The Rake

Leandro Garvel's page

RPG Superstar 6 Season Star Voter. Organized Play Member. 165 posts (221 including aliases). No reviews. No lists. No wishlists. 7 Organized Play characters.


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Sovereign Court

James Jacobs wrote:
deuxhero wrote:

Xibalba infusion sounds really lame. It's a +1 bonus for a narrow ability and +2 saves against a decently common type effect for a feat. The follow ups just plain old don't interact with the first ability and are just 1/day SLAs that depend on your (likely not great if you aren't just casting the spell anyways and are of a class that allows chaotic alignments) charisma to do anything.

Do these scale with the number of these feats you have? Are the others less lame?

If we publish 100 things or 2 things, one of them will always be lamer than the other. Whether or not any 2 people will agree is the question. And also, keep in mind that GMs can use these feats for NPCs as well. Not EVERY feat in the game should necessarilly be all about making something a great new option for every character. In fact, at this late stage in the game's edition, I much prefer seeing more focused feats that allow PCs and GMs more options to make niche builds for whatever reason they want.

This particular infusion feat was included in the blog I suspect because Adam is proud of the Xibalba stuff, and I think he did a great job with it.

If it helps (and to further prove your point) I looked at that feat chain and went: "Swell! An interesting and flavourful feat chain for a mesmerist or a necromancer, I like it."

Sovereign Court

The Sideromancer wrote:
Goth Guru wrote:

I've gotten some traction with...

1: Atheists believe Gods are monsters.
2: Atheists reincarnate as Lamias or other cursed beings.

It's like how flat earthers view all evidence of a roundish Earth as fake. They made a choice, planted their feet, and refuse to listen to anyone. There are probably other ways to deal with this paradox. My mind is open, unlike many, but not all, atheists.

I remember hearing about a DM who had atheists reincarnate as Lamias, connibals reincarnate as ghouls, and a few other similar things. My first thought was "I wonder what happens if you select 'all of the above'".

Bad things for the people around you, I imagine...

Sovereign Court

Even if averting your eyes is a valid thing to do in response to a demoralize attempt, it's description indicates you can still see the creature, just not as clearly.

So I'd allow it for a PC trying to avoid demoralize, for instance, but I think taking the miss chance for concealment is worse than the shaken penalty so I don't know why they would bother...

That said, it's not at all clear that you can avert your gaze against anything other than a gaze attack.

Sovereign Court

Latrecis wrote:
Leandro Garvel wrote:

I don't know if anyone's still interested, but I rebuilt Karzoug for the final fight to be significantly more dangerous (because my PCs would have steamrolled him otherwise) and with updated sources, spells and theme.

** spoiler omitted **...

This looks pretty cool. I probably won't use most of the rebuild but I am really interested in the spell selection - that's where I am focusing my preparatory efforts. My players are probably 2 sessions from the final battle.

Interestingly, you chose some of the same spells I've been planning on: clashing rocks, mass suffocation, fiery body, protection from spells, stormbolts, wreath of blades, waves of exhaustion. But I'm not going to use any of the targeted transmutation spells in his specialist slots such as disintegrate or temporal stasis. All of my pc's have Dominant weapons and its just a waste of his time. Time that he is really short on - or more accurately action economy. Instead I'm going to have him use things like mass bull's strength, etc. to buff his minions and keep them alive.

The only reason I gave him any was because only one of my party took made a Dominant weapon, and I managed to use Khalib's transmutation spells to force him to use 2 of the 3 'absorb a harmful transmutation' uses that day.

Karzoug's super smart, he'd definitely prep buffs like you say if the party are defended against his hostile transmutations.

Clashing Rocks can lock several PCs down if they can't teleport, Mass Suffocation is really dangerous (it nearly killed the whole party in my fight), Fiery Body is great for defence and Stormbolts is Karzoug's 'I'm surrounded and I want out' but with added stunning lightning!

Sovereign Court

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I don't know if anyone's still interested, but I rebuilt Karzoug for the final fight to be significantly more dangerous (because my PCs would have steamrolled him otherwise) and with updated sources, spells and theme.

Karzoug 2.0:

Karzoug the Claimer, Runelord of Greed
Male Azlanti Human Chronomancer Thassilonian Transmuter Wizard 20
NE Medium humanoid (human)

Initiative = +20+1d6 (+9 DEX, +1 Pale Green Prism, +1 Stone of Good Luck, +5 Anticipate Peril, +1d6 Forewarned, +4 Heightened Awareness)

Senses = Arcane Sight, Darkvision, Echolocation, Perception +33, See Invisibility, True Seeing

Defence
AC 42, touch 25, flat-footed 33 (+8 armour, +5 deflection, +9 DEX, +5 natural, +4 shield, +1 insight)
SR = 31 (Upgraded Robes of Xin-Shalast)
HP = 300 (20d6+180);
Temporary HP = 200 [Greater False Life, 25x Emerald Ellipsoid Ioun Stones]);
Fast Healing = 10
Regeneration = 1
Fort = +21, Ref = +22, Will +28;

Defensive Abilities (not including spells cast, brackets are abbreviated items that grant the defensive ability):
Immune to: Aging (IS), Bleed (Im), Confusion (ToL), Death/Energy Drain/Negative Energy effects (12/12, SoP), Disease (Im), Feeblemind (ToL), Insanity (ToL), Poison (IS), Soul Bind (CoGS), Trap the Soul (CoGS)
Doesn't need Air, Food, Water (IS)
Absorbs spells of 8th level or lower (Lavender and Green Ellipsoid)
Blur (CoMD), Freedom of Movement (RoFM), Nondetection (CoGS)

