High Clockmother Athenth Llanalir

Kalanth's page

Goblin Squad Member. Organized Play Member. 143 posts. No reviews. 1 list. No wishlists. 1 Organized Play character.




1 person marked this as a favorite.

Please cancel my rulebook subscription as I can no longer justify the financial expense.


I am still awaiting the completion of my subscription order of the Bestiary 2. I also have not received access to the .pdf of the Bestiary 2. I am hoping that this matter can be resolved.

Thank you!


I have the stage set for this big moment. The players enter a room in which an artifact has been used to open a portal to the plane of Limbo. The spirit of an ancient dragon lives within the artifact and has been using those that opened the portal, and now that dragon is pulling all chaos from Limbo in order to give himself the perfect resting place for eternity. This will create a gray waist of Limbo, and could destroy the material plane with the excessive amounts of chaos. Enter the players, seeing a swirling portal, a trapped Githzerai, dark tendrils chaos holding the Gith in place, and Slaadi on the other side slowly dying from all these events.

And it is here that the problem comes into play. How can I make this an epic and interesting encounter without there being a combat to solve the problem? There should be a way to resolve this without a battle, but I can't think of one.
The party consists of an Oracle, Wizard, Bard, Ninja, and Alchemist. They have all the elements they need to resolve this, but the problem is that I am just not sure how to present it to them in a way that they can resolve it without swords drawn. Any ideas?


I can't find anything in the rule books that speaks to this specific question, so I figured I would bring it to the internet for a solid answer. I have a player that has taken the ability to tattoo "magic items" onto your body. During that conversation he mentioned that he crafted a tattoo for the ring slot that had about three or four different effects at one time. I wanted to check to see if this was a legal move? Can a ring carry more than one effect short of being an artifact? If it is one effect on a ring only, is this then ruled differently for the magical tattoo's?


So I have this idea bouncing around in my head but I don’t know how to make it really effective. In the campaign that I am running I have introduced this sect of evil monks that also are skilled in the arts of the arcane. But now it is time for the party to go up against these monks and I am trying to make them formidable opponents for the party that would make the entire section of the campaign a memorable challenge.

The party is level 15, so the NPC’s can be around 15th – 17th level for this to work. My thought process was to use stuff like a Monk 2 / Sorcerer 14 (for example) and have them do a lot of grapple moves with Still Spell as a feat in there to “zap” the player that they have grappled. I would appreciate any suggestions, builds, advice, whatever, that might help me make this adventure great and filled with many exciting battles.


Ok, I had this thought for an NPC to throw at my party but I never use Monks in anything so I was not sure if this thought is actually possible. What I am asking is if a monk can combine touch spells with flurry of blows. The thought is that a Monk / Wizard (or whatever) has Quicken Shocking Grasp and a regular Shocking Grasp available. The monk then casts Shocking Grasp, but does not discharge the spell that round, then on the next round the monk casts the Quickened Shocking Grasp and makes a full round action to attack with Flurry of Blows, thus setting off the two Shocking Grasp spells on the target.

Problem is that I am not sure if this is possible in the RAW or not.

Full Name

Delben Petch

Race

Gnome

Classes/Levels

Bard (Dirge Bard) 6 | HP: 50/50 | AC 16, T 12, FF 15 | CMD 12 | F +6, R +7, W +6 | Init +1,"Intim": 18 | Music: 18/20 | Spell: 1: 6/6, 2 : 4/4

Gender

Male

Size

3' 2"

Age

72

Alignment

Chaotic Neutral

Deity

Pharasma

Location

The Inner Sea

Languages

Common, Gnome, Dragon, Sylvan, Elvish

Strength 8
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 11
Charisma 22

About Delben Petch

DELBEN PETCH
----------------------------------------------------------------------
Bard (Dirge Bard) 6
CN Small Humanoid (Gnome; Favored Class Bard (+5 HP)
Init +1; Senses low-light vision; Perception +4
----------------------------------------------------------------------
DEFENSE
----------------------------------------------------------------------
AC 16, touch 12, flat-footed 15 (+4 armor, +1 Dex, +1 size)
HP 50
Fort +5, Ref +7, Will +6
Defensive Abilities
----------------------------------------------------------------------
OFFENSE
----------------------------------------------------------------------
Speed 20ft.

