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LeleyX's page
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I just started running this part and the first session was almost a TPK. Clocking in at APL 11 and at half strength (due to absences) they decided that the best way to go after the council meeting was to hit the black tower.
I tried to get them to do anything else, but they wouldn't hear of it, with only a quick knowledge check to find where the island was - no actual information about what could be awaiting them, though I did say that over the past 25 years many people had tried and were never heard from again - they went straight there.
They survived the first trap, bypassed the next 2, the gunslinger/samurai got within 1 point of actual death at one point and I had to cheat a little with the actual queen to make things work...
Now I have to scale up the other encounters to make them more dangerous....
On page 4 of blood of fiends you'll find that when fiends and non-humans mate their offspring are still only tieflings, any other changes tend to cosmetic only. On the other hand the same book has a number of alternatives for bloodlines such as the difference between a demonic and infernal descendant.
Talk to your GM though, he may allow for a more extreme transformation, the half-fiend template on top of a drow character is a good example, you could start as a level 0 character maybe that way.
Grappled condition: wrote: grappled creatures can take no action that requires two hands to perform. How does that affect non humanoids? In an example say a crocdile grapples a PC, then the PC manages to reverse that grapple, can the croc thentake a full round action to lay a beat down on the Pc with both tail and bite, possibly getting another free grap to regain control?
I have been reading a lot of threads here but they seem to always deal between two humanoids, and if they don't it is always about the non humanoids controlling the grapple.
Can I add this scenario to the discussion?
Party includes a Magus and a Samurai both level 9. The magus is on the bottom of the initiative and they position themselves for flanking.
Top of the round, Samurai full attacks for 100+ damage
then gets attacked in return by monster
then magus full attacks with spell combat, he goes regular attacks first (with the -2 penalty) and still manages to kill the monster
Does the magus still have to cast the spell and waste it? Or can he choose to not cast it at this point?
Great guide Tark. I had a question about the Lord of Undeath - in the guide you say that he'll need 3 spells to "get a fresh minion" and I think I'm missing something:
1. Desecrate
2. Animate Dead/Create Undead/Create Greater Undead
3. ?????
I admit I don't usually play casters, but my group's usual undead lover moved away about 1 year ago, and we miss the zombies around, so I decided to try to pick up the slack.
Could you clarify what 3 spells did you mean?
Cheers.
Ok, that makes sense, thank you.
Well in preparation of running Curse of the Crimson Throne I have been boning up on my Rakshasa, and this is where I got confused.
I was reading the Rakshasa entry in the Bestiary 3, where it says they do not reproduce the normal way, they can only do so by either reincarnation or with a mortal. So:
* 2 Rakshasas = no baby
* 1 Rakshasa and 1 humanoid = Rakshasa baby
* 2 humanoids = possible Rakshasa baby, if one of the parents does something horrible and there's a Rakshasa spirit hanging around waiting for reincarnation
Now, if the 2nd point is true, how could there be this Rakshasa-spawn even exist? Am I missing something, was there an errata I didn't see?
Like I had said, I'm a little confused.
Thank you for your help!
:D
@Lamontius: Simple, early firearms only.
I more or less agree with both Atarlost and Elamdri, but I think that if the PCs want to super specialize, let them, maybe the creation of some archetypes that are better rounded, or with a greater lean toward melee would be in order.
I'd hoped that the house rule would bring things more in line with reality without over complicating things too much, I think Atarlost's way might bring a little too much accountancy to the players, and I'm not sure I want to do that.
All I was looking for is an easy way to explain and quick and dirty mechanics to add more guns around, yes, like The Fox says, I could just as well dump guns all over the place, but that idea seems unfair to me, personal choice I suppose.

I had liked the idea of firearms in Gollarion, but generally I am not a PC, and until recently I haven't had a PC who had wanted to be a gunslinger until recently.
I have been running the Skull & Shackles adventure path, and one of my players is a gunslinger and I hate him with the strength of a thousand suns. He seems to do a ton damage, and it is SO difficult to add guns to other NPCs.
So I've been working on a house rule, and I'm ready to get some feedback.