Offence
Speed 60 feet (Expeditious Retreat); fly 60 feet (perfect) (Runewell Amulet)

Melee
Karzoug's Upgraded Burning Glaive +24/+19 (1d10+17+1d6 fire/x3)
Talons of Leng +22/+17 (1d4+11/x3, on crit causes permanent Insanity on failed DC 20 Will Save or 1 round of Confusion on a successful save)

Spell-Like Abilities (CL 21; concentration +42, +2 to cast defensively and 3/day reroll a cast defensively check)
18/day Augment (+4 enhancement bonus to an ability score or +5 natural armour bonus, lasts 10 rounds)
3/3 day Time Stutter (Time Stop for 1 round)
18/day Perfection of Self (swift action, +10 enhancement bonus to an ability score for 1 round)

Spells Prepared (CL 21; concentration +42, +2 to cast defensively and 3/day reroll a cast defensively check)
Ranges:
Close = 75'; Medium = 310'; Long = 1240'

9th = 9 (DC 35)
Mage's Disjunction, Clashing Rocks, Meteor Swarm, Mass Suffocation, Fiery Body, Time Stop (2), Wish, Quickened Telekinesis
8th = 9 (DC 34)
Protection from Spells, Maze, Moment of Prescience, Stormbolts, Polymorph Any Objects, Temporal Regression, Temporal Stasis (2), Quickened Firefall
7th = 10 (DC 33)
Deflection, Walk through Space, Delayed Blast Fireball (2), Waves of Exhaustion, Resonating Word, Temporal Divergence (2), Limited Wish, Quickened Slow
6th = 10 (DC 32)
Greater Dispel Magic, Wall of Iron, True Seeing, Chain Lightning, Banshee Blast, Borrowed Time, Disintegrate (2), Flesh to Stone, Quickened Pyrotechnics
5th = 10 (DC 31)
Wreath of Blades, Acidic Spray, Lightning Arc, Suffocation, Baleful Polymorph, Echolocation, Fickle Winds, Telekinesis (2), Quickened True Strike
4th = 10 (DC 30)
True Form, Dimension Door, Named Bullet, Detonate, Greater False Life, Calcific Touch, Firefall (2), Telekinetic Maneuver, Obsidian Flow
3rd = 11 (DC 29)
Dispel Magic, Greater Stunning Barrier, Protection from Energy, Gloomblind Bolts, Unravel Destiny, Battering Blast, Malediction, Haste, Greater Magic Weapon, Slow (2)
2nd = 11 (DC 28)
Resist Energy, Storm of Blades, Embrace Destiny, Scorching Ray, Spectral Hand, Blood Armour, Kinetic Reverberation, Pyrotechnics (2), Visualisation of the Body, Visualisation of the Mind
1st = 11 (DC 27)
Shield, Wave Shield, True Strike, Magic Missile, Ray of Enfeeblement, Burning Disarm (2), Break, Feather Fall, Liberating Command, Touch of Gracelessness
Cantrips = 4 (DC 26)
Mage Hand, Mending, Message, Open/Close

Statistics
STR 26 DEX 28 CON 26 INT 42 WIS 28 CHA 30
(+8 enhancement bonus to all but DEX, +10 enhancement to DEX and INT, +5 inherent bonus to all; +3 age bonuses to INT, WIS, CHA; +5 ability score improvements to INT, -2 WIS from Talons)

BAB +10/+5; CMB +19; CMD 42

Feats (12): Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Eschew Materials, Forge Ring, Greater Spell Focus (Transmutation), Greater Spell Penetration, Quicken Spell, Spell Focus (Transmutation), Spell Penetration, Toughness

Bonus Feats: Alertness, Scribe Scroll

Arcane Discoveries: Idealize, Staff-Like Wand

Skills (400): Appraise (+41), Bluff (+37), Diplomacy (+37), Fly (+41), Intimidate (+32), Knowledge (all, +46), Linguistics (+41), Perception (+33), Sense Motive (+33), Spellcraft (+41), Use Magic Device (+32)

Languages (36): Aboleth, Ancient Osiriani, Azlanti, Jistka, Necril, Shoanti, Shory, Tekritanin, Thassilonian, Varisian, all Core Rulebook languages (21), others (5), Tongues

Special Qualities: Accelerate, Complex Contingency, Exceptional Stats, Forewarned, Immortal, Inherent Bonuses, Parallel Self, Permanent Spells, Physical Enhancement (+5 DEX +5 CON), Rewind, Temporal Pool (25/25), Villain Points (5/5)

Implanted Ioun Stones: Amber Spindle (5), Clear Spindle, Dark Blue Rhomboid, Dusty Rose Prism, Emerald Ellipsoid (25), Gamboge Nodule, Iridescent Spindle, Lavender and Green Ellipsoid, Mossy Disks (10), Mulberry Pentacle, Nacreous Grey Sphere, Opalescent White Pyramid, Orange Prism, Pale Green Prism

Rings: Ring of Freedom of Movement, Ring of Regeneration;

Rods: Rod of Greater Quicken Metamagic, Rod of Quicken Metamagic, Rod of Lesser Quicken Metamagic

Wands: Wand of Bull's Strength (CL 3, 45 charges), Wand of Cat's Grace (CL 3rd, 43 charges), Wand of Bear's Endurance (CL 3rd, 45 charges), Wand of Fox's Cunning (CL 3rd, 32 charges), Wand of Owl's Wisdom (CL 3rd, 40 charges), Wand of Eagle's Splendour (CL 3rd, 32 charges), Wand of Anticipate Peril (CL 1, 31 charges), Wand of Heightened Awareness (CL 1, 33 charges)

