Kenmis's page

5 posts. No reviews. No lists. No wishlists.




I was wondering if any other GM's have any experience or advice about how to implement the Party Crashers feat with Night of the Gray Death. Per the text of the feat, it honestly seems like Party Crashers completely negates the entire first chapter of the Adventure.

I get that Party Crashers is probably more intended for sandbox style games where gaining access to parties and such is more of a means to an end and streamlines that process, and I like the feat quite a bit. I'm honestly a little surprised there wasn't a sidebar or something in the adventure text to address this feat, as it had been available for quite a while before Night of the Gray Death was published.

I have a PC with the Dandy archetype, and Party Crashers is absolutely perfect for his character, and I don't want to just nix it, so I'd like to think of some benefits taking the feat could convey without just eliminating the entire first chapter. Here's my current idea: It provides a +1 circumstance bonus to checks related to acquiring an invitation, and they can't Critically Fail. I was wondering if anyone had any other suggestions for benefits in this case.


A Xill normally has 2 short swords, a shield, and 1 hand to do claw attacks.

Presumably, the free hand is to make use of their Grab ability.

The grapple rules say "Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll."

The Grab ability says: "The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent."

I'm assuming "conduct the grapple normally" implies having two free hands?

If I'm reading all this correctly, if a default Xill starts a grapple with its Grab, it's CMB is +12, unlike the +16 it says in the stat block, yes?

The +16 would be if the Xill had 2 free hands.

Do I have this right?