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![]() Hi all, I'm wondering if Paizo or a 3rd party publisher has ever produced a monster that is similar to the creature from the film "Mimic". That is, a medium-sized, disease-carrier with the physical characteristics of a cockroach that has the ability to infiltrate human(oid) societies by mimicking their general appearances. It doesn't have to be exactly like the creature from the film, but similar. Thanks in advance for any help. ![]()
![]() Hi all, I am considering buying one of these products and need help deciding. I've read a lot of rave reviews of both products and I'm pretty familiar with what each has to offer, and I'm a very big fan of these old school style dungeons. From what I gather both are killer adventures (figuratively and literally) that span a wide range of levels, although starting at level 1 is not necessarily a requisite for me. I will be GM, not player, for this. Spoiler: One other question: Does either of these have an encounter with Orcus? In other words, must the party defeat him in combat if they make it that far? ![]()
![]() There is a fair amount of PF material (and even 3.5 material like RotRL) that makes direct reference to H.P. Lovecraft's Cthulu mythos and how it interacts with the world of Golarion. I was curious how this is possible. Back in the day the 1st edition Deities & Demigods was yanked from the shelves for publishing the Cthulu mythology without permission. Has Lovecraft`s stuff become fair game since then, did Paizo have to pay a licensing fee or is it something else? Just curious. ![]()
![]() I've been running my group through Maure Castle using PF rules, converting on the fly for the most part. I anticipate they will encounter Yug-Anark in our next game so I decided to give her a complete conversion to make her a more formidable melee-style cleric for a party of six. This is not an optimized build and I also made some changes to her weapon of choice, feats, spells, and magic items. As much as I love a rod of flailing, I went with a heavy flail as her god's favored weapon - I just couldn't justify the feat investment, price, and attack penalties to keep it. I also used Lamashtu's domain selection for Yeenoghu, since they are both the patron of gnolls. Finally, our group uses only the core and APG (although I snuck the Guided Hand feat from UC for this). She turned out quite tough, although I suspect a party of six will bring her down eventually. Note that I included a lot of her buffs into her statblock, I can provide a breakdown of all her buffs if needed. Still, another opinion is always helpful so please feel free to offer any feedback. Yug-Anark: YUG-ANARK CR 16
XP 19,200 Dungeon #112 39 Female advanced gnoll cleric 15 CE Medium humanoid (gnoll) Init +3; Senses darkvision 60 ft. true seeing; Perception +22 Aura chaotic evil ________________________________________________________________________ DEFENSE AC 33, touch 15, flat-footed 32 (+11 armor, +4 shield, +1 Dex, +3 natural, +4 deflection from shield of faith) hp 208 (17d8+117 plus 11 temporary hit points from aid spell) Fort +22 Ref +11 Will +19 (+3 resistance bonus from wrathful mantle included) DR 10/good (with righteous might) and 10/adamantine (with stoneskin); SR 27 (with spell resistance) Immune ray of enfeeblement, lightning bolt, touch of idiocy (from spell immunity) ________________________________________________________________________ OFFENSE Spd 30 ft. (air walk) Melee +1 conductive spell storing heavy flail +21/+16/+11 (1d10+17/19-20) With righteous might and divine power: +1 conductive spell storing heavy flail +25/+20/+15/+25 (2d8+25/19-20) Space 5ft. (10 ft. with righteous might) Reach 5 ft. (10 ft. with righteous might) Special Attacks channel negative energy 8/day (10d6, Will DC20), chaos blade (grant weapon anarchic weapon quality for 7 rounds, 2/day), ferocious strike (add +7 damage to melee attacks 10/day), touch of chaos (10/day) Spells Prepared / Known (CL 15th; concentration +22) 8th – crushing hand*, greater planar ally 7th –clenched fist*, destruction (DC24), word of chaos (DC24) 6th – blade barrier (DC23), heal, stoneskin*, word of recall 5th – [i]dispel law (DC22), flame strike (DC22), righteous might*, slay living (DC22), spell resistance, true seeing 4th – air walk, chaos hammer (DC21), divine power, freedom of movement, spell immunity*, spiritual ally 3rd – bestow curse (DC20), create food and water, dispel magic, rage*, wind wall, wrathful mantle 2nd – aid, bull’s strength*, eagle’s splendor, grace, silence (DC19), weapon of awe 1st – command (DC18), cure light wounds x2, divine favor, enlarge person*, protection from good, shield of faith 0 – bleed (DC17), detect magic, read magic, resistance *domain spell; Domains: Chaos, Ferocity ________________________________________________________________________ TACTICS Before Combat Whenever the alarm is sounded, Yug-Anark will cast stoneskin, freedom of movement, aid, shield of faith, weapon of awe, wrathful mantle, and true seeing. These spells are included in her stats. She then gathers whatever guards she can that remain to hunt down the intruders. During Combat Yug-Anark lives for the carnage and bloodlust of battle, especially hand-to-hand combat and will cast divine power and righteous might just before she enters melee (these are also included in her stats). However, she is smart enough to use her most powerful ranged spells to weaken opponents first, starting with word of chaos and followed with blade barrier and destruction as she sees fit. She saves crushing hand for enemy spellcasters who give her trouble. When in melee, Yug-Anark employs her Channel Smite with her full attack. If limited to a single attack, she utilizes the conductive and spell storing qualities of her weapon to use touch of chaos/bestow curse on foes (as well as a Channel Smite). Morale If she is forced to retreat, Yug-Anark will regroup and cast the same spells as before, as well as eagle’s splendor, divine favor, spell immunity, protection from good, spell resistance, and air walk before confronting the PCs a second time. If necessary, she will cast greater planar ally for reinforcements.