Belt: Belt of Physical Perfection +6;
Body: Upgraded Robes of Xin-Shalast (increased SR to 31),
Chest: Tunic of Careful Casting;
Eyes: Annihilation Spectacles,
Feet: Jaunt Boots;
Hands: Talons of Leng;
Head: Iron Circlet of Guarded Souls;
Headband: Headband of Mental Superiority +6;
Neck: Runewell Amulet (including Scarab of Protection);
Shoulders: Cloak of Minor Displacement;
Arms: Spellguard Bracers;
Slotless: Stone of Good Luck, Sihedron Tome, Spell Components and Foci (100,000gp);
Weapon: Karzoug's Upgraded Burning Glaive (increased to +5 Dancing Flaming Burst)

If you've got questions about suggested tactics, feel free to reply and I'll reply to them.

Sovereign Court

If you run his prepared spells and tactics as written, it's theoretically possible if they're powerful for their level, lucky and prepared.

Pros in their favour:

Action economy
Ability to nova if properly prepared
Karzoug's written tactics aren't great against a prepared party
Karzoug's prepared spells aren't great and are Core Rulebook only, even in the Anniversary Edition

Cons against them:

High saving throw DCs
High damage spells (particularly watch Wail of the Banshee, as he doesn't have to care about hitting allies)
Karzoug's Save or Die spells (Baleful Polymorph, Disintegrate, Flesh to Stone)
Surprisingly tough - Karzoug's a tough old coot.

I wouldn't, if I were you, it's too risky.

Sovereign Court

I'm going to get a chance to play through this AP soon, and I'm considering playing an old character with the following ability scores (before race but after 15 point buy and age modifiers):

STR 8, DEX 8, CON 8, INT 16, WIS 16, CHA 16

I'm considering this statline for two reasons:

1) I've always wanted to try playing an old-age character all the way through an adventure path and see if I can be lucky enough with them to survive;

2) We're using the Sanity system in Horror Adventures and having all three of your mental ability scores be as high as possible seems very beneficial for survival in said system.

Anyone got any thematic/appropriate/cool suggestions for races/classes/archetypes to play through Strange Aeons with using these ability scores? Particularly looking for ideas that let me use two or ideally all three mental ability scores well.

Sovereign Court

travis hollins wrote:
I'm currently playing in an amazing Emerald Spire game with my friends. I ran ES as far as floor 3 as recently as a year and a a half ago, so I've read the whole module already. In the past session my character died (and another was a 2 or lower roll on a Lesser Restoration cast away from dying) due a Con sapping poison. I didn't remember this particular mob having a Con poison and in my mourning/curiosity I converted my PDF to text and Ctrl F-fu'd the boss. Turns out it was a Str poison. We haven't done anything past that combat. I have new characters in mind but don't want to scrap a character that didn't actually die. What should I do and how should I bring it up to the GM?

I wouldn't have read it in the first place (ignorance is sometimes bliss) but I can understand wanting to check if you liked the character and the death was really down to the wire.

If you feel the need to bring it up rather than accepting it as a change (mistaken or otherwise) I certainly wouldn't complain, I'd just honestly explain what you've done and then ask the GM without rancour if it was a mistake or a change they made.

If it was a mistake, I think a reasonable GM would then make allowances for that mistake, especially if you liked your character and didn't want them to die like that.

If they say it was an intentional change, then I'd accept it and move on. Even if I didn't believe them or didn't agree with the rationale behind the change, if I was enjoying the game enough to keep playing I'd just move on and make a new character.

Perhaps making a mental note that the GM is changing the module and thus checking things like this would be fruitless in future until I'm convinced it's a rules error.

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As a GM who is just finishing running a party through Rise of the Runelords, my group have already started asking me to run Shattered Star next so we can finish in time for Return of the Runelords.

So hyped.

Sovereign Court

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I don't know why this has changed, I'm interested in why this has changed, and oh boy am I happy this has changed because in general alignment descriptors on spells only caused arguments rather than fun.

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subgenious wrote:

The group I am running has been playing for about a year now, and we will finish book 5 tonight. The tough part is I took a new job and will be moving away in 3 weeks, so we need to find a way to finish without things being comically rushed.

Anybody have any experience or good ideas for shortening book 6? We can probably get in 6-7 sessions of about 5 hours each since we are all pretty geared up to actually complete the game.

In book 5 I ended up converting 3 of the runeforge wings into sort of choose your own adventure books where I presented individual players or the whole party with a series of fixed choices and consequences to speed things up a bunch. Actually led to some funny cases where they ended up parlaying with Azaven for information rather than fighting and tricked Odicon out of some gear and knowledge by playing on his madness. I can do some of the same in the last book, but I'm wondering if some parts would be better to cut or dramatically change instead.

Depopulate the areas of Lower Xin-Shalast that don't have maps in the adventure, as it prevents the group being sidetracked into the fortress of giants in Shahlaria or lost in The Tangle.

On that note, I wish every named, gazetted location in the city had a map. I loved the Wendigo siege, but I would have happily traded that whole subplot to have Lower Xin-Shalast get more maps and encounters.

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The Mad Comrade wrote:
Bellona wrote:

Any suggestions against PCS with obscenely high dodge bonuses to AC? :)

(My players' characters include a Dex-based multi-class horror which uses Crane Style feats and other things.)

Blinding works wonders.

The Flowing Monk of the Sacred Mountain in my game took the Blind-Fight chain precisely because being Blind is such a bummer for his obscene AC. I second this, but I'd use the tactic sparingly.

