Sandpoint Devil

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198 posts. Alias of Wraith Engine.




First question, is how high does Mummy's Mask go? I know the final adventure begins at 15th level.

Second, I was thinking about a Dhampir Inquisitor (Kinslayer/maybe Sin Eater) of Pharasma and 5 levels in Gunslinger (Crossbow Ace).
Is Sin Eater worth giving up the domain so I could theoretically heal my Dhampir out of combat (I'd take Inflict line so I could heal in combat).

If I don't take Sin Eater, I am thinking Final Rest or True Death Inquisitions (Does Final Rest's Disruption work on ranged? Or a blunt crossbow bolt, my GM approved the production of those).

Also, is my brand worth powering up? The ability seems pretty cool but I'd need to take weapon finesse to ever land it.

And if I took Heretic, could I still use the Detect Undead ability?

I plan on using a heavy repeating crossbow and acting as the party's face. I have access to traits and drawbacks, and we're doing a 20 point build.

Dhampir (Dayborn)
Stats: 11 STR, 17 DEX, 8 CON, 12 INT, 15 WIS, 15 CHA
1: Inquisitor (Kinslayer) - Point-Blank Shot
2: Gunslinger (Crossbow Ace)
3: Inquisitor - Precise Shot
4: Inquisitor - Coordinated Shot +1 Dex
5: Gunslinger - Judgment Surge
6: Gunslinger
7: Gunslinger - Rapid Reload (Heavy Repeating Crossbow)/Deadly Aim
8: Gunslinger - +1 Wis
9: Inquisitor - Rapid Shot
10: Inquisitor
11: Inquisitor - Improved Critical ((Heavy Repeating Crossbow)/Enfilading Fire
12: Inquisitor - +1 STR
13: Inquisitor - Crossbow Mastery (Heavy Repeating Crossbow)
14: Inquisitor -
15: Inquisitor - Weapon Focus (Heavy Repeating Crossbow)
16: Inquisitor - +1 CHA
17?
Traits: Magical Knack (Inquisitor) and Undead Crusader, maybe a drawback so I can pick up another trait.

Recommendations?


First question, is how high does Mummy's Mask go? I know the final adventure begins at 15th level.

Second, I was thinking about a Dhampir Inquisitor (Kinslayer/maybe Sin Eater) of Pharasma and 5 levels in Gunslinger (Crossbow Ace).
Is Sin Eater worth giving up the domain so I could theoretically heal my Dhampir out of combat (I'd take Inflict line so I could heal in combat).

Also, is my brand worth powering up? The ability seems pretty cool but I'd need to take weapon finesse to ever land it.

And if I took Heretic, could I still use the Detect Undead ability?

I plan on using a heavy repeating crossbow and acting as the party's face. I have access to traits and drawbacks, and we're doing a 20 point build.

Dhampir (Dayborn)
Stats: 11 STR, 17 DEX, 8 CON, 12 INT, 15 WIS, 15 CHA
1: Inquisitor (Kinslayer) - Point-Blank Shot
2: Gunslinger (Crossbow Ace)
3: Inquisitor - Precise Shot
4: Inquisitor - Coordinated Shot
5: Gunslinger - Judgment Surge
6: Gunslinger
7: Gunslinger - Rapid Reload (Heavy Repeating Crossbow)/Deadly Aim
8: Gunslinger
9: Inquisitor - Rapid Shot
10: Inquisitor
11: Inquisitor - Improved Critical ((Heavy Repeating Crossbow)/Enfilading Fire
12: Inquisitor
13: Inquisitor - Crossbow Mastery (Heavy Repeating Crossbow)
14: Inquisitor -
15: Inquisitor - Weapon Focus (Heavy Repeating Crossbow)
16: Inquisitor
17?
Traits: Magical Knack (Inquisitor) and Undead Crusader, maybe a drawback so I can pick up another trait.

Recommendations?


My group is playing Skull and Shackles and I am playing a druid. I just hit level 4 druid a few sessions ago and used my wild shape for the first time last night.
In wild shape it refers the reader to spell entries listed in the CRB, which references the first bestiary.
My question is, do these spells need an update, since now ice, sand, mud elementals and various other animals with their billion natural abilities exist?
For example, if a druid decides to turn into a fearsome seahorse, he can't use his tail to grip onto something unless GM rules it okay, as its not listed under beast shape. Could Paizo add "Updated Transmutation" lists into future printings of bestiaries?


