Rerednaw wrote:
If there were any signs of betterment or insight, I would agree with you. But every new thread worsens my impression.
I couldnt't put my finger on it, but this thread and its sister thread had been somewhat unsettling for me (although amusing). Then I looked up the OPs thread history and found this little gem: http://paizo.com/threads/rzs2qpwv?How-to-deal-with-a-half-assed-paladin ;-) Conclusion: Don't allow Paladins if you can't handle/don't want to handle them.
I'm not sure if I recall all details correctly, but he used his moan in round one. Then he failed his saving throw versus Glitterdust while the melees were closing in. His regular Slams had a 50% miss chance for the next two rounds, because of his low Will Save and my mediocre dice rolls. I believe he hit them once before it was over (although with a crit). The fight was rather anticlimatic, but that was absolutely okay for me. The rest of Schloss Caromarc was tense enough.
This fight is luck dependent in my opinion. You either make your Saving Throws and beat the crap out of him or you get cc'd/debuffed and should print out new character sheets. I was afraid of a TPK after some close fights in Schloss Caromarc (with one character death versus the buffed Guardian of the Tower) before the final tower (especially the Erinyes and the Swarms), but my players succeeded at every Saving Throw and the Promethean went down in 2 rounds.
No problem. It's the internet, so everything is ultraserious business. :-) In my experience the Inquisitor tends to be a stage hog because of his versatility. Somebody on this board called him the Ego Bard and this description is very fitting in my opinion. You're like a Bard for yourself and (almost) only you. If you really want your group to shine, I'd take a bard or a cleric and go for the buff route. The Inquisitor can support the group too, but this would ignore the strengths of the class. An Arcane Duelist would have roughly the same combat performance as an Inquisitor, but his main contribution would be Inspire Courage and his spells, which would let his entire group shine and not himself alone.
Yes, Ustalav should be the best place. Maybe Castle Kronquist and Lord Malyas would be even more appropriate than Tiriac? I'm not really familiar with Ravenloft, but wasn't Strahd one of these irredeemable evil guys? Tiriac seeks redemption (although his methods are questionable at best). Malyas on the other hand is just your regular vampiric overlord (who's been described in detail at least twice in different publications), who can easily be reflavored and castle Kronquist has the plus that it has been fleshed out in an entire source book chapter.
Halvdan62 wrote: Why would I do that when I have BAB of 9? The bonus would be too small since it's based off of your BAB, it's not a damage build, it's mostly supportive. plus the high str is for the giants in my campaign that love to use combat maneuvers. If I wanted to do all damage I do my current character, a half giant two handed fighter using a lucerne hammer. He hits for 3d6+33 per swing. Get a wizard in the party to enlarge and now you're hitting 4d6+36. Get vital strike and improved vital strike and now you're using 12d6+40 all in one hit at you're highest bonus minus the power attack. I currently have 2 other fighter types in my group both with AC near 40. Now imagine How the GM has to react to a character like this?he has to focus on the character with way less ac doing a lot of dmg. And with a healer that is currently not that powerful? I could use some more healer/fighter types. 1. Because you have the Justice Judgement which increases your BAB to almost full-BAB-progression without even using Favored Judgement or Judgement Surge and +9 Damage (assuming that you use a 2-handed weapon) is "slightly" better than +1 AC from Dodge (which will be superflous if somebody casts Haste on you). 2. What should the other example of yours tell me? I know that Vital Strike is not as bad as some people here say (especially when you can't count on regular Full-Round-Attacks), but I really don't see a connection to your opening question (besides being offended by my criticism ;-)). And to answer this rather unrelated topic: Especially Vital Strike doesn't need AC to be countered. Just let the enemies use Mirror Image and Blur and you will curse your single attack per round. And even if the GM can't kill him outright, he can still dominate/charm/confuse such a Fighter to crush his own team mates. 3. Because of his obscene stats your character should still be able to survive the adventure, but he is so far away from the term "best", that I'm hard-pressed to keep my answer serious. 4. Unless his deity grants him the proficiency, a dwarven Inquisitor doesn't get the proficiency for Dwarven Waraxes.
Kayerloth wrote:
The normal ruling is absolutely okay for me. My group likes a challenge and as long as some sparkling a***** get kicked, I'm happy too. Thank you very much for your input though. :-)
blahpers wrote:
Ok, that's exactly how I understood the rules. Thanks alot for all your answers! Time to don the leather coats and sun glasses.
