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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() So, I had hoped that the Curse of the Crimson Throne Hardcover would have Sorshen statted up to add to my collection of Runelords for the adventures I send my Players on after they finish their Varisia APs. Unfortunately, the book does not have her. So, I'm looking either for a book that Paizo has published that does stat her up, or for any suggested statblocks people are willing to make for her. Here's what we know about Sorshen, she's a CE female Azlanti, Thassilonian Specialist Enchanter 20+ (where the plus either denotes Mythic or some other sort of template or additional power source) according to Inner Sea Magic. We know that racially she's an otherwise normal Azlanti Human, from her pseudo-appearance in Curse of The Lady's Light. We know that although she herself was probably not a vampire, she was obsessed with the power of blood and had many Vampire minions. We also know that she was effectively Immortal due to blood rituals and didn't age because of that. This allowed her to rule Eurythinia since the founding of Thassilon. We know she wielded either a (lewdly shaped) Mithral staff, or a double-headed guisarme able to summon two bodyguards. Finally, we know that she (like Karzoug) had Implanted Ioun Stones. We can Guess that her stats were Generated using a 25 Point buy Array like all other Runelords seen so far. And that's she's used Wish to augment her stats even further. But beyond that I don't know anything else about her. Given that information, is there a statblock for her already published? Or has anyone made one that I can use in my Post-campaign adventure? ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Right, so I'm trying to playtest a Mythic combat once a week or so, different tiers, build options and enemies. This week's was a simple enough test: 4 level 5, and 1 level 4 character Versus a Mythic Wolfpack Consisting of A Mythic (Agile simple template) Winter Wolf and 3 Non-Mythic Dire Wolves. The Party was a Blackblade Hex Magus, A Stonelord Paladin Dwarf. The Wild Lancer Barbarian from the NPC Guide, a Wizard 3/Rogue 2, and a 4th level Cavalier. Playtest started as Follows. The Winter Wolf advanced the 80 ft. that it's movement allowed. The Stonelord stepped up 10 Ft and Swung with his Long Hammer and Killed it in one hit (A combination of a confirmed crit, Power attack, and max Damage). The Players took Pity on me and said "go ahead and make that just a normal hit instead of a crit." so I did. The Wolf actually managed to take down most of the party's HP with it's breath weapon attack. And killed the barbarian's horse, which was nice. It only managed to get off two attacks the entire time. But so far as I can tel, the mythic template isn't all that unbalancing. the Players took a lot more damage from the dire wolves than the Mythic winter wolf. It's just enough to make the encounter a bit more memorable I think, and helps a lot with action economy against the 5 player party. the entire combat lasted three rounds until the party killed all enemies. And lasted 1 hour 30 Minutes (but since the game was over IRC and not in person that's really not all that bad). My players stated after the combat that the Mythic winter wolf was kind of a glass cannon. and they were expecting something a bit more formidable. If I ran this encounter in an actual home game though, I'd not use the monster as statted. I'd probably increase the HP to something suitable to deal with the damage output of the party. Probably maximum HP instead of average. The players had Fun though. So Playtest week 1? Success! ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Okay, so Mythic Power Attack reads as follows: Power Attack (Mythic)
So what happens if you use a weapon with a x3 or x4 Critical Hit modifier? Does that effect as normal? Or is the extra Mythic Power attack damage only doubled? ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() I like the Synergies, but I also like APs having their own custom maps. Maps for standard stuff like cornfields and town squares and inns make sense and work. But I'd like to keep the dungeons specific to the APs so that I don't have to warn my players not to buy certain Paizo products. Basically it comes down to: "Is there anything hidden on the map that I don't want players to see?" If so, I'd rather not have any synergism between the maps and the APs. |