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![]() There was an adventure on the Paizo Store blog about a month ago (maybe a little longer) and I can`t remember what it was called or who published it. The basic premise was this house or mansion appears in the PCs game world and they could go explore it, where tons of traps and monsters lurked. I believe it was promoted as a so-called deathtrap dungeon for the PF RPG. Sorry, but that`s all my terrible memory can recall, but if anyone knows what I`m talking about I`d greatly appreciate any help. Thanks ![]()
![]() I'm preparing to run Tomb of the Iron Medusa (14th level) with a group of four next month. To my surprise, I just learned that they are all going to play good-aligned clerics. While I'm not going to disallow it, I'm concerned about how this will play out since I've never GM'd an all-cleric party. I also don't want the encounters to become too imbalanced either way. Any suggestions? ![]()
![]() This is just out of curiosity, since I've read all the adventure paths (except SD and Kingmaker), but haven't run all of them. Of the two which I am running, Xanesha is unanimously the most dangerous encounter in RotRL, and she certainly was in my Runelords game. In Legacy of Fire, I've heard many mention House of the Beast as the toughest module (I'm guessing Ghartok is the most dangerous encounter? My group has just finished book 1 and Xulthos very nearly TPK'd them.) So I'm interested from others who have run or played through the other APs: what was the one encounter that spelled doom (or nearly spelled doom) for the party? Is there one boss or encounter that, like Xanesha, was just too overwhelming? Just curious what others have experienced. ![]()
![]() My group will be approaching Jorgenfist this weekend and while prepping for the game I discovered there are no dimensions provided for the interior of the Black Tower, specifically the chamber where the Black Monk resides. The only description I can find says: "...the trap door swings open easily with the slightest tug to reveal a 5-foot-wide circular shaft that drops into the darkness below. This shaft is 50 feet deep, and opens into a barren circular chamber with a domed, 20-foot-high ceiling." The encounter also describes: "...and for the past several thousand years his charge has dwindled to this tiny room." So has this area ever been explained in further detail? My presumption is to make the room 20 feet in diameter to match the ceiling height but if there is clarification on this it would be helpful. Thanks ![]()
![]() Hi there, I received notice this would be shipped on April 15th and have not yet received the package. It is PF #44: Trial of the Beast. I'm wondering if there was a mix-up because I also ordered some other products with it (Inner Sea World Guide, Inner Sea map folio, and Legacy of Fire dice set) which I did receive, but they had the same order #. Thanks in advance for your help. ![]()
![]() Viper Monk (Monk)
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![]() Talisman of Synchronicity
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![]() I recently bought some of the Sonic Legends MP3 downloads from here, and I can't seem to personalize or download them. When I go into "My Downloads" they are there and I follow the prompt to personalize it and it just takes me to a page where I can play it but not save it. Same if I try to download or check back in a minute. I don't have this problem at all with downloaded PDFs so if someone can lend some assistance here it would be greatly appreciated. Thanx ![]()
![]() Hey all Just thought I'd share these pics from our last game. The model was done to scale, which is to say it took up two large tables. http://i295.photobucket.com/albums/mm128/Luz_1_2008/100_1438.jpg
To get a little more mileage out of the spire exterior, I switched Nezzarin with Kelvos and the archons, then threw in some kyuss spawn for good measure. The rumble took an entire game session, and I can still use the ziggurat for the last adventure. ![]()
![]() Hey all. I've been running the AoW campaign and we just finished the Champion's Belt. After that, my players wanted to zig to the Lost Caverns of Tsojcanth instead of zagging to AGoW. Both are 11th level, so fine by me. Here are some shots of our game in the caverns I thought I'd share. http://i295.photobucket.com/albums/mm128/Luz_1_2008/L3SlateChamber_05.jpg
Cheers Trevor Watson ![]()
![]() Hey all, I'm in the early stages of DMing AoW with a group that are mostly CN/evil. I plan on making a few changes to the story and cast and one of these ideas was to sub Tenser/Manzorian with Rary. Does anyone know what's happened to him since the GH wars? I know he killed Tenser and then took off (to the Bright Desert?) but that's about it. Any info or help in this direction would be greatly appreciated. Thanx |