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![]() leo1925 wrote:
Pass without trace is for those pesky people with blindsight/lifesense/etc. also, as it stats only magic can find or detect the target, so stupid high perception checks are not enough. also, yes it is vulnerable to both of those effects, so if you wanted to you could remove one the spellbane spell and add in one of those options on the use of spellbane, if Baphomet stole his abyssal realm from a god, why would he not be able to steal a spell from another one? ![]()
![]() If you really want to punish your players, this is the 6 scroll set up I'm using in my game 1-Scroll of spellbane naming dispel magic, greater dispel magic, spellbane, antimagic field, and source severance
Warning, this setup is designed to almost ensure a TPK for any group that is not expecting these type of tactics ![]()
![]() Elegos wrote:
I prefer the fact that his is about an entire book ahead of mine. Also, amazing work!!!![]()
![]() JohnHawkins wrote:
Spell immunity might not work, depending on RAW vs. RAI when you apply Channel Power Channel Power wrote: You gain the ability to channel raw arcane power into a spell. You can also expend one use of mythic power when casting an arcane spell to increase its damage by 50%. If the spell has a duration greater than 1 round, the duration doubles. Any saves required by the spell take a –4 penalty, although for mythic creatures, this penalty is reduced to –2. This spell ignores any spell resistance the targets have, although targets immune to the spell or to magic still retain that protection. Spell Immunity wrote: The warded creature is immune to the effects of one specified spell for every four levels you have. The spells must be of 4th level or lower. The warded creature effectively has unbeatable spell resistance regarding the specified spell or spells. Naturally, that immunity doesn't protect a creature from spells for which spell resistance doesn't apply. Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks. emphasis mine ![]()
![]() looks like your gm might have been using This stat block instead of This one i have seen this happen in quite a few of the older 3.5 scenario's ![]()
![]() Caius wrote: Could someone do the math for Hepzamirah critting a poor unfortunate soul? Not sure if I'm adding in how the power attack factors in correctly and that seems to be where the big difference is terms of insta-gibbing vs potentially survivable. if i did the math right, should be right around 400 damage. Math Stuff: 20*2*5=200(Mythic Power Attack) 22*5 =110(Base Str+Weapon) 8*5 = 40(fury of the abyss+divine favor+rage) Plus Dice:
so right at 391 on average with a fort save for 3d6(10) more damage
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![]() CWheezy wrote:
That is correct, i did change almost everything. i did this because the AP as written was not suitable to my group, so i took Mr. Jacobs advice, and adapted the AP to my group. ![]()
![]() @Tangent101
for example:
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![]() I might as well weigh in: I am currently GMing a group of 5 36pt buy, Gestalt characters. we are about done with book 2, just getting to the final room. the players are currently 9/2, and telling me that they feel extremely under powered for the AP. They each have an average wealth of a 12th level character. The party has no less than 9 artifacts in their possession. Yet still, my players call this game the most difficult they have ever played. Before people start crying foul that my players must be subpar or some such, the group consists of a Mindcymist/Witch, a gnome heavens oracle/Sorcerer, a beastmorph, vivasectionist/Ninja that focus in non-lethal dmg(something like 36d6+150ish dmg per attack), an archer Paladin/zen archer, and a dual-cursed life oracle/Evangelist cleric. i haven't nerfed any of my players powers, and actively look for loopholes for them to increase their power in combat. This all boils down to what Mr. Jacobs has said countless times, only you know your group, and should adjust as according. i have done so, and my players are having a blast, they actually have to think through actions instead of just blindly wading through rooms, as they have learned that this can lead to their very untimely demise. We dont think this is a failed AP. I also know that some people are not ready to devote the kind of time i have to make this work for their party, so this product is not for them, but to unfairly call this AP a failure is either ignorance, or lazyness. The story is, imnsho, is one of the best Paizo has done for us yet. TL;DR
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![]() magnuskn wrote: Possible, although I'd like to see if Scorpion (who wrote in that ability) says the same. :) In that case let me reference the Statblock document: WotRstatblocks.doc pg88 wrote:
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![]() @magnuskn
Example: Vorimeraak's natural attacks have a threat range of 18-20/x2, but has no feats or abilities that would normally allow for this, so the SQ "augmented critical" is added so that it is not viewed as a mistake. or at the very least that's how i read it ![]()
![]() I was wondering if the these positions were still open, and when you were planning to fill them. I sent in my resume a few weeks back and am just making sure i didn't miss something. Also is it normal to not get a "Thank you for applying" or something back after emailing your resume in? Just wanting to make sure that I actually did apply. |