Inaccurate Early firearms are vastly inacurate, any range increment penalties are 50% than any other ranged weapons.
Firearm Proficiency Firearms are considered Simple Weapons, but as simple weapons their range increments are halved and your misfire chance increases by +4. But characters may take the Exoctic Weapon Proficiency(Firearms) feat and it then acts as listed.
All other features of a firearm remains the same as listed in Ultimate Combat.
I think this makes it a lot easier to add firearms to a pre-written campaign such as an adventure path. You can just give any NPC a gun, if you want this NPC a little better with it, change a feat around, and if you want the NPC to be really good, respec him.
So, I know it's a simple change, but what do you think?

I was wondering if there are any guidelines on how to downgrade a NPC, for instance he's sickened, how much lower would the CR go? Is there a list or guide somewhere that I could take a gander?
The specific example I have is this:
I'm running a Rise of the Runelords campaign, last year we had finished the 2nd AP with a TPK (or close enough, I decided the lamia matriarch would just capture the whole lot of them for future ritual sacrifice, thus giving them a chance to escape).
Between then and now there's been a change in the group, a couple members have left, and there's a new guy coming around. So I offer the new guy a choice, start the next AP with his character already in the dungeon OR try a solo rescue mission, as the lamia matriarch has already fought the party, spending spells and hp, I figure it gives him a better chance to get to here if he takes her on as that.
So, think of a level 8 sorcerer/1 rogue at 1/2 hp and 1/2 spells spent, how would you adjust that CR? (I don't have my books here with but I think her base CR was 9 or 10)
Cheers!
Thank you, I like the simple 36+3d6 knots idea and the idea that it's not mapped right, I already more or less take into account at least wind direction and weather. I just assume that with a DC 20 profession (sailor) or knowledge (geography) I allow that the party knows well enough the currents and stuff...
But I understand the possibility of it being simple poetic license...
Cheers!
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I'm running this campaign and have been using the standard overland speeds for sailing ships (48 miles per day). Now I was reading Island of the Empty Eyes, and it says that the trip from Port Peril to Island is, and I quote "several weeks and is mostly uneventful".
Now using the scale on the map, tells me it's 4 days at the outside, a week if the weather is really horrible.
So, is that speed wrong? Or the map scale? Or are my pirates supposed to sail to Senghor, with stops in Quent and Bloodcove on the way before going back to the Island of Empty Eyes?
Because if either of the first 2 options are true I've been running it all wrong for the first 3 installments.
Cheers,
You and me have very different ideas of what constitutes something nice...
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My group named their ship The Disproportionate Response...and you'd be amazed on how on the nose that name is...
The way I understand it, you you grapple your way free you end up in it's mouth, with the grappled condition, if you hit it (with a light slashing or piercing weapon) for 3 hp and you are completely free, not in it's mouth nor grappled, but covered in puke...
Thanks guys, a lot of good ideas, I'll talk with my guys and see about which idea they prefer.
Well, I read somewhere in these forums that anyone can cast spells underwater, it just requires a concentration check, and of course, unless you can breathe underwater you'd likely start drowning...I was thinking more along the lines of a straight up conversation...
If you cast water breathing does it allow you to speak underwater?
How would you level up the NPCs? My players are already talking about getting themselves a fleet, and we just finished The Wormwood Mutiny, so I got a feeling we'll be having to put some NPCs in charge of other ships, as it stands we already have I think 3 NPC officers.
Any good ideas how to level these guys up? I was thinking something to the effect of APL -2 for the officers and leave the rest alone until they get promoted...
Just a little confused...

Aeshuura wrote: Azure_Zero wrote: Size Mod(? not really sure)
"You possess a truly impressive stature for a medium creature."
Jotun (4 RP):
Prerequisites: Medium size;
Benefit:
You gain a +2 on ALL CMB, and CMD checks, you carring capacity is 2.0x greater than for a medium creature, your land speed is 35ft.
You gain a +1 to intimidate checks, but take a -1 to stealth checks and a -3 on disguise checks.
