Again just wanted to re-iterate that I didn't have any problem with the PCs having difficulty with the encounter and/or failing badly in the encounter (which they did). I was just caught by surprise by how much distance affected them and was curious to know how others handle the situation. We finished the encounter Sunday and they did fail pretty bad. The battle went past round 25 and Teraktinus escaped with what he was looking for. Dozen of townfolks where taken prisoners, between 50-100 people dead, 3/4 of the docks has been burnt to ashes and one PC got butchered by Teraktinus. All this mayhem makes for some pretty awesome drama. The PCs don't need any more motivation to go after Mokmurian now. For those curious as to why it failed, well a couple of factors where at play. * The PCs had 24 hours in Sandpoint to prepared (as suggested by the AP). However, the wizard teleported to magnimar and back the previous day. He also used up his fly spells for scouting (which was wasted cause they didn't scout anywhere near where the giants where. When the alarm rang in the morning, he was out of most of his good mobility spells. He did cast haste in the first few round and it helped a lot in them being able to get to the giant+bear encounter in time...but even there ..that run burnt out of few rounds. * The cleric has a move of 20. His default selection of spells contains zero mobility spells. He spent most of the encounter catching up to others. * The party's de-facto killing machine (i.e. the barbarian) split off the party when the party had regrouped at the burning theatre..he noticed tracks left by teraktinus' group and in his usual impulsiveness decided that there was no time to talk and went off on his own following the trail. When he encountered Teraktinus and his two goons, he didn't back away. It was a heroic and messy death. His +1 adamantine giant bane two-handed sword didn't save him this time. Teraktinus made great use of his lunge feat. He died from a critical pick hit.
I'm almost done running the raid on sandpoint and up till now It didn't go very well. Lots of townfolks dead. Lots of buildings burned to the ground. The main culprit here was distance. We play through maptool and when I built the map, I did scale it using the scale in the book. I didn't put too much thought into it but turns out that the scale can become a real problem for unprepared PCs. From north to south we're talking about probably more than 1000s feet to cover. Add in one PC with a speed of 20 and you've got yourself a lot of endless running (didn't help that the party wizard didn't have a couple of spells prepared cause he used them the previous day..spells like fly and teleport). Since my PCs took longer than expected on the first encounter (the diversion at the gate), they never where able to catch up with the rest. We're now up to round 25 and they barely saw half of the enemies. I'm not complaining about the encounter. In fact, I welcome the change from the more dungeon based encounters. Everybody is having a blast. I just hadn't anticipated distance being such a problem for the PCs. Just wondering how it played out for the rest of you..
Rynjin wrote:
Not arguing the usefulness of Precise Bomb. I think it`s actually one of those boring too good to not take options. My only argument here is that I`m debating the need to take the discovery ASAP When you go up a few level and range touch attack become an almost sure win, then precise bomb becomes a must for sure. ..and precise shot is a great feat yes but we only get one every two levels and frankly for most times they`ll be used on extra discovery. For a human with a bonus feat, you take it for sure at level 1 but for other races there are equally good options...
Actually, Infusion does look like a great early discovery to take. However, I do believe its urgency really depends on party composition. For myself, my group also consists of a wizard, oracle and paladin. There's already a good amount of buffing in the party so I think that branching out into offense is probably a good idea at this point. With a different party, I would definitely put Infusion at the top of the list. I hadn't thought about Explosive Bombs. I does look pretty powerful at low levels. It also looks like a fun ability to have. I'll have to seriously consider it. Going back to precise bomb now... I know a lot of folks point out you rarely miss a touch attack but I have to disagree here. We have to think that the situation we're looking at is face bombing when your party is in melee. We have to remember that if that's the case, my alchemist is getting a nice -4 to his attack bonus. The odds of a 2nd level alchemist missing on an effective touch AC of 10 + DEX + 4 is still considerable....which mean that half the time I would still hit my buddies even with precise bomb. At low level, I think it's generally safer to only bomb when your buddies are NOT in melee..making precise bomb not really an option... Finally, on the stinking bomb front.. Have you found that it being a poison effect made it not as effective as originaly thought? There's a still some wide class of monster (i.e. undead) that are immune to poison so just wondering if it has been a problem...