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Leandro Garvel wrote:
Alchemist 23 wrote:

A Promethean Alchemist that uses flesh crafting on death row prisoners, the criminally insane, (murders rapists so on) and his enemies. When / if they die he traps them in soul gems to use for constructs and reanimates their bodies as Alchemical Zombies. All of which he uses as manual labor to build orphanage, schools, and hospitals all which he volunteers at. And when the creations are not being used to better the community they are patrolling the woods away from the roads especially near those pesky goblin camps which he makes sure to raid once a month to ensure those chaotic evil spawn keep their numbers down. Any above the designated quota are hauled away or killed (see top). Unruly individuals receive an implanted bomb.

I know this is GM / party specific but I want personal opinions here.

I'd call it Lawful Evil (using Evil means towards Lawful ends).

The character clearly cares about infrastructure and the protection of their society and forcefully uses those who society considers - correctly or incorrectly - as unwilling resources for soul-based necromancy (which may or may not be inherently Evil, very campaign-dependent).

Proactively and aggressively targets creatures considered Chaotic and Evil - the goblins - and uses violence and evil magic to reinforce authority - the implanted bombs - all sounds pretty textbook Lawful Evil to me.

Furthermore, if I was playing the Paladin our characters would have serious issues and I'd possibly end up Smiting your character. Would depend very much on how much I knew of your methods and actions and how they were presented, of course (Paladins aren't infallible, and pinging as Evil doesn't mean Smite on sight).

I wouldn't play your character in a party with a Paladin though. Way more trouble than it's worth, both in and out of character.

Sovereign Court

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Alchemist 23 wrote:

A Promethean Alchemist that uses flesh crafting on death row prisoners, the criminally insane, (murders rapists so on) and his enemies. When / if they die he traps them in soul gems to use for constructs and reanimates their bodies as Alchemical Zombies. All of which he uses as manual labor to build orphanage, schools, and hospitals all which he volunteers at. And when the creations are not being used to better the community they are patrolling the woods away from the roads especially near those pesky goblin camps which he makes sure to raid once a month to ensure those chaotic evil spawn keep their numbers down. Any above the designated quota are hauled away or killed (see top). Unruly individuals receive an implanted bomb.

I know this is GM / party specific but I want personal opinions here.

I'd call it Lawful Evil (using Evil means towards Lawful ends).

The character clearly cares about infrastructure and the protection of their society and forcefully uses those who society considers - correctly or incorrectly - as unwilling resources for soul-based necromancy (which may or may not be inherently Evil, very campaign-dependent).

Proactively and aggressively targets creatures considered Chaotic and Evil - the goblins - and uses violence and evil magic to reinforce authority - the implanted bombs - all sounds pretty textbook Lawful Evil to me.

Sovereign Court

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Meraki wrote:
Magog wrote:
I don't know a whole lot about the Empyreal Lords but Benorus, Dammerich and Vildeis seem interesting. But my favorite is Kelinahat .I love the idea of a LG deity of stealth and espionage. She's the Epyreal Lord of the !@#$% Batman.

Aw yeah, Kelinahat fans unite. (I played a rogue in Council of Thieves who worshiped her. She was a spy, unsurprisingly.) I'd love for her to get more material at some point.

Other favorites: Black Butterfly, Arshea, Irez, and Soralyon.

Kelinahat! She of Ebon Wings definitely needs some expansion so I can build a character who worships her...

Sovereign Court

Yeah, we considered 'porting over a version of the Pathfinder young template, but decided not to in the end because it over complicated it...

Well, anyone got any funny stories about Wild Mages?

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I'm playing a Human Wild Mage in a D&D 5e game at the moment, and my second ever Wild Magic Surge de-aged my character 10 years in game to 11 years old.

Whilst my DM and I have reached an agreeable compromise in-game as to the effects of suddenly becoming 11: Small size, mental stat and personality retention - I pointed out he wouldn't give me 10 years of XP instantly if I got older :P - we noticed there aren't any official rules we could find for significantly older or younger characters.

I was wondering: has anyone else here dealt with Wild Magic Surges or other timey-wimey-wibbly-wobbly effects making their characters very young or old, and how did you and your DMs handle it?

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CorvusMask wrote:
Leandro Garvel wrote:
Bellona wrote:

Yikes!

My condolences. Are there any plans to send in a back-up party from Sandpoint/Magnimar when there is no more contact from the orginal characters?

They weren't organised enough as a party to have set up a contingency plan, but I've offered them a similar arrangement as many influential NPCs in both places knew where they were going.

They haven't decided yet though, as we were planning on moving onto Strange Aeons when we finished RotR, and we might just move onto that AP early.

Well RotR's worst possible ending is pretty Lovecraftian so that is oddly suitable :D

Quick update: we forgot the Black Blade had the True Resurrection 1/month special purpose power (randomly rolled).

So the BBlade True Rezzed the Magus, who then used a scroll to Planar Ally in a Glabrezu, and made a Treacherous Wishcraft (the Mark of Treachery variant) deal with it to Wish for the Revive the Dead option of the Wish spell, which then Rezzed the rest of the party.

Campaign continues! Woo!

Also the Magus now owes a Glabrezu a Wish spell...

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Bellona wrote:

Yikes!

My condolences. Are there any plans to send in a back-up party from Sandpoint/Magnimar when there is no more contact from the orginal characters?

They weren't organised enough as a party to have set up a contingency plan, but I've offered them a similar arrangement as many influential NPCs in both places knew where they were going.

They haven't decided yet though, as we were planning on moving onto Strange Aeons when we finished RotR, and we might just move onto that AP early.

