Baron Galdur Vendikon

Metron's page

Organized Play Member. 13 posts. No reviews. No lists. No wishlists. 8 Organized Play characters.


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So after digging more, it seems that like the explosive nature of Caligni differs based on level. Like a creature 1 dancer :

“Death Flare (light) When the dancer dies, their body combusts in a flare of white light. All creatures in a 10-foot emanation must succeed at a DC 17 Fortitude save or be dazzled for 1d4 rounds. Calignis that fail this save are also frightened 1. The dancer’s gear and treasure are left in a pile where they died. As this isn’t a magical effect, the light has no effect within magical darkness.”

It doesn’t do damage but it specifically effects other Caligni with an additional effect.

Thus leads me to believe that higher level Caligni like the Stalker do indeed effect other Caligni.


Grumpus wrote:
Metron wrote:
Are Caligni effected by Death Flame from the deaths of other Caligni?

I was wondering this too. I ruled that they aren't affected, otherwise in Caligni society if one random person dies from natural causes in a busy marketplace, you could start a chain reaction of deaths.

One other solution I thought of is maybe they treat their save as one degree better.

hah I had this same scenario in my head. Daddy Caligni has a fatal heart attack at the dinner table and the next day his brother comes to check on him and finds nothing but a pile of ashes around the dinner table where he was having dinner with his wife, mother in law, and three kids.


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Are Caligni effected by Death Flame from the deaths of other Caligni?


On the Stat block for Urevian, it shows he has Wall of Force as a 5th level spell, but isn't it a 6th level spell?

Is that intentional, or simply a typo?


breithauptclan wrote:
MaxAstro wrote:
Also this ritual is slightly "stronger" than Animate Object, since it's a 2nd rank ritual that creates a 2nd level creature, instead of 3rd for 2nd. I think that's justified that with the additional complexity and needing a sacrifice, though.
Fair since for Animate Object the ritual is all that is mechanically needed in order to get the creature. For the soulbound doll you are also needing to create the doll body item separately.

I'm curious as to why the Doll Body is an Item 4 when the creature itself is a Creature 2.

I only ask because my group made friends with an elite Soulbound Doll (CG) and during one of their higher level fights its body was destroyed. They're looking to have another body made since his soulgem is intact, and I'm trying to sus out a method for them to make him a new body.

They've previously been using Crafting to repair him when he takes damage, (which I probably should have assigned a cost for each hp or a range of hps restored when repairing it).


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Thebazilly wrote:
In my hardcover compilation version, it says this grate pit is "Stealth DC20 (expert), or 0 if the grate is open."

So now I have the hardcover compilation version, and I see that change. I've also noted two other changes from the booklet:

- they removed the two shadows in Smuggler's Refuge!
- they fixed the map issue in C20 (Hardcover F20) to block off the stairs so they only come down from B26.


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B2. Large Monster Holding. There's a Rusty Grate Pit (Hazard 6) with a Stealth DC 0.

Is that "Stealh DC 0" a typo?

I'm looking over the Building Hazards rules, and all of its stats seem to align with a Hazard 6 Low challenge, about the middle point of the range, so it would seem that a DC 20 would have been what would be expected.

I'm not saying I want a player to fall into the pit...but I really want a player to fall into the pit. :)


Grumpus wrote:

I don't understand the map of getting from C10 to D12.

On the map of level C if you take either side stair down you eventually will go down a central stair to the southeast.

But on the map of level D, you still see the 2 side stairways from c10, but now the central stair down goes northwest into d12. which is the opposite direction of what it show on map of level C.

I'm just going to say that the single staircase from C10 to D12 comes to another landing that has another pair of stairs on either side that circle back down to the area and connect with the two staircases on D12. It's the only way really to make those two maps connect, because you're right, those two designs as drawn don't connect at all!

I'm having the same issue with the stairs dropping down from C20 into C26, because the stairs start at B26 and go all the way down into the arena, but you also see stairs coming from C20 in the same spot. To solve this, I just blocked off the stairs at C20 and made the arena inaccessible from that observation deck.


Are tables going to be restricted to 5 players and a GM again this year?


Going to necro this, but has anyone noticed that in the Priest of Razmir stat bloc, under their ranged attack, it lists light crossbow +6. I went back and forth with the Priest's stats trying to figure out how they got +6, even going so far as to recreate the npc in Hero Lab, and it still came out only at +4.

+2 Base Attack Bonus
+2 Dex Bonus (Dex 15)

the crossbow isn't mwk, and the feats don't account for the extra +2 (Dodge, Imp. Shield Bash, Mobility, Shield Focus, 2-wpn fighting)

I'm stumped. Couldn't find any mention of it on Google or searching this site.


I like the Slayer theme, as this class fits pretty good with a fighter/rogue I've been roleplaying for years, starting with AOL's Neverwinter Night's gold box game. I rather like the way the Pregen is setup, although my guy uses a pair of short swords and throwing knives.


That's it exactly! I hadn't even considered that. Thank you very much. :)


So I was trying to make a level-by-level progression of the 7th level Slayer Pregenerated Character and I hit an issue that I can't resolve.

The # of feats for the 1st and 4th level Pre-Generated Slayer work out correctly. The 1st level Slayer gets two feats; one for 1st level (Iron Will), and one bonus for Human (Toughness).

The 4th level Slayer has five feats; two character advancement feats, Iron Will (1st) & Step Up (3rd), one bonus feat for being human (Toughness), and two slayer talents; Range Combat Style: Two-Weapon Combat (Two Weapon Fighting), and Rogue Talent: Combat Trick- Weapon Focus: kukri.

When you get to the 7th level pre-generated character, however, I can't see how he got 9 feats: Double Slice, Following Step, Improved Two-Weapon Fighting, Iron Will, Step Up, Step Up And Strike, Toughness, Two-Weapon Fighting, Weapon Focus (kukri).

His feat count progression should be as follows:
1 feat for Bonus Human (Toughness @ 1st)
4 feats for Character Advancement (Iron Will @ 1st, Step Up @ 3rd, Double Slice @ 5th, Following Step @ 7th)
3 for Slayer Talents (Ranger Combat Stype:Two Weapon Fighting @ 2nd, Rogue Talent Combat Trick: Weapon Focus Kukri @ 4th, Range Combat Style:Improved Two Weapon Fighting @ 6th)

I can't for the life of me see where that 9th feat (Step Up and Strike) is coming from.

Can anyone help clear this up for me?

Thanks!

Full Name

Vic Wertz

About Vic Wertz


  • Was born and raised in Gaithersburg, MD
  • Majored in Architecture at Georgia Tech and "Undecided" at the University of MD (unfortunately in that order)
  • Was one of the earliest employees of Wizards of the Coast, Inc.; worked as Director of Computing Resources and Manager of Project Coordination; coordinated Magic: The Gathering releases from Alpha to The Dark; suggested name "Magic: The Gathering"
  • Was Manager of Internal Technical Support for go2net, Inc.; held on to stock two weeks too long
  • Is co-founder, co-owner, and CTO of Paizo Inc.; former Associate Editor of Star Wars Insider, Undefeated, and Amazing Stories magazines, and currently manages the Pathfinder Adventure Card Game
  • With partner Lisa Stevens, is co-owner of one of the world's largest collections of Star Wars memorabilia
  • Has seen music group Indigo Girls perform more than 100 times
  • Has seen every surviving episode of Doctor Who
  • Has courtside season tickets for the Seattle Storm (WNBA)