Hey guys, My new mint condition Alchemist is leveling up to level 2. This is the first alchemist I've seen in any game (as a player or DM) so i'm not too sure what works and what doesn't. I'm going the base bomber/infusion on the side/mutagen last resort way. My character is an elf with primary stat in INT and secondary in DEX. This is the first time i'm getting a new discovery and wondering what should I take. I'm eyeing the tanglefoot bomb discovery. However, I did notice that the stinking bomb is stupid good. My question is should I start on the stinking path now to get stinking bomb early or is tanglefoot bomb at level 2 just as good of an option? ...or should I take something totally different?
I'm looking at Improved Initiative and wondering how effective it is for a fighting type of character like a fighter, barbarian or monk. Going early in a round is always more fun but the thing with initiative is that you only roll it once per combat. Rolls for attacks, dmg and saves are done almost every round so a bonus to those is felt throughout combat. Once the first round is passed, initiative hardly feels very important...and the fact that you only roll it once per combat makes the result still pretty volatile. Characters with Improved Initiative still often loses initiative to characters without the feat. For casters, the feat is obviously important since a high level caster can often end the fight pretty quickly. However, for fighters it's often just as good to have the enemy move to you and have you be the first to do a full attack. Seems the main reason you'd want to stack up bonus to initative for a fighter or monk is to give you more chance to run after that high level caster.... What are your thoughts on this? Is it worth it for a fighter type to burn a feat on Improved initiative? Thanks
Awesome. Thanks. The question mainly came up because the spell talked about you only losing the ability to cast spells only if you failed your will save... so if you're a chicken you can still cast spell but only if they're silent, still and have no material...or if the magic words are poc poc pocoq
I've been looking at building a monk based off crane style. However, when looking back at the rules for fighting defensively (I don't think I've ever seen a player use it), I noticed some ambiguity. It says you can do it when attacking but what exactly constitutes attacking? Mainly, I'm not sure if a combat maneuver applies in this scenario? I'd be more inclined to say yes for trip, disarm and sunder but for the others I'm really not sure. The other maneuvers are their own standard actions but at the same time the PFSRD does say you make an "Attack" roll to do maneuvers (i.e. ...make an attack roll and add your CMB in place of your normal attack bonus). Any official ruling on this? If not, what's your take on it? Thanks as always ==================
You can choose to fight defensively when attacking. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 to AC until the start of your next turn.
Thanks guys. However, I did notice the following excerpt from the prd at the end of the monk`s stunning fist section Quote: The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration. I`m not sure what to make of this? Is this an exception to the fatigue rule? ... and what's with the sickened cannot become nauseated anyway? If you stack a sickened over a sickened it's supposed to get you nauseated???
Couldn`t find an answer on the boards on this so here goes. I`m a big bad guy with reach. I try a combat maneuver on little medium size you for which i don`t have the feat (e.g Sunder, bull rush, etc..). Technically i provoke an attack from you. However, can you attack me since i`m out of your reach? Common sense says I can`t. I am right rule wise here? Thanks!
I understand that it's a modular archetype and they might have wanted to leave some of those gaps. I didn't really mind them for the 4th and 6th level ki powers even tho i did find the design awkward. However, I do feel something is way off when you get to the 8th level powers. Like I mentioned above, there is no point of having a 8th level ki power list. As is, the list should be consolidated with the 10 level powers list since you get access to both list at level 11.
Seems the Qinggong Monk's Ki Power levels are a little bit off. Most of them don't line up with the powers they're supposed to replace. At first I thought this was rule as intended but when you get to the mid levels there are definitive weirdness with the design. The best example of this is the list of 8th level Ki powers. The way it's setup, the first time you can take a 8th level ki power is when you reach level 11. However, this is also the first time you can take a 10th level ki power. This somewhat makes the 8th level list obsolete. Since 10th level powers are more powerful, one will probably never take a 8th level power...and why even have a 8th level group then. We could just have combined the two list into the 10th level list. There's no point in having a 8th level list if it becomes available at the same time as the 10th level list. Are the rules in the book as intended or is there some mistake in there... Thanks
Hi folks, Mostly through luck, my PCs just managed to kill off big pappy kreeg (I rolled a 1 on the initiative) fairly easily ...well Vale died in one hook strike but no PC death. They've yet to fight hookmaw and dorella. I don't think they expect that level of firepower busting out of the door. I'm wondering what conversion of Dorella did you guys use. In most cases I don't think about it and use the ones on www.d20pfsrd.com but i'm finding the spell selection is getting a little redundant. I don't want another spellcaster that runs away using dimension door. I've seen one conversion which uses they fey bloodline. Thought that was a neat idea since Sanos forest is so close. It also gives her improved invisibility which i haven't thrown at the PCs yet. My one concern is how the PCs are going to handle an invisible lightning bolt machine. Would giving that spell make things a little too killomatic? Thanks,
Thanks for all replies! Seems the party will have one additional problem on their hands now. Having an insane Ranger in the middle of a lair full monsters is sure going to be interesting. Rise of the Runelords is sure set on nightmare difficulty :) Rise of the Runelords: The NPC in question is Vale from hook mountain massacre. They're currently in fort rannick and surrounded by ogres.