Hey all, I've done a fair amount of research on the high seas of the interwebs, yet, I still don't know how my character is going to turn out. I want to build a terrifying viking/sea reaver type character for Skull & Shackles. Now, I hate dump statting, so I don't want any stat below a 10, I have 20 pts to spend, and my DM has made a few changes to some stuff that affects what I want to do/makes me want to do something.
He's turned Two-Weapon Fighting into a chain that automatically grants the next feat, for free, once you meet requirements. This is the same with Weapon Focus/Specialization, and many other feats.
Also, and this one is making my whole world so much more difficult, martial weapon proficiency now only grants access to one weapon group, as per fighter weapon training definitions.
I want to play either a Rage Prophet of Besmara, or a plain Sea Reaver Barbarian (fits the character concept I am developing, I just need the actual meat of the character).
How effective are barbarians with intimidate builds? I was planning on picking up Innocent Blood feat, which I have already received permission for, and was wondering what would have good synergy with it. Dauntless Destiny feats?
I want to play an Ulfen Barbarian and one trait must be Bloodthirsty (for Innocent Blood).
Any ideas? I mostly just need some good feats and rage powers, as well as a nice equipment set up, right now leaning towards dual wielding boarding axes.
Also, due to the proficiency constraint, maybe Quick Learner trait? Does this apply to improvised weapons? (I mean... I AM going to be a Barbarian, I will probably happen to lose my weapons during my rage and just need something else...)


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I have read through the AP several times and currently GM'ing book 2. Anyone out there interested in trying to piece together, or push Paizo into: creating a second part for the AP?
As of right now I have a few ideas, but before I start listing off ideas and concepts, who all is interested? My players are loving the setting and I want to try to keep the excitement high for as long as possible (the problem with APs: They have an ending!).
Also, recommend methods of correspondence, as we could get a seriously massive messageboard going.


Alright, so I am looking at building a face for my party for Way of the Wicked, a 3rd party evil campaign. I have played a bard (arcane duelist/DD) in Jade Regent and enjoyed the class, this go around I think I want to try out the Sandman.

First: For anyone that has played the AP, how functional would a RP-centric character be?
Second: I was looking at building a Kitsune Rogue (2 Kitsune Trickster)/Bard (18 Sandman), how effective would this be?
Third: I am very attracted to "Betrayer" feat and Underhanded, would this be an effective combo should opportunities arise? Or would this be too expensive for the pay off.

I am not really attached to any class or race, so suggestions are always welcome. (I even thought about HW 4 for Astral mastery so I could Dimensional Agility).


Alright, so this is both Reign of Winter, and homebrew, and I need help making sure what I deliver to my players is on par with the adventure path itself:

Backstory:
So my group consists of 3 NE characters (Sorc2/Ranger2, Wizard4, and Witch4), a CN Cleric4 of Gorum, a CN Gunslinger4, a LG Inquisitor4 of Erastil, and GMPC Nadya Petska (CG Ranger4)...

ROW Spoiler:
My group just finished book 1, and the looting of the Pale Tower, as well as the quite flavorful fight with Radosek resulted in the Wizard at a -6 INT due to bestow curse, and the Gunslinger is now blind.
Now, I offered my players a different route to Whitethrone, one that goes through Hoarwood, that way they could receive treatment for their ailments and sell some of the equipment that they could not sell in Waldsby (which they are now exiled/barred from because of the party's lack of diplomacy.)... Keep in mind that Orm and Mjoli (4 year old children) will be traveling along...

So the party has two routes that will be offered, one that skirts Hoarwood, but takes a whole week; and one that will pass by the cursed town of Crowtop, which no one has visited (and lived to speak of) in about 100 generations (1400 years - since the invasion by Baba Yaga).

I want to develop both routes, at least for one game session in, and when I learn which they are taking can focus fire that one down. After they go to Hoarwood (final destination for those who didn't read the ROW Spoiler) they will take a 4-5 day journey to Lod, and then a keelboat to Riekamesto, where they will travel, by foot, to Whitethrone. I realize this is quite a bit of a derailment from the AP - but anything to better the game experience for my players.

Another reason I am posting this is because I have noticed I am notorious for building ungodly encounters - my players enjoy the challenge, but in honesty I'm not looking to TPK them; to debilitate, badly wound, or even kill one (should they not play a situation correctly) is fine with me...

So let the games begin, I'd like any recommendations, and I'll start by posting some of my ideas, starting with the back story I've decided to add to Crowtop: (Apologies for anything cheesy or spelling errors etc.)

