Knight of Ozem

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Organized Play Member. 25 posts. No reviews. No lists. No wishlists. 1 Organized Play character. 2 aliases.


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Not sure if you found the answer yourself yet, but Analog is a property from the core rulebook, which is why it isn't reprinted in the adventure. It just means the item cannot be targeted by any effect that targets "technology" like certain spells and abilities.


It happens in nearly every adventure path that there is a cool named weapon or artifact that can only be used by one person. My group has always been fine with it, knowing that if there is one then there might be another later or if not then they'll have their shot in the next campaign.
I mean some campaigns have artifacts popping up all over the place.

I also find with most of my group, that they'd rather buy or craft weapons that specifically fit their builds rather than shoehorn in a prebuilt weapon so things like Serithial usually are desired by the bigger roleplayers rather than for any excitment over the items powers.

On the other hand, if you have the time there is certainly nothing wrong with making stuff for the others. Other than a couple of staves for the party arcane caster, there isn't a lot of cool gear for other classes after that point, at least in the original version of Curse.

And sometimes just giving a generic treasure a name and a bit of history or adding a neat ability is enough to make it become an exciting reward. I did that with a +2 short sword found early in another campaign and it quickly became the most exciting magic item of the campaign.


My group went with the Necropolis Knights, which was the second suggestion to come up. It's a little cheesy, but much better than the name one of the players decided to call our group in Strange Aeons, which was the Ghost Beaters.


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Name: Indira Shan
Race/Class: Vudrani Psychic 6
Adventure: The Thrushmoor Terror
Details: The party is investigating Fort Hailcourse and make their way through with little trouble until reaching the basement. As the party searches the room, Clymes Prett pops through the wall, wins initiative and immediately gives Indira the corrupting touch. Natural 20 on the roll. Natural 20 on the confirmation. 14d6 corrupting touch (+1d6 Sneak Attack) and Indira immediately drops to -17hp dying of a ghostly heart attack.


My only order is for my subscription, although I only reactivated it on the 7th, so not sure if that's why it is still pending. The normal pdf for the adventure is available for purchase tommorow so not sure if something is wrong with my shipment.
Order number is 4528471


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I've been looking through the adventure and some other Taldor sources and I'm not sure if I missed it, but is the date of the Grand Day of Exhaltation mentioned anywhere? They say it's a yearly event and most holidays in Golarion happen on specific days and I'd like to set the adventure in the correct time of year if possible.


As per the sidebar in the Player's Guide, simply participating in the events of the campaign will cause you character to do things or allow things to be done that will quickly result in your alignment shifting to evil.


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It's going to vary from group to group obviously, based on experience, roleplaying time, etc, but for the most part my group has taken about 30 sessions of 5-6 hours to get through an adventure path. Usually the first and last adventures are the quickest with the 3rd and 4th taking the longest.


For me it really comes down to being able to use the class. I find the Antipaladin, much like the Paladin, to have some of the coolest class abilities and opportunities for roleplay, but when would a player ever get to play as one?

Why does a knight of the Rough Beast want to stop Karzoug? Or a knight of Lamashtu care about a cult trying to free the Whispering Tyrant? Or a knight of some demon lord want to help the elves stop a bunch a drow? And more importantly why would any group of heroes want to join up with someone who's end goal is destroying the world, creating a world of monsters or enslaving all mankind for their demon lord?

There are campaigns where these characters fit, but for a person who wants to enjoy the adventure paths it makes the Antipaladin a no go. However, replace that Chaotic Evil follower of Rovagug with a Lawful Evil Knight of Asmodeus,who summons devils rather than demons, and suddenly a lot more people are willing to have you along because your end goal isnt killing everyone and everything.

Antipaladins are awesome for badguys, but whats the point of making a class so cool if we can never use it.

And for those who say that Hell's Vengeance is that chance 1) I don't want a party of five antipaladins 2) Maybe the player's guide will wow me, but I dont know why any Chaotic Evil demon summoning knight is going to want to support Thrune rather than go off and be evil somewhere else where Chaos isnt considered something to be eliminated.


"Someone is here to see you."

-- F. Wesley Schneider, Bloodbound


My group plays a lot of differen campaigns, so everything has been played at least once, not including alternates like Samurai, Ninja and Antipaladin (though an Antipaladin is planned for when we start Way of the Wicked). In 10 or so campaigns the Cavalier and the Alchemist have each only been played once. Only one Summoner so far too, but two more planned for when we restart our Shackled City campaign in Pathfinder (Synthesist summoners seem to be good for recreating wierd 3.5 races that no longer exist like the Neogi and also to recreate the old soulblades that had the psychic skin like Venom from Marvel Comics). Seems like Cleric (8), Fighter (6 pure, 1 multi) and druid (4) are our most played classes.


I'm not not sure if this is the right forum to post in, but I just realized that I apparently have a character attached to my account, despite having never made a character nor played in any pathfinder society event. The character has one session listed in a city I do not live in nor have visited in more than 10 years. Any idea how I would get rid of this character. There is a report a problem with a session button, but I cannot get it to work.


I need to make a grammar game for my communications class. I'm making Dungeons and Grammar, a game that replaces some of the dice rolls with grammar questions. I figure since its not for profit it's cool to modify and use Hollows Last Hope as an adventure for it, but my professor wanted me to double check anyway.


