Female LE devil-spawn tiefling cleric of Asmodeus 5 || hp 32/41|| AC 21, touch 11, flatfooted 20 || Perception +11, Sense Motive +18 || Fort +5, Ref +2, Will +9 || CMB +4, CMD 15 || Init +1 || Affyria appearance || Guard disguise
Affyria curses, then moves to the coffin where the sound emanated from, and gets ready to mace whatever comes out of it... Infernal:
"Asmodeus' balls!" Attack: 1d20 + 2 ⇒ (13) + 2 = 15
Female LE devil-spawn tiefling cleric of Asmodeus 5 || hp 32/41|| AC 21, touch 11, flatfooted 20 || Perception +11, Sense Motive +18 || Fort +5, Ref +2, Will +9 || CMB +4, CMD 15 || Init +1 || Affyria appearance || Guard disguise
A faint smile plays around Affyria's lips as she pushes open the door and gets a faraway look in her eyes. "Big doors swing on little hinges."
Female LE devil-spawn tiefling cleric of Asmodeus 5 || hp 32/41|| AC 21, touch 11, flatfooted 20 || Perception +11, Sense Motive +18 || Fort +5, Ref +2, Will +9 || CMB +4, CMD 15 || Init +1 || Affyria appearance || Guard disguise
Affyria throws open the door with a grand gesture. "Proffer yourselves before us, that you may live through this bloodsoaked night!"
This is one of the reasons why I love Paizo; every single person who works there cares about what they do and shares our passions and this hobby of ours. I once ordered a boardgame from a local online store, and when it arrived it was simply wrapped with brown wrapping paper—no box, not even some bubblewrap. Suffice to say that was the last time I ordered anything from that place.
I've bought a complete case deal of both the Heroes & Monsters and the Rise of the Runelords set, and they both made the trip overseas to Europe. They both came with only one mini off their base (Seelah in H&M and a forgefiend in RotRL), so unstuck feet haven't really been a big problem for me. I also like the bright colors, as I feel some of the DDM miniatures are sometimes a bit too dark colored. The H&M set also used a much harder, more brittle plastic, whereas the plastic of the RotRL set is a bit more maleable. Frankly, I much prefer the way these are manufactured, since it means their bases always sit perfectly. The floppy bases you mentioned I found quite annoying at times, it made them look really cheap.
KingmanHighborn wrote: Kitsune Barbarian attempted to eat her. Basically she slumber hexed the fighter, Wizard cast sleep on her, she went sleepy time. Barbarian picked her up and rage chewed on her. Sleep shouldn't have worked on Erylium, since she has 6HD and sleep only affects 4HD worth of creatures.
The fleshy tone of the pants stood out to me as well. I assumed I had gotten a defective paint job, until I saw that they're all the same, and also match the art depicted in the bestiary and the Rise of the Runelord volumes. So I slapped some paint on mine: Rune Giant repaint The color I used is GW's Scorched Brown, which nearly matches the brown tones in their boots and kneepads perfectly.
My players are about to enter the Catacombs of Wrath, and so I've cobbled together a miniature for Koruvus. I used a goblin warrior from the Heroes & Monsters set, chopped of his left arm and reglued it, coming out of his back. I then sculpted an axe using some green stuff, and added a third arm with a dagger, scavenged from an old boardgame mini.
Is there a rule or formula to upgrade damage dice? For instance, utilizing table 6-5 in the Core, I can see the damage for a longsword progresses at follows: Tiny - 1d4
And from looking at the Rune Giant statblock, I can deduce that a Gargantuan longsword does 4d6, which probably means that a huge longsword does 3d6 damage. So is it as simple as just adding a dice on top of the damage for a Large weapon when dealing with larger weapons?