Hi folks, In our last session we had a pretty memorable encouter with Lucrecia (the new sneak previewed version from James Jacob). She managed to create complete chaos in party by throwing Kaven under the bus and charming a few of the PCs into sneaking upstairs to free up some of the remaining Black Arrows (i.e. charming/suggestion them to go see Silas Kreeg). Anyway, it all ended by her dimension dooring out of there after the party regrouped and managed to do her a bit a damage. At this point i'm not sure what to do with her and i'm looking to see how any of you did/would handle her. Would she alert Pappy Kreeg? Would she come back with a bigger force? Would she wait for them and if so where? I don't want this to be the old school boring dungeon where one room doesn't interact with the other but at the same time i don't want to simply murder the PCs by having a freaking lamia matriarch assaulting the PCs with a couple of power attacking barbarian ogres... What are you thoughts on this? Thanks as always.
He folks, One of the NPCs currently tagging along with the PCs got his wisdom lamia matriarch'ed down to 1. How should one roleplay someone with a wisdom that low? He'll obviously have the perception of a doorknob but i'm not sure how to have him behave. A low intellect is somewhat straightforward but wisdom i'm not sure... is he non functional? insane? Thanks
A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. Let's say ultra evil dude has some non flashy spell-like ability (e.g. divinations, compulsion enchantments, illusions, etc...). Would he be able to use this in a crowd without being detected? If he's talking to awesome hero and stops mid-conversation for about 3 seconds (i.e. half a round), would awesome hero notice anything? When directly interacting with ultra evil dude, i might call for a bluff check. If not, i'd say he'd go unnoticed (what is there really to notice??) ..wondering how people here handle spell-like abilities? Can't find any rules that directly talk about identifying spell-like abilities. Thanks!
SlimGauge wrote: Remember, always, be careful what you wish you can do, because the bad guys will be able to do the same back. Well i'm in charge of the bad guys so that won't be a problem :) ..awesome guys. Thanks. Since there doesn't seem to be any official ruling and third edition splats are out then the sense motive/bluff ruling seems to be the way to go.
Hi folks, Let`s say Bob the sorcerer is having a conversation with Bobbette the bandit. Bob has the silent spell and still spell metamagic feats. Would Bobette notice that bob is casting a spell if he stills & silences one of his spells mid-conversation? The way i see it, Bob would only be pausing for half a round to concentrate...i`ve got many friends who space out longer than this during a conversation :) What do you guys think? Anything official on this? Would bluff check be in order? A sense motive check for the opposed party? On another note, is there any rules dictating stealthy spellcasting without those feats?
Today i realized i had just bought the Beginner`s box through my subscription. I hadn`t been paying attention and thought that the order coming up in my email was for my AP subscription. The bestiary was only out in december. Had i known i would have cancelled my subscription. I don`t see how a beginers`s box set fits in this subscription. I`ve bought every single book in the Pathfinder game subscription. I think i know how to play the game by now. ..again it's my fault and should have paid attention but nonetheless do believe this product has no business being in the pathfinder rpg subscription.