Sovereign Court

Runeforge just claimed my entire party, including the character that have not died since the beginning of the campaign. I am sad :(

First Death:
Name of PC: Drekevac
Race/Class/Level: Tiefling Abyssal Primalist Rageshaper Bloodrager 12/Vivisectionist Alchemist 2
Adventure/Part: Sins of the Saviors/The Iron Cages of Lust
Catalyst: Recklessly charging ahead into the guns of multiple enchantment spells, Shining Children

Negotiations went poorly in the Iron Cages of Lust. Drekevac flew ahead of the party, ripped into the Pavilion from above and attacked Delvahine and her Shining Children solo.

After being charmed by Delvahine for a period of time in the battle, Drekevac broke the charm seeing the attack on his ally Baramorn with the use of his final remaining Hero Points, but had taken too much damage over the previous wing and here to not fall to a Searing Ray from one of the Shining Children...

Second Death:
Name of PC: Baramorn
Race/Class/Level: Tiefling Black Blade Magus 14
Adventure/Part: Sins of the Saviors/The Iron Cages of Lust
Catalyst: Same as Drekevac, but a little slower.

With no aid from a charmed Drekevac when Baramorn breached the boudoir of Delvahine, and a Greater Dispel Magic from one of the Shining Children stripping most of his important buffs, Baramorn had a hard solo fight on his hands. He was blinded by the Blinding Light aura of the other Shining Child, and Deafened by Delvahine, but still managed to kill several Aludemons before succumbing to another Searing Ray.

He spent much of the battle unconscious, but was later revived by Nicolai, our Druid, and after being pulled into the entrance room and fighting some more Delvahine clones that had survived from the Pride wing, eventually engaged Delvahine in single combat.

Unfortunately, after a failed save versus a Confusion spell and becoming entangled in her whip, Baramorn was finally stabbed by Delvahine back down into death.

Third Death:
Name of PC: Nicolai
Race/Class/Level: Half-Elf Druid 3/Cavalier 3/Nature Warden 8
Adventure/Part: Sins of the Saviors/The Iron Cages of Lust
Catalyst: A ranseur critical hit from an Aludemon and Delvahine clones using Vampiric Touch repeatedly

After killing the enslaved Stone Giants and rescuing and healing several of his allies, Nicolai and his horse Cepheus fled the boudoir, but was crit on his way out by an Aludemon for 67 HP (most of his remaining health). The Aludemon fell beneath Impaler of Thorns and his battle horse, and escape to the entrance room was affected, but the Delvahine clones pursuing drained the life out of Cepheus with Vampiric Touch.

The Clones teleported away, but they eventually returned in an unguarded moment via Ethereal Jaunt, set up a flank around Nicolai ethereally, cast Vampiric Touch and held the charge, dismissed Ethereal Jaunt and despite a last minute Obscuring Mist from Nicolai for the concealment chance the clones fell upon him with vampiric claws.

Nicolai encountered a Psychopomp Usher known as Phlegyas, the Consoler in the Boneyard who gave him a choice and thrust him back into his body, unconscious (spending Hero Points to Cheat Death) but was Coup De Graced by Delvahine after the last hero fell...

Fourth and Final Death:
Name of PC: Fenir
Race/Class/Level: Garuda-born Aasimar Flowing Monk of the Iron Mountain 5/Evangelist of Desna 9
Adventure/Part: Sins of the Saviors/The Iron Cages of Lust
Catalyst: Blindness

Fenir killed several Giants, the two Shining Children and the remaining Aludemons and Clones over the various fights - one of his highest kill counts outside of Fort Rannick in book 3 - but after Baramorn fell ended up 1v1-ing Delvahine whilst blind from her Blindness spell (after having been Blinded by the Shining Children and healed of it by Nicolai). While between Fenir and Baramorn they reduced Delvahine to 64 HP from maximum, the numbers game was always against him despite his amazing defences and he eventually succumbed to a dagger thrust to the chest.

And thus died my Rise of the Runelords party. They only had the Envy wing and the secret encounter to do and they would have levelled after the Lust wing...

Sovereign Court

The Carrionstorms are very dangerous if three conditions are met (as unfortunately my last party did):

1) Your party is already bad against swarms (no Evoker or equivalent, little to no alchemical AoE attacks etc.);

2) Your party does not possess someone capable of channelling Positive Energy (a neutral/good god worshipping Cleric, a Life Oracle/Shaman and/or a Paladin);

3) Your party runs into the encounter with the Carrionstorms after fleeing another dangerous encounter in the Misgivings.

My Last Party:
My last party fled the Rat Swarms in the basement after wading through and being sapped by the ground and upper floor haunts, ran out of the Misgivings piecemeal and into the Carrionstorms. Two characters survived, the other three burnt two Hero Points to Cheat Death...

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I'd typically cast the highest level buff I could, so I'll list my favourite Cleric buff spells at each level.

9th = Winds of Vengeance.

8th = Frightful Aspect

7th = Bestow Grace of the Champion.

6th = Dimensional Blade.

5th = Righteous Might.

4th = Divine Power.

3rd = Deadly Juggernaught.

2nd = Bull's Strength.

1st = Divine Favour.

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You could "invent" Rings of Spell Knowledge and Pages of Spell Knowledge?

The Ring of Spell Knowledge (depending on it's level) can allow you to add arcane spells you encounter to your list of spells known if you can succeed on a Spellcraft check at the time, and even allows you to learn arcane spells that are not on the Sorcerer/Wizard list (albeit at one level higher than normal).

You could also buy Pages of Spell Knowledge to be able to effectively learn more spells on the Sorcerer/Wizard list - one spell per page, with an increasing cost with spell level.