If you wish to determine you character's height and weight randomly, your base height is 6'4"(male) or 6'0"(female) and your base weight is 210lb (male), or 170lb (female). Another method is that you determine the character randomly as if they were a humanoid race and then take the height result and times it by 1.25 and take the weight result and times it by 2.
I like this one, but I would suggest that it be changed to +1 on all CMB, CMD checks. Then it would be as if you were Large. +2 would indicate that you were as if Huge.
Maybe -2 to Stealth checks (half of the penalty for Large) I'd also maybe add the ability to use large weapons...I think Goliaths in 3.5 (Races of Stone) had a similar thing on them.
That a great idea, thank you...
hmmm, where is this feat?
I'm thinking of running Savage Tides in Golarion if possible, but I'm having a real hard time making sense of WHERE to place things (Sasserine, Isle of Dread)...
Any ideas?
Thanks
Thank you for the answer, another question just occured to me, as in this case he'd actually be moving the the 1st enemy's space, would that also provoke an attack of opportunity.
I had two questions, as a character in my game is looking at this I'd like some ideas, he already has Cleave, and is looking to get Lunge, 1st question is can he use both at the same time, say there's enemy 1 in front of the PC and enemy 2 behind the first one, can he just anounce cleave and lunge, attack the 1st guy, and then lunge and attack the 2nd? If yes, I assume the 2nd would get cover from the first, right?
Another question would be does the AC penalty stack, since each Cleave and Lunge gives a -2 penalty, does that mean he'd have a -4 penalty to AC? Or should these be considered the same and not stack?
The noobie GM thanks you kindly for all the great advice, Phasics, I'll probably block that idea, and just offer him the boots of striding, maybe make it a little more powerful for some more gp...
Found this:
Pathfinder RGP RD wrote:
Magic Item Gold Piece Values
Many factors must be considered when determining the price of new magic items. The easiest way to come up with a price is to compare the new item to an item that is already priced, using that price as a guide. Otherwise, use the guidelines summarized on Table: Estimating Magic Item Gold Piece Values.
KEWL, this is great info to have, thank you Phasics, I'll have to look a little more closely at other items then, something else that hit me is this question, is there something that says a spell with a range of personal cannot be made into an item?
The rogue in my game wants a pair of boots of expeditious retreat (with a continuous effect, now the ranger (who's a GM himself) doesn't like that idea very much and the rest of the party doesn't much care.
Now, if I'm costing this right it comes up to only 4,000gp, is that right? It just seems like so little, and that's only my first question.
The second question is how would you other GMs deal with it, would you allow it or not and why?
This is just awesome, I've just set up my player's city, can hardly wait to show them on Sunday...
Thank you very much,Tinalles!!
So far I only managed to make them run away once, they were level 1, and met 4 trolls an early summer morning, they jumped their horses and ran for dear life, the trolls tried to follow, but, as you know, they don't move so fast.
The next time they met some troll (3 of them this time), they set up a perfect ambush, 2 trolls never even made it out of the Entangle spell the druid had cast, and the one who did barelly made it to the Paladin only hit him once, it hurt but not tha badly(they had set a field of bear traps, and the troll hit almost all on it's way) that troll wasn't long for this life.
*sigh* I need some better dice....
Thank you, that actually sounds really interesting (though I won't be able to adopt it for the campaign I'm already running) I'll look into it and maybe try it out at a later date.
Well, I played games where the GM brings a laptop, and I never have had any problem with it. For this case, how I'm running my game is that both me and another player keep track of things on paper, I then pop all that info into the spreadsheet, and post it at our forum, I also print it and bring a hard copy for the players to review.
The only reason I don't take my laptop is that it's a 17in screen monster, I do take my laptop, and I'm online throught the game (mostly checking the PFRD). While I do take the book with me, I keep a pdf copy of the 6 player version on my ipad, my players never had an issue with it, but this might be an answer for you.
In the end I agree, a laptop is just a tool, and if it makes things go smoothly go for it, but if your players don't dig it, keep it to paper.