Well James Jacob just killed off this thread :) He's posted the preview of Xanesha from the anniversary edition http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/adventurePa th/runelords/riseOfTheRunelordsHardcoverStealthPreview It's very different but works in different ways. I like it and will go that route instead (I'll trust paizo's judgement over mine on this one)
A sorcerized TWFer with haste. Mwhahaha...so you've just pushed the inevitable to one adventure later. It's even crueler since the players will have more time to get attached to their precious PCs!! :) Thanks James for this preview. This is one reason why reason why i keep coming back to Paizo! The timing couldn't have been better. We're just about to start Part 5 of skinsaw and i had a thread running for a Xanesha retool. At first I wasn't sure about the changes. A non-flying, non-hasted Xanesha didn't seem right. However, after letting it soak in my brain for a day I can say that i like the change. The climb speed makes it work and will make the encounter interesting in different ways. The only red flag remaining from the encounter is the medusa mask. I'm worried that the possibility of taking out one PC out of a 4 PC party at the start of combat could easily create a TPK. In my thread i had suggested reducing the duration of the stoneskin. Maybe something like concentration + x. Cant' wait to try this out.
I've done my searching duties and yes this question has been answered many times. However, the answer is never the same so i ask: Is the impaler of thorns (Xanesha's death stick) a spear, a longspear or a large sized spear. My searches found all three as answers to my question. I'm guessing "Large size spear" is out cause Lamia Matriarchs where given the undersized weapon trait. Spear seems to makes more sense than longspear since longspear is a reach weapon and fighting on the shadow clock with a longspear would be quite awkward. Thanks
We're finally going to start part 5 of skinsaw next session. Due to time and life, looks like the PCs will be level 6. I'm not done with my retooling but i've taken a lot of your suggestions. Here's what i have for now: Ability Scores: I downgraded her ability scores to those of a normal lamia matriarch. This effectively makes a small all around dent in her power level. Lower HP, AC, Damage and Spell DCs. Shield/Mage Armor: I'm swapping one of those (probably shield) for an enchantment spell as Shisumo suggested. Mirror Image: I was reluctant to touch this one since it's a base ability for Lamia Matriarchs but in end i really think it must go. There's a reason this is an arcane spell with a range of personal. Having a mirror image (4-8 images) on the hasted, high AC, melee mistress of you-die-now is just plain cruel. By looking at the probabilities, one PC would probably be dead before she gets hit once. I'm thinking of switching it with Blur. It's the same basic idea but way less effective. Ring of protection: I'm dropping this one. It's a cheap boring treasure and she doesn't need more things to boost her AC. Medusa's Mask: In a 4 PC party, I feel this could potentially be a save v.s TPK. I'm thinking of changing the flesh to stone ability's duration to be something like concentration + 1 round. It makes the item somewhat interesting and will still give the party a scare if somebody fails the save. I've yet to go over the feats. I'm concerned with Power Attack (as Greycloak mentioned) so i'll probably trade that one for something else. All in all, right now we're looking at an AC around 27 with HPs in the lower 100s. Too little, too much or just right? Any suggestion will greatly be appreciated as always. Thanks.
Greycloak, with your description of the basic Lamia Matriarch i wonder if there's a point to retooling her since it might be a TPK anyway :) Revan, as i mentioned in the original post... I don't want to do the sister swap. I feel that their class builds thematically fits better their respective adventures. I like Shisumo idea for the spell swap... On another note, has anybody used her deep slumber/charm monster/suggestion spells? I haven't seen it mentioned in the boards. Being able to fly and cast those spells (some at will) seems like a pretty good way to screw up a party to me...
Twigs wrote:
I can live with a TPK as long as i don't get a 99% TPK outcome. Like i previously mentioned, i'm comfortable with PCs dying but having no fighting chance isn't something fun. Thanks for the suggestions guys BTW. At this point, doing a spell switcharoo looks like the easiest thing to do. Do you think that switching the spells will be good enough to make this a good fight for a 6th level party? ..i'm just wondering if i still should make sure they're level 7 when they get to the clocktower? Thanks
So here it goes I'm DMing Skinsaw Murders and we're slowly approaching the soul crushing end encounter. From the boards, i've known for a while that Xanesha is the utlimate TPK machine but hadn't really paid too much attention to her stats. This week I was preparing for the last part of the adventure and it hit me like a ton of brick. I hadn't notice that the stats in the book didn't include all of her buffs! I know that this is a sure TPK for my players. We have the perfect classic party (well a barbarian instead of a fighter but the rest is wizard, cleric and rogue) but they're far from optimized. We're from the AD&D 2nd edition and only really started playing d20 in the last year or so. So with all this in mind, I need to tone down Xanesha. We don't mind if PCs die but there's no way they can win this. Impossible encounters are no fun. I've gone through the boards and the two main suggestions were to do the sister swap and make sure their 7th level. I don't like the sister swap cause i think it takes away from the encounter coolness. Xanesha works better as the flying killing machine from the shadow clock and her sister fits better with the whole boat of fun angle. The 7th level thing i don't mind but even then i don't think it would help too too much. My biggest problem is the AC. Even James Jacob commented in one of the anniversary thread that her AC was about a CR18 AC. There's no way that my PCs can win with an AC of 33-34 along with the mirror images. To top it off she has SR so i don't see how my players could even hit her. I thought about switching some of her spells. Maybe taking away shield and/or mage armor. Removing any little bonus from items might be a good idea too. Any other idea on how to make her a real challenge but not a sure death? Keep in mind that I still want to keep the spirit of the encounther. Thanks!
