Contract Devil

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So its been awhile since someone has comented on this topic, but want to give some info ive found. In the lands of Belkzen, there is an orc tribe that specializes in riding wyverns. They are knows as the wingripper clan. More info on them can be found in the Holds of Belkzen companion book. Not much info is given regarding how they do it, but it is possible. It also provides an awesome picture of the clans Chieften riding his massive, wisend wyvern. Very imposing. Im sure you can work it out to somehow get there, learn from them and boom wyvern mount, infact it is what one of my players will be doing soon. He is a beast tamer cavalier and is around lvl 7 where this can be a viable option. Would say monsterous compaion feat would be a must for it though. Hope this helps!


So regarding halflings, I would highly not recommend against it. Halflings are a slave race to Chealix. Your character would not do well in the path.

If youre considering summoning devils might I recommend a Diabolist prestige class Sorceror. They are wicked fun to play and incredibly scary later in the game. There's a Lazio forum out regarding building one. I've used the older version of it and you could still find rules for using the old version if your dm would allow it. Deff talk to him /her about it.

I've dm for a long time, and having a "jerk" character/ player is not productive in a campaign. In the hella vengeance dm reading it even says that just because your characters are evil does not mean that they have to be jerks to one another. Talk to your dm and get it sorted out!


Need some help with info and ideas on having my group complete hearts bane.


Edge93 wrote:

First off I must ask, is this scenario in Pathfinder 1 or the Pathfinder 2 Playtest? You are on the PF2 Playtest forums but after reading the post I realized you might be talking PF1 here.

Assuming you are talking PF1, this is certainly an interesting challenge. Honestly if this is PF1 whatever you have in mind is probably not too much for them unless you've homebrewed the heck out of it. Players get crazy strong at high levels. But it is a tough balance and it's easy for a fight like this to bee way anticlimactic or badly lethal. So I can see wanting to avoid that. So maybe something like this:

Give your players some kind of arcane ritual or magic item that can bring down this dragon but needs some preparation and/or spellweaving to activate. Have the players work out their roles in a plan to use it, maybe some of them rush in, rolling attacks to distract and weaken the dragon or use spells to harm it, while others try to ready the magical coup de grace, rolling acrobatics checks to get into position while the battle rages and/or spellcraft rolls to activate and control the magic. You could work out ways to work whatever roles players want in the fight, like maybe someone wants to protect the main caster from stray breath attacks for example.

But in general the idea being attack or skill rolls suited to each player's chosen role in the plan, with successes contributing to the finish and failures having some improvised non-fatal penalties or damage. Once they've roleplayed enough distraction, weakening, maneuvering, magic charging, etc. to where it feels like a satisfying struggle, then have the ritual/magic item go off and finish the dragn once and for all.

Just an idea on how it could maybe be done. Hope this helps!

Thanks for the rally! And yes PF1 thanks for the catch, 1st post on here.

As for the battle we're doing, I am currently having them collect 5 orbs of dragon kind. In a homebrewed fashion altering it a bit and will end up being a ritual of sorts that will help them.

So my players are tied to the old faerun world but we have managed to mix both dungeons and dragon and pathfinder together to create a single world. They will be battling Kaulth, a great wyrm red,on the sword coast and is much stronger than a standard red. I found pathfinder rules for him and he's terrifying.

I came up with an idea of having weaken points on him to help the group wear him down to the point where they can fight him. A dragon could just fly and cast spells for an entire fight if possible so this is a way to help with that. Then they would have to track him down before he could heal up to full strength again. I'm going to try and make some tables that they pretty much are going to roll against. I liked ideas you placed regarding the skills and will have to put them to the test.

If you can think of anything else with the new info would help alot!!


Hello my fellow DMs, I am in the need of help for my high level campaign. I've been DMing for years now but have not tried running a big final boss fight through only roleplay and skill based rolls.

My players have been playing D and D for 35+ years but I am the most accustomed to the pathfinder rules and only playing for about 13.

We have adapted their characters from their old versions so am running a group of 6-8 characters all level 18+ with most level 20 or higher. We are going to be encountering a very powerful red dragon that I feel may be either to much for them or to easy for them. High levels are hard to determine power levels. So, I am looking for a way to run the battle where we can mostly roleplay it out to avoid the save or die scenarios and I would love to hear some suggestions.