I recently created an updated version of Keeper Hyve from the Carrion Hill module, changing him into an alchemist/rogue. Originally he's a level 7 rogue with a strong emphasis on poison, and his tactics even have him throwing poison vials as grenades, so I thought flavor wise he'd make more sense with a few alchemist levels. Let me know what you think if anyone's familiar with the original module. Spoiler: KEEPER HYVE CR 6
Male Human Alchemist 4 Rogue 3 NE Medium Humanoid (Human) Init +10; Senses Perception +10 DEFENSE AC 24, touch 18, flat-footed 18. . (+4 armor, +5 Dex, +2 natural, +2 deflection, +1 dodge) hp 39 (7d8+7) Fort +6, Ref +13, Will +2 Defensive Abilities Evasion, Trap Sense +1; Resist Poison Resistance +2 OFFENSE Spd 30 ft. Melee Rapier +11 (1d6/18-20/x2) Ranged Acid Bomb +12 (2d6+3 Acid), Bomb +12 (2d6+3 Fire), Masterwork Crossbow, Light +12 (1d8/19-20/x2) Special Attacks Acid Bomb, Bomb 2d6+3 (7/day) (DC 15), Sneak Attack +2d6 Alchemist Spells Known (CL 4, 5 melee touch, 11 ranged touch): 2 (2/day) Barkskin, Cat's Grace (DC 15) 1 (4/day) True Strike (DC 14), Disguise Self (DC 14), Bomber's Eye (DC 14), Expeditious Retreat (DC 14) TACTICS Before Combat If Hyve hears the PCs coming before they spot him, he gathers up his violet venom and drinks his dexterity mutagen. This change is already reflected in his statblock. He then hides behind the central pillar in the pool of shallow water, hoping to to ambush the PCs. During Combat Hyve opens combat with a ranged sneak attack after applying his concentrated violet venom to a bolt, then resorts to throwing his acid bombs. If engaged in melee, he uses his second dose of violet venom to maximize his sneak attacks with his rapier. Morale Keeper Hyve fights until brought below 15 hit points, at which point he attempts to escape by leaping into the sluice (area C3) and sliding down to area C4. If he survives the journey, he hides in area C4 and prepares another sneak attack with his ranged weapon. If cornered here, he'll fight to the death. STATISTICS Str 10, Dex 22, Con 12, Int 16, Wis 11, Cha 8 Base Atk +5; CMB +5; CMD 23 Feats Brew Potion, Dodge, Improved Initiative, Mobility, Rogue Weapon Proficiencies, Skill Focus: Knowledge (History), Throw Anything, Weapon Finesse Skills Bluff +8, Climb +9, Craft (Alchemy) +13, Diplomacy +4, Disable Device +16, Heal +4, Intimidate +7, Knowledge (History) +13, Knowledge (Planes) +5, Knowledge (Religion) +5, Perception +10, Sense Motive +10, Sleight of Hand +16, Stealth +16 Modifiers Alchemy +4 Languages Abyssal, Aklo, Common, Varisian SQ Concentrate Poison (Su), Fast Poisoning (Move Action) (Ex), Fast Stealth (Ex), Mutagen (DC 15) (Su), Poison Use, Swift Alchemy (Ex), Trapfinding +1 Combat Gear +1 Studded Leather, Bolts, Crossbow (20), Masterwork Crossbow, Light, Rapier; Other Gear Alchemist's Kit, Belt of Incredible Dexterity, +2, Key to area D8, Mutagen: +4 DEX, -2 WIS, +2 Nat AC, Poison, Concentrated Violet Venom x2, Ring of Protection, +2, Thieves' tools, 475 gp
My players are gonna roll up some new characters tonight to play through the Carrion Hill module, and I'm planning on asking each player 2 questions about their character. I'm looking for some suggestions on good questions to ask. Here's the ones I have so far: -How did you end up in Carrion Hill? (this question will be the same for each player) -Why don't you trust ...? (probably will complete this with a race after I see what character each player creates) -Why did you have to flee your home country? -Why did you join the church of ...? (this question will be given to the character for which the deity is the most important, like a cleric or paladin possibly) -What is the most dangerous situation you've ever found yourself in? These questions should work to immediately provide the players with some interesting background about their character. Any other suggestions for questions, since I need at least one more? |