That's exactly why I'm asking. We are starting the 5th book of a certain AP soon, where the opposition consists almost entirely of Vampires. Although I'm rewriting the plot extensively, my group will face lots of them. And having a certain weapon from the 4th book of this AP in the right hands, means 3-4 Will saves with a 5% success rate per round if our cleric gets his full-round-attacks going. As I really despise those emo bloodsuckers, I have absolutely no problem, if my group goes full-Blade-mode. But I want to be sure, that my interpretation is correct.
"You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier." There is no mentioning of rounds or anything, just the entire removal of the selected condition.
James Jacobs wrote:
Which are the other things? :-D
Actually this matter has been a running gag in our group since we started playing PF. Everybody had a short but exciting life full of strife and peril. And then there was the Aasimar Paladin, who was rotting away in a backwater Erastil temple for the 30 years of his adolescence as an Adept 1 (until his life went to hell and he had grow up finally).
Trial of the Beast saw a lot more changes than Haunting of Harrowstone. I will list them chronologically. 1. Largo and Finch returned after their botched zombie assault on Ravengro. Supported by 3 Ghouls and 1 Ghast they ambushed the PC's during the night. The group's Unbreakable Fighter was killed during the raid, because the player wanted to switch characters. I went a little bit over the top with Largo and Finch. An enlarged fighter using Improved Critical (Greataxe) in combination with the crowd control support of his undead minions while the alchemist kept tossing his bombs into campsite was simply too much at level 4. 2. The Crooked Kin were replaced by a more normal trading caravan, who came to the PC's aid during the aforementioned raid. The names of the people and their personalities stayed the same (as well as the extremely well desigend encounter with the Phase Spider), I only removed the freakshow aspects, because I consider Ustalav outlandish enough. 3. The next noteworthy changes were added in Morast. I put a greater emphasize on the almost unnatural longevity of the townsfolk. Especially the spitting and cursing Lazne aroused the suspicion of my players. This only changed after they found Vorkstags stash at the graveyard. I also added a red herring regarding a very unfriendly gentleman from cheliax who visited Morast right before the murder series began. The combat encounter with the Manticore was replaced with two breeding Wyverns. This proved to be a surprisingly dangerous fight, but the Paladin (as usual) ended it with a critical hit from his +2 Halberd. 4. The trial itself was easily the best part of the AP so far. We roleplayed everything and used the diplomacy checks to determine how the speeches were received by the judges and the crowd. But this only worked because the Paladin (btw: Book 2 was the book where he really shined) had a very good Diplomacy skill modifier and also put alot of energy into playing it out. This entire section can easily fall apart, if the players and/or their characters don't have the required social skills. If that's the case, Gustav Kaple should become a more competent barrister and the players should be relegated to a pure investigator role with only short testimonies before the court. 5. Nothing had to be changed in Hergstag. But the fight with Brother Swarm works best when he's encountered in his underground lair, where he can block the entrance tunnel, so that the players can't gang up on him too easily. 6. Now to a change I shouldn't have made. Thinking "What difference can 1 HD make?" I added 1 HD to the Ghasts at Sanctuary. This almost resulted in a TPK and we had our first involuntary character loss. Our Ranger got flanked by two Ghasts, was stunned and ripped apart (even without using the coup-de-grace-rules). I strongly advice against further buffing any Ghasts and Ghouls. Their high number of natural attacks in combination with their paralytic abilites can easily overwhelm even hardened adventurers. 7. The battle with Vorkstag and Grine worked out very well, but I made several changes:
8. The mob at the court house dissolved quickly after the Paladin talked them out of violence (another failed plot of Largo and Finch). 9. The Trolls at the gate were mostly unchanged. I increased their number by two and Grork had an Amulet of Natural Protection +2 "implanted" into his chest for some additional durability. 10. The first asthmatic Golem Hound was great, but repeating such a niche monster so fast didn't seem like a good idea. I replaced it with a Golden Guardian, who used the same Bull Rush tactics. Positioning was key in the outdoor fights at Caromarc as my players quickly learned during that fight. 