No peaking if you're my players:
The Jarl of the town now named Crowtop was Bjorn Crow-Eye, a silent supporter of the Djurstor Confederacy's split from Ramarund. His wife died giving birth to his only son, Haalbrek Bjornson. Haalbrek grew into a proud warrior and trained alongside a fellow Ulfen warrior named Angar Freyrson. The two became friends very quickly, and slayed their first troll together, but as Haalbrek grew more skilled, as the son of the Jarl, Angar began to fade into his shadow. Angar began to hunt alongside fresher warriors and hunters, as to outshine their abilities and accomplishments, and to try to find his place within Crowtop's legends.
When the Djurstor Condederacy split from Ramarund Haalbrek and his father refused to join into the political battles that began between many of the towns and villages within what is now southern Irrisen. Due to this neutrality, Crowtop had issues finding allies amongst the nearby settlements when Baba Yaga's armies invaded. Bjorn had grown weak and ill from the previous winter, and sent his son, Haalbrek to gather a troupe of soldiers to call for aid. Haalbrek turned to Angar, his old friend, who supplied Haalbrek with a host of 12 men. Once out of sight of Crowtop, Angar's hired men killed Haalbrek, whilst Angar killed Bjorn in his sleep.
That morning Angar announced himself Jarl of Crowtop (since the name was lost I need a name for what it would have been), and killed any who dared leave or appose him. His band of 12 successfully intimidated the impressive 150 or so inhabitants into submission, as most had grown weak or ill due to the winter and lack of food. Angar informed the town that he would treat with Baba Yaga's armies, and if they surrendered the head of the Jarl, that she would spare their lives.
When Baba Yaga's army approached Crowtop, Angar met with them and had informed the host that he had captured the town in the Old Crone's name, and would offer the army refuge in exchange for life. The Old Crone agreed to spare the townspeople, she ordered her army to plunder the town and take the last of the food reserves. That night she instructed a group of giants and winter wolves to construct an encampment surrounding the town: None of the humans were permitted to leave their town.
The Witch Queen's armies moved on, leaving only her token force of giants and winter wolves, who slaughtered any man, woman, or child who attempted to leave the town's palisade walls. The townspeople, weakened with hunger, begged Angar to treat with the invaders, but he remained silent. His hunger growing, he resorted to cannibalism. He instructed his 12 men that they were being tested by the Old Crone, and that if they were to prove they could survive, she would accept them as warriors in her army. The men believed him, and began murdering their fellow townspeople at night.
This continued until there were no longer any people left to eat, Angar instructed his men not to eat each other, and before long they all starved to death. The encampment grew bored with the ruined town, and moved on, leaving the brutally slain and eaten corpses of Crowtop to preserve in the unnatural cold of Baba Yaga's eternal winter.
Angar and his men became ghouls, and preserved by the cold appear as gaunt, sickly versions of themselves.
Unlike most ghouls, they are unaffected by their hunger during the day, but turn ravenous at night. The crows that now make their home in Crowtop are the souls of the slain and devoured Ulfen. Haalbrek's ghost wanders the surrounding forest, and from time to time will engage his murderers in battle, often dying at their hands, only to find himself reformed the next night in a snowdrift at the base of a hill.

Angar the Hungry:

Agnar the Hungry
CR 6
XP 2,400
CE Medium undead, Fighter 4 (Two-Handed Fighter)
Init +9; Senses darkvision 60 ft.; Perception +11
DEFENSE
AC 22, touch 15, flat-footed 17 (+4 Armor, +4 Dex, +4 natural)
hp 76 (2d8+4d10+20)
Fort +8, Ref +6, Will +10
Defensive Abilities channel resistance +4
OFFENSE
Speed 30 ft.
Melee Masterwork Cold-Iron Greataxe +12 (1d12+7) and bite +5 (1d6+5) or bite +10 (1d6+7 plus disease and paralysis) and 2 claws +10 (1d6+7 plus paralysis)
Power Attacks Masterwork Cold-Iron Greataxe +10 (1d12+13) and bite +3 (1d6+7) or bite +8 (1d6+13 plus disease and paralysis) and 2 claws +8 (1d6+13 plus paralysis)
Special Attacks overhand chop +12 (1d12+10), paralysis (1d4+1 rounds, DC 15, affects elves normally), stench
STATISTICS
Str 21, Dex 21, Con —, Int 15, Wis 22, Cha 18
Base Atk +5; CMB +10; CMD 25(+3 vs. Sunder) Sunder +12 (1d12+8)
Feats Civilized Ghoulishness, Deceitful, Improved Initiative, Improved Sunder, Power Attack, Weapon Focus (Greataxe),
Skills Acrobatics +2, Bluff +8, Climb +10, Disguise +9, Intimidate +10, Perception +12, Stealth +6, Survival +12, Swim +3
Languages Ancient Skald
SPECIAL ABILITIES
Disease (Su)
Ghoul Fever: Bite—injury; save Fort DC 16; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based.
A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
Paralysis (Su)
Creatures damaged by a ghast's natural attacks must make a successful DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Unlike ghouls, A ghast's paralysis even affects elves.
Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.
Stench (Ex)
Ghast's exude an overwhelming stink of death and corruption in a 10-foot radius.  Those within the stench must succeed at a DC 15 Fortitude save, or be sickened for 1d6+4 minutes.