Melee Heavy Mace +5 (1d6/x2)
Ranged Sling +6 (1d4/x2)

Special Attacks Bardic Music 20 rounds/day (countersong, distraction, facinate, inspire courage +2, inspire competence +2)

Gnome Spell-Like Abilities (CL 5th; concentration +11)
1/day- Dancing Lights, Ghost Sound; Prestidigitation, Speak with Animals

Bard Spells Known (CL 5th; concentration +11)
2nd- (4/Day)- Scare, Mirror Image, Sound Burst, Blindness/Deafness, False Life
1st (6/Day)- Toilsome Chant, Grease, Silent Image, Vanish, Ray of Sickening
0th (at will)- Detect Magic, Prestidigitation, Ghost Sound, Mage Hand, Mending, Read Magic
-----------------------------------------------------------------------
STATISTICS
-----------------------------------------------------------------------
Str 8, Dex 12, Con 14, Int 12, Wis 11, Cha 22 (+1 lvl, +2 ench)
Base Atk +3; CMB +1; CMD 12

Feats Lingering Performance, Spellsong, Spell Focus: Necromancy

Skills Bluff 1 (+10), Diplomacy 4 (+14), Knowledge: Arcana 1 (+8), Knowledge: Geography 5 (+15), Knowledge: Religion 1 (+8), Linguistics 2 (+6) , Perception 1 (+4), Perform (Oratory) 2 (+11), Perform (Percussion) 6 (+18), Profession: Sailor 6 (+9), Spellcraft 2 (+5), Swim 1 (+5), Use Magic Device 6 (+15)

Traits Seafarer, Barroom Talespinner

Languages Taldane, Gnome, Draconic, Sylvan, Kelish, Elvish

SQ Bardic Knowledge +2, Haunted Eyes (+4 on fear, energy drain, necromantic & death effects), Secrets of the Grave (+1 Necromancy spell known at 2nd and every 4 after, and effect undead with mind effects), Haunting Refrain (Demoralize with Perform (percussion) with ½ lvl bonus, and saves vs. any fear effects are made at -2 penalty)

Combat Gear Headband of Alluring Charisma +2 (4,000gp), Rod of Focused Spell Lesser (3,000gp), Overcoat (Cloak of Resistance +1) (1,000gp), Wand of Cure Light Wounds (CL 1st, 39 charges) (750gp), Wand of Shield (CL 1st, 50 charges) (750gp), Masterwork Waist Drum (50gp), Scroll of Bless x4 (125gp), Scroll of Comprehend Languages x2 (50gp), Scroll of Detect Secret Door x1 (25gp), Scroll Case (1gp) Heavy Mace (12gp), Masterwork Chain Shirt (250gp), Sling, Sling Bullets x10 (1sp), Bard's Kit (41gp), 367

Alternate Racials Academician (Knowledge: Geography), Gift of Tongues
-----------------------------------------------------------------------
DESCRIPTION
-----------------------------------------------------------------------
Delben is an averaged sized gnome with a brilliant shock of multicolored hair the color of autumn leaves that shoots up like a flame from his head. It detracts from his wide plain face and flat brown eyes. He is never seen without his signature oversized dull blue overcoat with it's sharp high collar that covers his ears and its fraying edges dragging on the ship deck. Other than the unusual sight of a chain armor poking out from beneath his drab sailor shirt, the only other sight of interest on this gnome is a small drum that hangs from a sturdy strap at his waist, made from some black wood that shines as if it's regularly polished.
-----------------------------------------------------------------------
BACKGROUND
----------------------------------------------------------------------
Delben Petch was always unusual for a gnome, and that’s saying something. Whether through his fey blood or some natural proclivity, Delben has always been completely fascinated with the natural cycle of life and death. Decay, like the dying leaves of autumn has always held a strange beauty for Delben, but his family, a long line of artists and performers, tried to steer his interests towards more acceptable hobbies. While Delben did take naturally towards poetry and music he was still obsessed with capturing the elegance he found in the finality of life. Hopping from ship to ship, port to port, Delben found plenty of work singing dirges and ballads for lost sailors and friends along the shipping lines, within the dangerous sea Delben had perhaps found his muse. But when he was press-ganged into service it was clear this little gnome had no business among the hardened pirates and rogues that made up it's crew. Yet, many found it impossible not to like the unusual musician, his hauntingly sweet songs made their difficult lives more bearable and despite his interests the gnome was gregarious and friendly. Soon enough the crew also found his little drum could beat fear into their enemies, each note a reminder to their crews that their time among the living was drawing to a close. Delben's songs became an anthem for the Inauspicious Grin and her crew as they plundered the Inner Sea, each beat of his drum sounding another victory and a joking cry to play something more lively. But Delben knew that unless the mad captain was dealt with, it wouldn't be long before he and his mates were the ones sinking lifeless into the sea. Now with the captain out of the way Delben can help steer the crew back to piracy, and the inevitable death that follows in their wake.