11. Important note: Our Bard was completely focussed on providing emergency Feather Falls during the further exploration of Schloss Caromarc, after the first person was bullrushed from the bridge. Plan ahead if your group doesn't have the spell available and hand out proper magic items/scrolls/potions. Otherwise you're risking a TPK. 12. The Huge Air Elemental is a potential TPK. I made several changes to keep it manageable: The Elemental can only lift and hold 1 person at a time into the air. And it takes him 2 rounds to lift somebody up and let him or her fall into the water. He's still a dangerous opponent this way, but not an almost certain death sentence anymore. 13. After their fights with the Golden Guardian and the Air Elemental everybody was paranoid about yet another bridge in that damn castle. So they send one scout ahead, who promptly ran back to the workshop when the Erinyes materialized. They lured her into the workshop and the Smite Evil-guy went to work. It was still hard, but the players adjusted their tactics to the unique circumstances of Caromarc and prevailed. If they're still surprised by a nasty monster on one of the bridges at that point, they deserve more than one character death. 14. The Mimic and the Mummy were replaced with one Mummy Magus 3. This foe was fought by one of the former owners of our Magus' sentient scimitar in Osirion millenia ago. The sword sensed this threat and warned the Magus ahead. So the group was prepared when they met and destroyed Suthek's Servant. (Caromarc was deeply saddened when he heard about its destruction. He liked to hold conversitions in ancient osirianni with this undead monstrosity during his lonely nights and grew attached to it, although he knew its inherent evilness)
Suthek's Servant:
SUTHEK'S SERVANT CR 8 Male Mummy undead 8 / magus 3 LE medium undead Init +3; Senses Darkvision (18 m), Perception +15, Aura Despair (30 ft., paralyzed for 1d4 rounds, Will DC 19 negates), Languages Ancient Osirianni AC 19, touch 9, flat-footed 19
Speed 6 m (4 squares)
Abilities Str 26, Dex 8, Con *, Int 12, Wis 18, Cha 20
Arcane Accuracy (Su) You can expend 1 point from your arcane pool as a swift action to grant yourself a +1 insight bonus on all attack rolls until the end of your turn.
15. The next change was too harsh. I added two Electrified Flesh Golems to support the Guardian of the Tower. This was too much for the frontliners and the Samurai died after the Guardian ripped him into pieces. One additional Golem should be enough. 16. I expected the Aberrant Promethean to be another potential party killer and I didn't change anything. My players proved me wrong as everybody made his or her saving throws. Without his debuffs and disables working he was no match for their combined efforts. They didn't even need the help of the Beast. But I still won't advocate for buffing the Promethean. If the players fail their Saving Throws even higher level characters can easily fall prey to him. And after this deathtrap dungeon with all its dangers they probably need a moment of uncontested success. And this came for my group with beating up that abomination in 3 rounds.
Haunting of Harrowstone I ran this Module mostly as written. There were only four important changes I made. 1. The Skeletons in Harrowstone were already burning when the fights began. Therefore they didn't explode right after they were reduced to zero hp, but 2 rounds later. So the PC had enough time to evacuate the danger zone, after they realised what will happen soon (The bones started to glow white and kept smoldering). 2. I increased the number of Stirges on the upper floor to 15. Everybody was drained to the lower single digits when the fighting was over. This could have easily ended in a TPK. So I don't know if it's a good advice to run this encounter as I did. 3. Two players missed two sessions early on. So they were only level 1 when the other PCs were already level 3. To compensate Ravengro was attacked by a huge zombie horde (an entire orc tribe which was poisoned by the Whispering Way after they disturbed Vrood and his goons). I expected a large and long siege with lots of dead Ravengro citizens, but I underestimated the power of Channel Positive Energy. The group put the Sarenrae Cleric (Kendra was still grieving about the return of her zombified father during the last night and didn't help in this encounter) in their middle and lured the zombies away from the village. When they had the attention of more than half of the horde they let themselves become surrounded and the channel massacre began. 4 Rounds later 60 zombies were destroyed and Ravengro had some new heroes. 4. I added two Whispering Way hitman to the AP, who were sent to Ravengro to clean up the Vrood's mess: Largo (Fighter 4) and Finch (Alchemist 4). The group was warned that they were approaching Ravengro. But they couldn't prove their bad intentions. So the Paladin only chased them away instead of fighting them. They repaid this kindness by unleashing the zombie horde from point 3. After that they stayed into hiding until book 2 when they saw their undead minions being defeated so easily.