I'm not sure but maybe my players are just extra lucky, I DM for a party of 6, paladin of Erastil, druid of Erastil, rogue, bard, sorceress and a ranger, they are NOW at level 5, but at level 3 they took on a W-o-W and destroyed him...and at half strength as neither the ranger nor the sorceress were around.
Yeah, fine, I admit I had some poor rolls, and they had some great rolls, but still, the whole thing was over in about 2 rounds, the thing came out and decided it would be a good idea to hit the paladin, the druid came first on initiative and he cast entangle, followed by the paladin, this is that player's first time with fantasy rpg, but he saw a floating skull, said evil, and smote it, critical hit no less. The bard went for a song and the rogue managed to get around the W-o-W and hit him twice, with backstab.
When the W-o-W had his turn what did it do? turned invisible and ran off.
Now I get it, rolling a 1 for his initiative was bad news, especially when everybody else got good rolls, and the crit on a smite was even worse news, and let's not forget the 2 backstabs...BUT, what I mean to say is it was a lot easier than I'd expected...
errr...maybe I'm being a bit thick, but what's E6?
I'm trying to create 2 skelly champions an ogre and a human barbarian 4 (STR 18, DEX 13, CON 14, INT 8, WIS 10, CHA 12). But I'm just going silly, as I'm not really getting how to apply the template, do I keep all the feats the barbarian/ogre had before they were skellyfied? To work out the CR for the ogre would be CR 3 (3HD racial + 2HD template), and for the barbarian 4 (4HD class + 2HD template)?
Could I get a thumbs up or explanation/stat blocks so I can try to figure it out?
thx
Just bumping because this was a 0 post thread, so I don't think anyone saw it.
OK, so I did miss something, thank you very much for the assist.
Just bumping, this was a 0 post thread, so I don't think anyone saw it.
I've a question about advancing a creature, I understand how to use the templates, and adding class levels, but doing it by adding HD seems always harder, and I'm never sure if I did it properly.
Here's a grizzly bear I advanced by adding an HD, is this right, is there some more detailed step-by-step guide on how to do it?
*Grizzly Bear CR 5
XP 1,600
N Large animal
Init +1; Senses low-light vision, scent ; Perception +6
Defense
AC 17, touch 10, flat-footed 16 (+1 Dex , +7 natural, –1 size)
hp 53[47] (6d8+20)
Fort +9, Ref +6, Will +3
Offense
Speed 40 ft.
Melee 2 claws +8 (1d6+5 plus grab), bite +8 (1d6+5)
Space 10 ft.; Reach 5 ft.
Statistics
Str 21, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +10 (+14 grapple); CMD 21 (25 vs. trip)
Feats Endurance, Run, Skill Focus (Survival)
Skills Perception +6, Survival +5, Swim +14; Racial Modifiers +4 Swim
Ecology
Environment cold forests
Organization solitary or pair
Treasure none
Thank you.
I must be missing something, but I can't find on either the Core Rulebook nor in the PRD how to add the +1, +2, +3, +4, +5 enchantments, like what spell and CL are required?
I found the list for the special abilities but not for the simple +x enchantments...
Pls, help...
I formated a stat block template in Word 2007, go to this site for the template.
I know that this thread seems pretty much dead, but I was looking for it, found the one listed above a little plain, so formated this one...
Awesome stuff, Dudemeister...I'm gonna be easing my group into RRR this coming weekend, so I'll definetelly be using most of your stuff, even though I'm still trying to figure out how, as my PCs didn't really kill anyone they didn't need to (so the Kobolds, Garum and the faeries are all alive and kicking) but they also didn't really care to befriend them....
They DID manage to kill 4 trolls at level 2 (in a combination of good tactics on their part, and horrible, horrible dice rolls on my part)
Well, thanks again...
How does princing stacks? It seems like a silly question for me, but I can't seem to find an easy answer..so if I have a masterwork weapon, and I want to lay a +1 enhancement on it it would cost 2,000gp, right? Then if later I'd like to lay another +1 enhancement on it how much is that gonna cost me? Another 2,000? Or the total 8,000 listed for a +2 enhacement, or would it be the difference, 6,000gp?
Thank you...
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