Thanks James.


If someone wild shapes into a large tiger do they take the damage for the claws and bite listed in the tiger bestiary stat block (2d6 and 1d8) or do the get the damage listed on the natural attack damage chart (1d8 and 1d6).


I purchased Rituals of Choice 1: A Witch's Choice (Arcana Evolved) PDF last night, but every time I download there is no pdf inside the zip file. Not sure if this is something wrong on my end or with the download.


Please cancel just my chronicles subscription. I need every module but I figure I can pick and choose which sourcebooks I need one at a time. Thanks.


Awesome. Thanks for the quick response. I guess that's what I get buying from a website where there's so much good stuff that it can't fit into a normal sized package.


Just got my confirmation email and it says that Pathfinder 13 has shipped along with my companion, but it lists my issue 12 as one of the products that hasn't shipped. Is there a particular reason for 13 shipping before 12? Would prefer to finish reading Crimson Throne before starting Second Darkness.


Awesome and thanks for the wicked quick answer. I love you Paizo boys and your quick work.


Is there a way to cancel certain preorders? I just realized today that there was a subscription which gets me every Pathfinder sourcebook, but I already have preordered each book. Is there a way to cancel those preorders so I can just start up the subscription?


I may be missing something but I can't seem to find an option to cancel the module subscription. While the modules are awesome I find myself only using my pathfinder issues and so I would like to cancel just the module subscription and pick up the specific ones i want at my local store. I just don't want to click the wrong thing and cancel the Pathfinder subscription by accident.


Name: Miera, Human Spirit Shaman 4
Gwarg, Human Barbarian 4
Adventure: 3 Faces of Evil
Location: Laboratory of the Faceless One
Catalyst: Faceless One Lightning Bolt

The party engages the Faceless One, two Kenku including the mage and three acolytes in the laboratory. The fight goes suprising well with the Vaughn, the warblade trapping the fiendish centipede inside a seperate room and Kalamar the Great, the party wizard summoning undead owlbears to hold off the kenku and the acolytes. Finally only the Faceless One is left, but with no allies left to block his way he unleashes the big boy attacks sending a lightning bolt through the warblade and Miera, knocking Miera unconcious. Gwarg the Rashemi barbarian charges the Faceless One in order to protect his witch, but ends up taking a lightning bolt to the face killing him and striking the unconcious Miera as well, slaying her. Kalamar hide behind a wall and casts his remaining few spells into the room and Vaughn manages to slay the Faceless One, but to late to save Gwarg and Miera.

Name: Lokarg the Defiler, Half Orc Cleric of Yurtrus 5
Adventure: 3 Faces of Evil
Location: The Dark Cathedral
Catalyst: The Overgod's Fists

Niladra, Miera's sister and Lokarg, an orc looking to slay the heretic Cult of the Ebon Triad return with Vaughn and Kalamar the Great to the mine and slay the remaining cultists. Piling Miera and Gwarg's body onto the main elevator they notice movement in the dark pool. The aspect of the Overgod bursts forth and assaults the party. As a spiritual weapon attacks the fragile old man, Kalamar, Vaughn and Lokarg assault the Overgod while Niladra tries frantically to keep them healed. Vaughn is knocked unconcious and healed several times before the Overgod turnsits attention to Lokarg knocking out and slaying him quickly. Niladra drinks a potion of gaseous form and hides, while Kalamar turns invisible and retreats into the Labyrinth. The overgod climbs the shaft and destroys the elevator. Leaving the Kalamar to force feed potions to the dying Vaughn and discover a way out.


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TPK
Name: Mara Brightmoon, Silverbrow Human Dragonfire Adept 3
Revanna, Human Monk 2, Cleric of Kossuth 1
Azrid, Shield Dwarf Crusader 3
Grayus, Human Cleric of Lathander 3
Adventure: The Whispering Cairn
Location: The True Tomb
Catalyst: Deciding against resting before heading to finish the cairn.

The group finished off half the cairn, a terrible battle with Kullen and his gang, and Filge’s tower all without resting. The clerics had been out of spells since the battle with Kullen and everyone was at half health only because of the Dragonfire Adept’s vigor aura. They decided that since Alastor Land had said the last room was behind the locked door, they decided to head back to the cairn, loot the treasure that they hoped awaited them and return to the town to rest in style, now suitably rich. Enter the Wind Warriors. The crusader falls in the 2nd round and suddenly its up to the two clerics to try and kill the wind warriors while the Dragonfire Adept blows nearly ineffective fire. Grayus drops and in the same round the vigor aura brings Azrid back to conciousness. He gets off one good swing before the wind warriors knock him out again. Mara drops the following round canceling her vigor aura and Revanna drops the round after that. The wind warriors hurl their bodies into the hole in the floor where they all fall to their deaths except Azrid who floats down with his ring of feather fall. Insulted one of the wind warriors stabs him in the head, killing him.


The group I DM for has a great love for the Eberron so I'm running it as an Eberron campaign. I was wondering if anyone had any opinions on what Eberron religions would best represent those in Shackled City. I've looked it over a few times with my group but with the seemingly fewer gods in Eberron we can't seem to agree.

Thank you in advance.