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Cory Stafford 29 wrote:
Ellioti wrote:
Cory Stafford 29 wrote:
If your DM runs it straight from the book, starting at level 7 or so, you can expect one or two pc deaths per session barring some extreme optimization and/or amazing luck. Good luck.

I read this so often, but it's just not true. We're almost through the AP and only had to really resurrect once or twice. The cleric had to cast Breadth of Life a few times and we had to stabilize several PCs that had negative hp at the end of a fight, but that's it. We run either by the book when 4 players are at the table, or the community-updated 6 player version when 5 or 6 players are playing. We have (95%) core-only races and classes.

It is a very well balanced AP. Some groups just seem to have a very reckless playstyle.
I've seen what this ap can do. You guys are either very lucky or the DM is taking it easy on you and you just aren't aware of it.

Personally, my group have steamrollered the non-Giant minion encounters, but have struggled with the boss encounters (which is just as it should be, imo).

We've had occasional protracted fights with end-of-adventure enemies that the group have scraped through with multiple Wands of Cure Light Wounds and a Bard and a Druid who are willing to cast the occasional Cure spell.

That said, I can't say that when the group gained their Cleric that their battles weren't a lot less risky - they became noticeably easier and less likely to be accidentally one-shot in the next fight.

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Java Man wrote:
Does anyone have actual table experience with this feat? Or just theory?

I have played a Diviner Wizard for 2 levels now (level 5 & 6 in the second adventure of the Serpents Skull AP) who has taken Sacred Geometry to get free Empower Spell on his Magic Missiles and free Extend Spell on his lower-level buff spells for allies.

I have been using a calculator, and I have yet to fail to be able to use it.

I have found that the full-round action means I have not used it all the time - sometimes I have needed to move - but it has certainly powered up my lower level spell slots and it is definitely too good to be a single feat.

I am self-limiting and avoiding taking it again for Echoing Spell and Quicken Spell...

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I would suggest an Arcanist or another Wizard. This AP really rewards spellbook using casters.

If neither appeal, then there is a unique Bard reward somewhere in the adventure path, and a Bard would help the rest of the party you have.

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Gulthor wrote:
Rub-Eta wrote:
I don't see a reason to do that. Just give them the loot stated in the AP. It's enough for them to reach the WBL.

Most Adventure Paths actually put players *ahead* of WBL (under the understanding that the players will want to sell a fair amount of their haul in order to acquire different loot.)

Personally, were I going to go the way you're suggesting, I'd just go with Automatic Bonus Progression instead (which also requires additional work trimming loot from the AP.) In fact, I'm doing that very thing in our upcoming Jade Regent campaign.

I considered using ABP alongside and/or separately as I like the concept, but my players don't like the 'one-size-fits-all/none' table... Maybe I should just mod the tables individually for them instead.

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I'm considering starting running another Adventure Path, not sure which yet, but I know I'll be levelling the players when the AP suggests rather than using XP.

I'm also considering just giving the characters the difference in gold as per the Wealth by Level table at each level up, and would appreciate advice on if it's a good idea/the implications thereof?

I figure since the story tends to level them up at 'boss fights' with treasure anyway, I'm just handwaving the minutiae of loot splitting...

I am also going to say they sell all non-plot-loot to provide for the automatic wealth I'm giving them, but they can by back items they find with that money anytime (similar to how Pathfinder chronicles handle unique loot).

Good idea?

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1) How long have you been playing Pathfinder?
For 7 years.

2) Have you ever been the Game Master/Dungeon Master? Have you ever been a player?
Yes and yes.

a)How long have you/did you play each role?
I have been the Game Master fairly continuously for one game or another over the 7 years. I have been a player infrequently for the last 3 years.

i) If you've played both: which did you like better?
Game Master.

3) Have you ever played Pathfinder Society? Homebrew?
Yes and yes.

a) Which did you like better?
I like both for different reasons, homebrew for the freedom and PFS for the quality.

4) Have you ever played a game with maps? Without maps?
Both.

a)Did playing with a map make a difference to how you liked the game?
Yes, I prefer to both Game Master and play with maps, to the point that Roll20 and such gaming clients are now my preferred medium of play.

The following questions are concerning the paper's topic:
1) Do you think maps effect how player's play? How Game Master's play?
Yes and yes.

a) If yes: how do you think they effect the player's/Game Master's play?
They affect players by providing tactile and visual information about the game, which "theatre of the mind" play does not. They enable tactile and visual learners to engage with the game easily, and well made maps can increase the enjoyment of encounters.
They affect Game Masters by forcing a certain amount of preparation to go into every encounter. A Game Master must think about factors such as terrain features present for combat encounters, and tactical positioning for monsters. They can also inspire Game Masters - a particularly beautiful map can often inspire whole encounters.

b) If no: why do you think they don't effect the player's/Game Master's play?
N/A

2) Do you think maps effect the game?
Yes.

a) If yes: how do you think they affect the game?
They force the game to have rules to accommodate maps. More specifically, because the most common maps are gridded and game companies sell gridded maps, rules developers are encouraged to accommodate the medium by including rules for squares, threatened areas, movement speeds and the like.

b) If no: why do you think maps don't affect the game?
N/A

I am happy for you to use my name in the paper.

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You are making a Diplomacy check, but substituting your Diplomacy bonus for your relevant Perform bonus.

Since Expanded Inspiration adds to your bonus when making a Diplomacy check (rather than specifically adding to your Diplomacy bonus) I see no reason for it to not add to to your bonus for a Diplomacy check.

