benifits of being a necropolist undead by the great godess, Haldefast forgot his lesson learned by the Wind Warriors. The elementals took their 5foot step too...
Famous last word: "And..., I take my 5foot step."

4.
Procellarum, Wizard 11
Spire of long shadows
Disintegrated by Beholder
Procellarum was the only one left out in the open after our air cavallery was turned to stone. He failed his save, naturally.

5.
Caranthir, Ranger 12
Spire of long shadows
Kyuss Beetle with critical hit.
Caranthir was the only one able to really hurt the Kyuss Knight. So the knight ordered his "pet" to attack the flying artillery. And so it did.

6.
Orvan Kilgrimm, Rogue/Fighter/Dark Hunter 12
Spire of long shadows
Insane Celestial and his full attack
Orvan thought he still had enough hit points. He might have had, because we leveled up 5 minutes before. Sadly the everpresent rule lawyer forgot to level up his SC.

7.
Orvan Kilgrimm, Rogue/Fighter/Dark Hunter 15
LolR
Titans full attack
Orvan, as well as the rest of the group, learned by hard experience not to stand in the way of their enemys full attack. Usual tactic employed the proper use of spring attacks. Until the (still haven't died) Fighter thougt a Charge Attack will turn the tide against Cranathos. Barly standing after the AoO, orvan decided to leave his hiding place and sneaked the Titan with a full attack for noticable damage. He sacreficed himself with this action, when the titian brought him to -45 hp!

8.
Dragotha
???
Flooded with holy water from the inside of his ripcage. Kind of a pushover.

9.
Procellarum, Wizard 21
??? (last episode of the AP)
Advanced Broodfiend with breath weapon
Procellarum took the elemental Savant prestige class and is cuite vulnerable to acid now. A failed save for the Broodfiends breath weapon meant 198 points of damage to him.
So far the most deadly/challenging encounter we had for maybe 8 levels. It took us 7 rounds to take the beast out.


David Roberts wrote:
farewell2kings wrote:
Who needs steam or water power when you can get more work out of dead Cousin Earl than he ever did in real life?
I've thought about this too and the good thing that you mention is also the social problem that it would create. I think that you would resent the living ('what, you want to be paid?', 'what do you mean you have to sleep?') to such an extent that you might just want to help Cousin Earl to an early death (when he'll be more useful to you). When the undead start to seem more attractive than the living, because they are harder workers (read easier to control and exploit)that is when you realize why all those spells have the 'evil' descriptor... even if you are building houses for the homeless (who incidentally lost their jobs to cheaper more efficient zombie labour :) ).

Cows and horses are out of busines.

Imagine a zombie farmer. He would need constant guidance. "Do this" "do that" and the like. just too dumb to do farming on its own. You need "awakened" undead.
But as for cows and horses, sheep and goats, etc...

a nice picture comes to my mind. farmers gathering around the full lade table, and after the feast they will go to the village necromancer and get a skeleton horse (chicken or whatever they ate) in return.

Still no breakdown to lokal economy, since skeleton horses won't work without their master-farmer either. Always the human factor, I guess. :)


Dorina was not just furious. Her mind was filled with the madness of her desire to put her everlasting revenge on those "slaves" that dared to oppose her.
The spell she had to cast brought her back to the secret entrance near the palace. The guards cowered in fear as SHE stormed by; up the tower and to the lair of the necromancers, whom she would persuade to help her keeping an eye on those orcs.
She had fought mighty demon hordes side by side with her mother when her godess killed Orcus. How dare they! She couldn't quite understand how these slaves could grew so strong. At least she had managed to put the Curse of the Revanants on the dumb brute. It will soon learn what the true meaning of "revenge" is.

The prospect of reporting to her mother Irae was not very comforting. She could imagine the sneers and comments by the hight priest and especially the mockery by Cabrath.

Her mission seemed to have failed, but as far as she knew about the way slaves think, she could see them doing HER bidding without them realising. Now the Orcs will either take their revenge on those she was looking for, or else...

Curse them! Curse them all!


sigh...
in that case i will (have to) take the opportunity to provide additional infos the players may have overlooked, or simply forgotten...

how i hate my overenthusiastic players :)

dd