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Misroi wrote:


How do I feel about technology, and why?

This is a major question and really should be asked of your own character and to the whole party. If you or someone in the party is not going to embrace technology that's fine but if that player is going to be anti-Tech the party might have some issues. Also if someone is not embracing Tech expect to be/feel under wealth.


My group is currently on Palace of the Fallen Star with a mix of veteran and newer players. Party ranges from 4-6 player depending on RL issue with Cohorts to bring the party up to 5 when needed. I had them start with a 25 point buy build.
So far the only deaths were from either bad luck or REALLY bad luck, though there has been a few close calls. I have also ghosted the Obituaries to see where most deaths and TPK happen and try to plan the party’s encounter with those encounters to give the players a fair edge and my few house rules are aimed at helping the player where I feel the rules are the weakest for the player.

Such as:

Breath of Life is renamed to Cure Mortal Wounds and is subject to all rules regarding cure spells (Clerics can spontaneously cast it and Oracles get it as a free spell and other such rules).

Everyone can stand up from prone as a Full-Round action and not provoke or as a move action with a DC 15 Acrobatics check and not provoking an attack of opportunity but both are considered movement and will not allow a 5ft step in the same round or any other similar restrictions.

Enchantment can be moved for 10% of the difference value but are limited to same type. Example you can move a +1 from any weapon to any other masterwork weapon for 200g.

All player earned the Technologist Feat for free at level 5 if they took the feat beforehand they got a free feat in return and Knowledge Engineering is a class skill for all the classes I allowed.

I made sure my party had hit level 2 before reaching the Hetuath encounter including increasing the Exp that they gained from specific encounters and throwing in a Random Encounter in Torch. I have since made sure to keep the party 1 level above the expected level the AP suggests

I upgraded the Trauma Packs that dropped to Trauma Pack Plus and made sure to get the party a Cardio Amp.

I also made sure to keep an eye on player wealth and change loot drops to fit what the party uses or needs at the time

There was quite a bit of struggle during Book 4 Valley of the Brain Collectors. A lot of enemies have confusion as a Spell like Ability and most of my Players have weak will saves. I eventually had to add a new house rule that Protection from Evil work on all Mind Affecting spells from evil sources.

Really out side of Book 4, some bad luck or player's being stupid my party hasn't had much of an issue.


Does the bonus damage from Smite Evil stop at Hit Point damage or does it also include stat damage?

Does a Paladin who attack an enemy with say Calcific Touch get his level to the Dex damage on a creature whom he had affected with his smite?

With some really twisting of words could it apply to the "Level Damage" of Enervation? Though I think that it applying to Enervation is quite a stretch.


Hold off on the Technic League's occupation of Torch until the party is deep into book 4, Valley of the Brain Collectors. This way when they finish that book and go back to Torch you have an excellent hook to push them into book 5, Palace of the Fallen Stars, to try and destabilize the Technic League.


Lord Fyre wrote:
Tormad wrote:
Lord Fyre wrote:
Tormad wrote:

My players had very little trouble with the creature. My gun wielding arcane gun/magus put a couple shocking bullets into it, while my warpriest of Brigh used his artifice blessing to ignore hardness and it was down in less than 2 rounds.

I think by level 3 the players should have more than enough resources to take out this robotic menace, but if not as it was said earlier, you can bypass the fight and shut down all of the robots later in the scenario and then go back.

Umm ... the shocking bullets wouldn't have helped.

Hardness counts as both Electricity Resistance and damage reduction.

  • The shocking part of the bullet only does a maximum of 9 points of damage. (1d6 x 1.5 for vulerability) and 9 - 10 = no damage gets through.
  • Now, a Musket could get through Hardness on a high roll (doing 1d12 damage), but even so, he would be blocked by the Hardness 5/6 of the time.

    Also, I am not familiar with the Arcane Gun magus archetype. I do know the Spellslinger Wizard Archetype, is that what you mean?

  • Perhaps I ran it wrong but I figured the bullet and the electrical damage would be added together. Throw in some various bonuses like bard buff, point-blank, etc and decent rolls put his hit at 15. The more I know.

    True. And given that I was criticizing this encounter as overpowered for its CR, I can't fault you.

    Tormad may have ran the encounter correctly based on this post on the Mummy's Mask.

    http://paizo.com/threads/rzs2rbw0?Help-with-creatures-in-Half-Dead-City

    If the construct has a vulnerability to an energy type you ignore the hardness when dealing with that energy type.


    While not Resistance, Hardness is implied to apply after the Vulnerability is calculated.

    Post from Mummy's Mask:

    http://paizo.com/threads/rzs2rbw0?Help-with-creatures-in-Half-Dead-City

    One could make an argument that this is the same for Resistance.


    "I once met a Paladin of Asmodeus, he too struggled with the concept of being good."


    Try running this possible curse by your GM; Any time the target roll a natural 1 on an attack roll the target must immediately make a Will Save, DC equal to the original DC of the curse. Should the target fail the save the target is immediately paralyzed with fear until the beginning of the target's next turn, interrupting the attack. This is a fear effect.