I want to share my challenge adjustments to the Carrion Crown AP with you as most AP modules tend to become too easy for experienced players after the first 1 or 2 books. Although we have been new to PF when we started, my group consists of genre savvy RPG veterans. Once they had a firm grip on the rules, I had to increase the AP's challenge drastically. My early adjustments were wonky sometimes and several PCs died. But as we progressed through the AP it got much better. So I will present you the encounters as I would run them today. I will also highlight the parts where a challenge reduction is appropriate to avoid too much frustration (I look at you, Air Elemental and Vrood!). At the moment we are in the middle of book 4 (just about to go through the portal in Undiomede House), so this list is not complete yet as I adjust the encounter difficulty from session to session. On average there a 6 players present. Everybody uses a 20 points buy build. The average character wealth roughly correlates to the WBL-table and we use the medium experience progression track. The PCs are between level 8 and 10 at the moment. Nobody uses dump stats below 8, but every character is as effective as possible without compromising the basic concept. Summoners and Gunslingers are banned. The Advanced Classes from the recent playtest are banned as well, as we came to the conclusion that they are a bit too unbalanced right now. The coup-de-grace rules are ignored. Helpless itself is bad enough as a condition. Crafting was forbidden during the first 2 books, but this ban has been lifted now. Kendra accompanies the group as a NPC and is a Cleric of Pharasma (always 2 levels below the hightest group member), who focusses on channeling and healing. General Adjustments: Due to the larger group size every opponent has maximum HP and the number of mooks is increased by 50%. Since book 3 I try to avoid save or die-spells as much as possible, because we realised that their binary nature makes them unfun for everybody. Read on, but be warned: The following posts will contain massive spoilers. Party composition in detail: Logen Kennett, male LG Angelkin Paladin of Iomedae 9 Greatswordswinging, evil-smiting bastion of good and the group's chief diplomat, who succeeded at every dice roll during the trial. He has not much to offer outside of talking and smiting evil-doers, but he does a damn fine job at both. Davor Lorrimor, male NG Half-Orc Bladebound Magus 9
Fala, female CG Human Arcane Bloodline Sorcerer 9
Khair, male NG Human Cleric of Sarenrae 10
Gavin, male NG Human Unbreakable Fighter 4
Bran, male NG Dwarf Ranger 5,
Liaria Saldiron wrote: A similar thing occurred about 20+ years ago in a game. An NPC became pregnant with an effective anti christ. We found a way, via a Gate spell, to eradicate the evil presence. If you had to continue, maybe a wish of something could downgrade the child to a tiefling? Sounds reasonable, but probably too reasonable for creators of such sideplots. ;-)
We've started Wake of the Watcher last session and they just had a brutal fight at the temple with almost the entire (upgraded) Order of the Indomitable Sea at once. These are the regular players of the "core" group: Logen Kennett, male LG Angelkin Paladin of Iomedae 9
Davor Lorrimor, male NG Half-Orc Bladebound Magus 9
Fala, female CG Human Arcane Bloodline Sorcerer 9
Khair, male NG Human Cleric of Sarenrae 10
Gavin, male NG Human Unbreakable Fighter 4
Bran, male NG Dwarf Ranger 5,
A Paladin Archer should make most fights manageable. The rest depends on spell selection. If the Inquisitor doesn't take lesser Restoration and the Summoner neglects Feather Fall they'll probably leave Challenge-city and enter TPK-county in book 2. Ohh, I forgot: The Promethean is neutral. So no smite-fest there I guess. ;-) (I just remembered the rage of our Paladin when he discovered that the BBEG wasn't evil at all ;-))
Detect Magic wrote:
I've been pondering about the mechanical solution to this problem for some time now and your approach is very good. I will use it from now on! :-)
My experience is that it's actually pretty easy to challenge selfproclaimed Über-Optimizers. Just drain their ressources. Such players tend to think in terms of 1-3-encounter-days and go full nova knowing that they won't suffer repercussions because it was their 3rd encounter tonight and a 4th won't happen. But if they face many encounters and waves of encounters per resting period their one trick pony tactics fall apart quickly (especially for casters). Actually building an optimized and seemingly OP character in PF almost laughably easy in my opinion. The real challenge is proper ressource management, if the GM knows what he is doing. But as always: YMMV.
There are published stats for the Whispering Tyrant in one of the mythic books. I guess it's time to use them. If your group still should have a chance at beating him, just drop the mythic part and say that he still needs time to regain his full power potential. Side note: HOW did they screw it up so hard? The AP is rather easy after Book 2 in my opinion.
1.) Your idea is nice. I avoided the "why don't they simply ressurect him?"-problem by having Vrood use a Circle of Death instead of a Phantasmal Killer spell. Actually the professor knew the danger of his situation and planned ahead. He gave Father Grimburrow a Scroll of Raise Dead and the necessary material components. Grimburrow was shocked that the scroll didn't work and warned the PCs about the strange circumstances of Lorrimors death when they started their investigation. 2.) There is only one old (although relatively powerful) cleric in town but he didn't take actions or informed the higher ranks of his church because Harrowstone was a quiet and relatively harmless place due to Hawkren's watch in a very dangerous country where horrors lurk behind every corner. Harrowstone only became a place of interest since the abduction of Hawkren's soul and there is no noticable danger at the start of the adventure.
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