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I've just had the first two proper deaths in my current runthrough of the Anniversary Edition (we've been using Hero Points, so the PCs have been able to Cheat Death until now...)

First Death:
Name of PC: Octavi Deverin
Race/Class/Level: Human Ecclesitheurge Cleric of Abadar 10
Adventure/Part: The Hook Mountain Massacre/Hook Mountain Clanhold
Catalyst: Her cohort brother Severus's reckless nature
Story:
The party easily wiped the floor with the first four Kreeg Ogres and Lunderbud, and Octavi dealt with the surge of Ogre smiths led by their Kreeg taskmaster with a well-timed Greater Forbid Action (Attack).

Eight Ogres succumbed, with the other two being charmed by Mercutio's (the party's Gnome Archivist Bard 10) Mass Charm Person and convinced to attack the aforementioned cruel Kreeg Ogre.

Said Ogre fled, wailing for Barl to save him, and Severus (Octavi's Barbarian brother and cohort) pursued in the grips and throes of battle-rage.

The party then, rather foolishly, split up: Octavi and Baramorn (Tiefling Bladebound Magus 10) hounding the Ogres into the mines, Fenir (Garuda-born Aasimar Flowing Monk of the Sacred Mountain 10) rushing up the southern steps to stop the chant of the coven of Annis Hags, and Nicolai (Half-Elf World Walker Druid 3/Order of the Green Cavalier 2/Nature Warden 5) and Mercutio remaining in the chokepoint providing ranged and Call Lightning support.

This left Severus and the two charmed Ogres to face Barl, Lucrecia (who survived the assault on Fort Rannick and fled here) and his Stone Giant Bodyguard by themselves for several rounds. Needless to say, one Haste spell from Lucrecia on the Stone Giant turned it into a rock-throwing machine gun and Severus looked near death, calling for his sister to help him.

Octavi rushed back to the long throne room to heal Severus with a Cure Critical Wounds and cast Spell Immunity (Fireball) on him to protect him from Barl's Fireball, but caught the brunt of the Fireball herself.

Severus retreated at his sisters urging, only for Lamatar to emerge from his shrine to the call of the Hag Coven and unleash a volley of icy arrows at him.

Octavi spent one of her two Hero Points to act out of turn to cast Stone Shape to form a protective barrier against the volley, saving her brother but leaving her without enough Hero Points to cheat death...

Two full attacks from the Stone Giant (who passed his Will Save against Octavi's Sanctuary) later and Octavi was smashed against the wall of the cavern by boulders, dead.

Second Death:
Name of PC: Severus Deverin
Race/Class/Level: Human (Shoanti) Unchained Barbarian 8
Adventure: The Hook Mountain Massacre/Hook Mountain Clanhold
Catalyst: Being on low HP whilst fighting a single-handed rearguard action against Ogres.
Story: After Octavi's death, Baramorn surged over and engaged Lamatar in melee combat.

Severus (exhausted due to raging whilst fatigued using the Roused Anger rage power) dove back into combat with the Stone Giant and the Ogres that Barl had intimidated into rejoining his cause.

Lucrecia cast Dimension Door to move behind Nicolai and Mercutio, attempting to cast Charm Monster on Cepheus (Nicolai's horse companion) and successfully casting a Suggestion on Nicolai to go heal Severus so that she could try and eat his horse and pesky Gnome buddy.

Unfortunately, Nicolai's Cure Light Wounds spell healed the minimum it could, and the two attacks Severus took from the Ogres hurt him as he attempted to save Octavi's body from being dragged to Barl, who had a strange grin on his face - then another volley from the Stone Giant finished him.

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Fun is very subjective, but if your definition of a fun class in Pathfinder is like mine (versatile with the potential to be powerful but the utility to be usually useful) then I'd rank them thusly:

1) Alchemist
2) Magus
3) Bloodrager

with 1) being most recommended to play next.

That said, I've enjoyed playing all three, so you can't really go wrong (in my opinion).

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I wish it worked, but there are better ways to do the "one attack kill" build it's going for, and it isn't on a great class chassis to begin with.

Would you like advice on builds with a similar flavour and mechanics to back it up?

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Oh boy oh boy oh boy free money! Too good to be true is the best kind of good - where do I sign?!

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I'm probably just going to take Iron Will when I have a spare feat, unless I happen upon a Circlet of Persuasion and Steadfast Personality makes the saves it affects a Cha check? (Not sure about that...)

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Divination and Necromancy are good picks for opposed schools. Abjuration has better spells for you, and Enchantment is surprisingly helpful for an illusionist to deal with the people who disbelieve your illusions :P

If you find yourself regretting the decision you can always pick up Opposition Research for Divination if you haven't managed to cope with magic items up until then.

I'd suggest making your Skunk a School Familiar (the archetype for familiars from Familiar Folio). The Illusion School powers the familiar gains are pretty good.

It doesn't stack with the Decoy archetype though, if you're dead set on that - you could use the Illusion spell Ventriloquism for fun with your familiar talking instead if you wanted?

Persistent Phantasmal Killer could be a good "stuff got suddenly serious" spell? Magical Lineage makes it more affordable and Persistent makes it more effective...

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Secret Wizard wrote:
There are literally no upsides to Core Monk over UnMonk. The "higher Will save" doesn't exist in practice.