Treasure MW Chain Shirt; horned-helm emblazoned with Ancient Skaldic runes “Crow-Eye” Appraise DC20 250gp (failure 185gp); and copper bracers traced with knotwork worth 100 gp (75 gp); MW Cold Iron Great-Axe.

Now, should I make him Fighter 3 Rogue 1? and his men:
The Hungry:
Standing at the gates of Crowtop are two sickly looking Ulfen men, their beards and hair stringy with grease. They are so emaciated that their skin clings to the wiry muscles under their skin. They wear poorly maintained chain hauberks, and a longsword is strapped to their side on a cracked leather belt. Both men glare at you, but say nothing.
The Hungry
CR 2
XP 600
CE Medium undead Fighter 1
Init +6; Senses darkvision 60 ft.; Perception +7
DEFENSE
AC 18, touch 12, flat-footed 16 (+4 Armor, +2 Dex, +2 natural)
hp 30 (2d8+1d10+6)
Fort +4, Ref +2, Will +5
Defensive Abilities channel resistance +4; Immune undead traits
OFFENSE
Speed 30 ft.
Melee longsword +5 (1d8+3) and bite +0 (1d6+3 plus disease and paralysis) and 1 claw +0 (1d6+1 plus paralysis) or bite +5 (1d6+4 plus disease and paralysis) and 2 claws +5 (1d6+3 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, DC 13, elves are immune to this affect)
STATISTICS
Str 17, Dex 17, Con —, Int 11, Wis 14, Cha 18
Base Atk +2; CMB +5; CMD 18
Feats Civilized Ghoulishness, Improved Initiative, Power Attack
Skills Acrobatics +4, Bluff +5, Climb +7, Disguise +7, Perception +7, Stealth +7, Swim +3
Languages Ancient Skald
SPECIAL ABILITIES
Disease (Su)
Ghoul Fever: Bite—injury; save Fort DC 15; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based.
A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast

Treasure Chain Shirt, Longsword


Tactics:
I was going to have the ghouls greet the party, and invite them to stay the night to wait out an incoming storm. Angar was going to be quite pleasant, ignoring any haunts the party activates, and merely brushing them off as jealous or uninvited guests, and that the players should not mind them. At night, however, Angar is going to try to hunt the party down and torture then eat them. His men, however, are not as easy to control at night, and will seek the party down without any "thrill of the hunt" type scenarios.

With this, should Angar be Ranger, Rogue, or Fighter/Rogue?

Thoughts? Comments? Suggestions?
EDIT: Fixed Angar's Channel Resistance


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Alright, so my party is mostly evil. And mostly greedy. Now, my party is barred from returning to Waldsby after getting a few people killed, and Nadya exiled. After fighting Radosek, and looting Nazhena's treasure trove, my party is in need of Remove Blindness/Deafness and Remove Curse.

They also need to sell their loot, and so when I gave my party the Reign of Winter Map Portfolio map of Irrisen that they looted in Radosek's bedroom, they decided that Nadya (and their Jadwiga prisoner [my ninja died and came back as a Jadwiga witch that they decided to tie up and interrogate]) should lead them to Hoarwood.

Now, I am looking at creating Hoarwood from essentially scratch, with only the Irrisen: Land of Eternal Winter, and my Adventure Path Books. And so I turn to you guys; Does anyone have any recommendations for how/what I should do in Hoarwood? I was also planning on fleshing out (as we're a heavily RP focused group, they actually talked to Radosek for like 3 minutes (an hour IRL) before deciding they wanted to cut out his tongue) the river towns, crowtop, and the ruins of vonosh.