Hi almighty oracles of the boards, I'm currently running Skinsaw Murders using the Pathfinder rules and I'm not too sure how to handle Vorel's Phage. -There's no mention of how many successful saves it take to cure it. All diseases in the core rulebook require at least 2 saves so I was guessing I'd have require a minimum of 2 saves to cure it. What did you guys do? -I'm confused about the save DC. The DC is different for every source you can get the disease (the rats, the haunts, the fungus). To top it off, the description of the disease shows a DC of 20. Is the DC to catch the disease the same to cure the disease or are they different (hence the DC 20 in the description of the disease) Thanks
Hyperion-Sanctum wrote:
But what about communist republicans! Bet you didn't think of those! Communist republicans are crazy kewl. They're sneaky and mean. Red is also the color of tomatoes. Tomatoes are yummy...specially with salt. That's two arguments against one. Red wins. Crummy blue and yellow lose.
Davor wrote: At a glance, it looks like the Qinggong monk archetype doesn't stack with any archetypes, which would limit it some. That said, I love the feel of it. I'm not a big monk player, so I'll probably never use it, but the abilities are all fun and flavorful, and give more options outside of "I punch stuff with mah fists." Hadn't thought about archetype stacking. Good thinking in bringing that up. However, to me this archetype seems to stack with ALL archetypes. The magic word is CAN. A qinggong monk CAN select a ki power for which she qualifies in place of the following monk class abilities. Since i can decide to keep all the base Monk abilities, wouldn't this allow me to stack with any archetype? ..and same here. I do love the feal of this archetype. It's by far my favorite Monk archetype.
Wondering if i'm missing anything here but isn't the Qinggong monk making the standard completely obsolete? A qinggong monk CAN select a ki power (see below) for which she qualifies in place of the following monk class abilities: ... .. So if if i chose to never select a Ki Power I get the equivalent of a standard Monk... meaning that the Qinggong is just a superset of the standard Monk. Am I right? I'm not complaining here. I love the Qingong and I find it gives the Monk more options without making him more powerful. I'm just wondering if i'm missing anything because Paizo had said in the past they didn't want to create prestige class that would simply be better than standard classes. This archetype is simply better than the normal Monk.
Bills turns to Rolecks and exhales in relief THANK YOU Rolecks! I thought this conversation would never end. I totally agree. I wasn't even thinking about needing an easy way to get back to Oleg if ever needed. That's some good thinking. We can still go in whatever direction we had agreed upon without immediately crossing this river. This temple of Orrostil is west right? What do you say we follow the river west? If we don't cross the river, does this mean we can't explore whatever hex has the river in it?
ok ok ok...I'll resit the urge to threat you like a little girl here. I clearly don't feel like having a touchy feely conversation with you but let's get this out of the way. When did i ever say anything wrong about this group? Roleck leads by example and I couldn't say enough good things about Haplo. Hey i even have some good amount of respect for your magical prowess so please let's stop with the sensitive bull@#$ and have a LOGICAL conversation. If you know how to get us through this river without us dying then please explain the plan. I certainly will opt for an option that doesn't take 3 days expect that I've yet to hear any damn plan from you. Bill was starting to get worked up so he pauses and takes a deep breath ...and about that stupid temple. Had you mentioned that this was YOUR god and explained why you wanted to go there then maybe everybody would have understood why this was so goddamn important to you. Until now, all i knew was that a possibly mentally challenged man came to us and told us about his dreams. The only people that goes on quests dreamed up from the mentally challenged are the mentally challenged! Again, if you'd LOGICALLY explain what you want to do, maybe we could actually plan what we're doing. So are we done here? Can we now sanely talk about how to cross this damn river?
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