Your guide was very helpful, and swayed me to UnMonk, so thanks :)

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Thanks for the advice, everybody! I went Unchained Monk in the end, and am definitely enjoying the new Flurry of Blows :D

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Prince Yyrkoon wrote:
Leandro Garvel wrote:
d'Eon wrote:
I'll point out that the Unchained Monk hits more reliably, has better HP, and has access to all of the Qingong powers anyways.
I'm mostly worried about the low Will save, I have to admit.
I wouldn't be. Monks are partially wisdom bases, get +2 against some of the most common, and crippling, will based effects, can get remove fear (uasable even when panicked!) as a power, and enough bonus feats to make iron/improved iron will no trouble at all. Really, people overstate the poor will save on the Unchained Monk. Yeah, it isn't as good as the regular monk in that regard, but it's good enough; the other upgrades it gets are well worth the trade.

In this case, it's because Scaled Fist is CHA based rather than WIS based, but I take your point. I'll suffer the lower save until I can boost my defences I guess.

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d'Eon wrote:
I'll point out that the Unchained Monk hits more reliably, has better HP, and has access to all of the Qingong powers anyways.

I'm mostly worried about the low Will save, I have to admit.

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I can't decide whether I should use the core Monk class or the Unchained Monk class for a Scaled Fist Monk I'm building for a game tonight.

We've all rolled stats using the Heroic rolls and I've rolled pretty well, hence me choosing to go Monk in the first place:

STR 16 DEX 18 CON 15 INT 11 WIS 15 CHA 16 (with a +2 from one of the setting's custom races).

I'll probably combine the core Monk with the Quiggong Monk archetype if I choose it.

I can't decide if the benefits of the Unchained Monk outweigh the disadvantages compared to normal Monk, and would appreciate any advice :)

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Darksol the Painbringer wrote:

I'll FAQ this, since it's not explicitly stated as to what your "chosen weapon" actually is, and Paizo could've done a better job actually explaining that. I mean, there's nothing that explicitly says "Choose a single Martial or Exotic Weapon. You gain proficiency with this weapon, and is considered your chosen weapon for the purposes of the Kensai's class features." And there should be.

I will, however, say that the quoted sentence above is most likely the intent behind the "chosen weapon" stuff for the Kensai archetype.

This would have been better wording - maybe it got cut because of word/page count?

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James Risner wrote:
vhok wrote:
the first part says pick a weapon the second part says you get a free proficiency I don't see anything that says they must be the same weapon.

Some didn't see flanking rules referencing melee in the first paragraph was enforcing a melee only context in the second paragraph.

Should this go to FAQ they'd rule they are the same choice.

I agree with your interpretation of the ruling, but hopefully this would be one of the quick and easy FAQs we've seen before where the answer was fairly obvious and they just clarified the wording.

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Rub-Eta wrote:
If the prestige class calls out another class's class ability, it only applies to the mentioned class and no other classes, even if they do have the same class ability. The Brawler counts as a Monk but only for feats and items, not for class abilities and other prerequisites.

+1 to this, and further - Brawler's Flurry and Flurry of Blows wouldn't stack anyway, as they are different if similar class features.

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+1 for the 'you can still force a reroll' - natural 1/20 is an automatic miss/hit unless circumstances force otherwise, therefore until the GM tells you it's an auto hit you don't know the result for 100% certain.

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So are you a cleaver of kobolds or a cleaver made of kobold?

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Added CON as an explicit tertiary score for d6 HD classes.

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Dastis wrote:

Very nice spreadsheet. Saved. A few points of disagreement though(mainly agreeing with the other folks)

Full Arcane casters- wizard, witch, sorcerer, etc. really do need a decent con/dex score if they want to live through more than one session. Also virtually all attack rolls these classes will make will be dex based

Cleric- con is more important than charisma in most cases

Caster/Melee Classes- IE warpreist, magus, etc. Casting stat is typically less important than physical combat stats

Thank you! :)

I'm going to add secondary DEX/CON scores to the full arcane casters I think, given the weight of opinion :P

CON is good for everybody, hence the note at the bottom, but Clerics have a class feature that works off of CHA not CON.

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cannen144 wrote:

Yeah, I think it's a good idea, though I also noticed that the key lists 1 as green, but through most of the chart, both 1s and 3s are red.

Edit: beat me to it

I edited the colours so 1 is green and 3 is red, like Kurald suggested.

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Kurald Galain wrote:

It's a nice idea, although I question your color choices :) Red usually means "avoid, don't do this" and you're using it for "take this first"...

Magus is a melee character first, caster second; that means his primary should be str or dex as appropriate, secondary should be int. The same goes for Bloodrager, Hunter, Inquisitor, and Warpriest.

For druids and oracles, strength should be tied with wisdom as primary: you can easily build a druid based on shapeshifting who cares about melee attacks, not saving throw DC.

I'm not sure why strength would be the secondary score for a mesmerist? Most mesmerists I've seen aren't into melee combat.

Why doesn't sorcerer have a secondary? Perhaps dex for defense and ranged touch, or con for hit points? Same applies to witch and wizard.

$.02, HTH

You're right, I'll amend it to Green = 1, Yellow = 2, Red = 3 (I was going for traffic lights :P )

I was legitimately in two minds about the hybrid fighting/casting classes like Magus - their casting stat fuels so many of their abilities that I tend to like it the highest, but I can certainly see where you're coming from as well as accuracy and damage are super important. I think I'll see what other people think before I change it.

I think if the Mesmerist wants to use all of it's class features (like Painful Strike) effectively, it needs to be doing some sort of damage, and like the Bard I don't think there's much in it whether they do it with STR or DEX (although I agree I have yet to see a STR Mesmerist...)

Some of the classes don't have a secondary because whilst DEX/CON/WIS are good for every class to have, they don't need them for class features. I'd list CON as a tertiary for everyone if I did that.

Thank you for depositing your two cents at Garvel Bank, and have a great day! :)

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