I've decided that the market places will be heavily taxed (13%?) and then 150% mark-up for Non-Jadwiga humans (and a diplomacy check to get it to 125%) and no magic items or weapons/armor for Ulfen (Nadya and my inquisitor, who has an 8 CHA anyway). I also planted ideas of selling the Ulfen while they're there, in the head of my Jadwiga. LOL!

I also decided to create Hjalnek's killer, an Ice Troll Ranger named Onuhk, with a mirror replacing his right eye (which was cut out by Hestrig and then burned closed), and the head of the party's Paladin tied to his belt (player quit but said he wanted to lead a few people back to Taldor before the portal closed). Bordegga was his mate, so I was thinking of having Nadya get in contact with Hjalnek's friend, talk to him about Hjalnek and Rengierr, and then learn about Hjalnek's killer, who is now tracking them because they killed his mate (I thought it would be entertaining for the players to realize the web of revenge they've inserted themselves into).


My group is getting ready to run an evil campaign. I'm not really used to playing evil characters and don't really know what or how to build what I want (curse of indecision).

I think i've settled on an evil druid, and in my searches for assistance building a necromancer druid I found a thread about a druid/soul eater, so I did some research, and decided I'd like to try that PrC out.

First, I'd like opinions as to what classes I should use to build a soul eater, advice for utilization of their tool kit (they don't appear overly powerful and so I don't feel guilty trying to optimize them into being effective.). Which patron should I choose?

I was playing with druid 9, ranger 1, soul eater 10. As I haven't settled on anything, fluff advice is appreciated.

Can soul drain ability be used with conductive weapons? And is there any wayto get that quality while wildshaped?


"Witch Hunter (Ex): While raging, the barbarian gains a +1 bonus on damage rolls against creatures possessing spells or spell-like abilities. This damage bonus increases by +1 for every four levels the barbarian has obtained. A barbarian must have the superstition* rage power to select this rage power."

Does the Barbarian have to know the target has a SLA, watch the creature use a SLA, or is it just it automatically applies to literally every creature with a SLA?

Does the Barbarian just smell the magic or what?


Hey all,

I am getting ready to piece together a group for Reign of Winter. For the past couple of days I have done some research before going out and buying the AP. I found the synopsis for the storyline relatively cool and decided to read up some reviews.

The reviews all agreed: The start is weaksauce, the loot is a bit excessive, and the story is a smidge too linear (geas as an example). The loot paired with gamers who will naturally build optimized characters seems like I might be preparing five to six of my friends with a cakewalk. I don't want that to happen, but I also want them to have fun!

So my question is, is this adventure path worth investing my time, effort and money in? I don't mind spending some time between classes fleshing out adventure and interactions, buffing some fights, and nerfing some loot. (I like to actually tone down loot quite a bit). Is there anything I definitely should add, remove, or adjust? Also, how should I have my characters build? (point buys, extra feats etc.) And any character classes/races flavors that will fit and make the game intriguing for roleplay? What should I also avoid?

I was going to remove Aasimar from playable race because in the past I have found the race quite overpowering, and wanted to toss out Changeling as a race. I thought that a daughter of a hag could provide some extra content for my characters while remaining true to the theme.


Hey all,

I am getting ready to piece together a group for Reign of Winter. For the past couple of days I have done some research before going out and buying the AP. I found the synopsis for the storyline relatively cool and decided to read up some reviews.

The reviews all agreed: The start is weaksauce, the loot is a bit excessive, and the story is a smidge too linear (geas as an example). The loot paired with gamers who will naturally build optimized characters seems like I might be preparing five to six of my friends with a cakewalk. I don't want that to happen, but I also want them to have fun!

So my question is, is this adventure path worth investing my time, effort and money in? I don't mind spending some time between classes fleshing out adventure and interactions, buffing some fights, and nerfing some loot. (I like to actually tone down loot quite a bit). Is there anything I definitely should add, remove, or adjust? Also, how should I have my characters build? (point buys, extra feats etc.) And any character classes/races flavors that will fit and make the game intriguing for roleplay? What should I also avoid?

I was going to remove Aasimar from playable race because in the past I have found the race quite overpowering, and wanted to toss out Changeling as a race. I thought that a daughter of a hag could provide some extra content for my characters while remaining true to the theme.