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![]() Is it possible to change the delivery address for this one to the address I use in Wigan rather than in Leeds.
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![]() Payment on card [REDACTED] is being declined as I am in the process of cancelling that card.
Edit
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![]() I find that there are a lot of items and weapon/armour qualities which are never used because they sound cool and useful until you realise that at level 12 a DC14 Save is never going to be failed so you may as well take the less interesting item or effect which is at least a guaranteed bonus. I am not sure what the best way to improve this is , at the moment my idea is to have the item saving throw scale with the primary attribute of the using character.
Any better ideas would be much appreciated ![]()
![]() My payment for this order is being declined. However I have contacted the card provider and they tell me that all 3 attempts to process the transaction (2 by yourselves and once by me) were accepted at their end so the card company transferred money out but was not accepted by the Vendor system, so at the moment I have paid 3 times but the cash has gone nowwhere and will return to my account. Unfortunatly this means that as far as I and barclaycard are aware the problem is with Paizo's system and as far as I can tell my card still works on other systems ![]()
![]() I plan on running this sometime in 2017 and have started making some notes on character design. Opinions appreciated
25 point buy
1) Trading in proficiency
Any of these can be traded for Combat Expertise/Power Attack/ Weapon Focus/Dodge/Toughness Weapon proficiency firearms (if you have martial weapon proficiency as well) can be traded for Point Blank Shot or Deadly Aim 2) You get 2 Traits and a campaign feat- See the campaign guide It is highly recomended that the party includes
Gods- We will use standard Golarion gods but no god has a great following here, their contact with this world is weak. Druidism is reasonably popular among locals as it is the older faith of Risur and none of the evil gods are tolerated with public worship. A cleric, War Priest or Inquisitor of Zohls (Sherlock holmes) would fit in perfectly ![]()
![]() In the course of the Way of the Wicked campaign my players have captured a Peri. Being evil and rapacious beings they desire to convert her to their cause. I want to avoid specific spoilers for the AP as my players may look at this thread, but would appreciate any specific ideas with spoiler tags or in the product thread The situation is that I have
The Peri in question failed in it's sacred charge and it's closest friend in the universe was slain as a result. It is likely that in the near future the pc's will be able to slay other allies of the Peri and display their bodies as well as inflict further damage on its cause ![]()
![]() Seriously if you think your GM may run the Minion quest bit do not read this. I have just run the first minion quest much fun was had , many minions died and 3 became infected with Lycanthopy deliberately. Lucky scouting discovered that the preacher was a werewolf and the scouts survived (one defected and took a ship to Matharyn to get away from the werewolf and his masters, they are determined he will not escape). However after this they decided that getting bitten by a werewolf and infected would make them more valuable minions for their masters. They threw themselves into battle with the werewold got bitten and then ran away after the bite.
I am considering allowing some form of ritual to convert it to natural lycanthropy , probably involving the sacrifice of a hound archon. Does anyone have any other ideas for what I could do with this slightly unexpected development? ![]()
![]() The summary is that I liked the plot, I liked the NPC's and I though some of the setting was superb. If I was to rate the campaign on these bits it would be excellent.
Highlight of the campaign was book 4 I found Nocticula's realm excellent and my players enjoyed scheming plotting and trying to get things done in the city, I could have used more on the city , Nocticula and scheming involving them but this is not a flaw it is just because it worked well for my campaign.
Never again mythic. I have taken the mythic book and put it in the attic Edit
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![]() I am looking for a map of a Gormanghast style ancient mansion rebuilt and rebuilt again for several centuries and riddled with secret passages, and ideally room for sinister a sinister temple beneath it. The Mansion is currently a finishing school for young ladies. I can just wing it, but a map would be nice if anyone has any idea where I could find one> ![]()
![]() Having spent too long on trains I present my letter of taunting to an annoying npc in part 2. No spoilers in any responses please as I am a player and this is as far as we have got An Invitation to Your death by stabbing of Akrid Longthews
Secondly (Sir/Madame) you are incompetent, when sending a veritable horde of minions to do your underhanded task of murder, it is considered important to send minions who actually succeed. If one cannot find minions who can murder innocent merchants at 5 to 1 odds then clearly you need lessons in minion selection.
Yours with all Due Respect
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![]() It seems that the spread of diseases in only implied in the rules (I can't find a definition of how Inhaled diseases spread for example). Does anyone have some reasonable rules for determining how fast a disease will spread once a few people have been infected with a disease and mingle with a larger group? ![]()
![]() Exactly what does this bloodline allow to effect constructs?
Is the question the mind effecting spells bit is clear. For instance does this mean that a Stinking cloud(Poison) effect would work on a construct? I have not decided on my interpretation yet but would like opinions before I do and if there is a FAQ I missed ![]()
![]() Finished Rise of the Runelords, in the final battle I managed to kill half the pc's and was very close to getting a TPK except I let Karzoug be a bit overconfident and misread the map resulting in him getting massive melee damage. The details
Round 0
Karzoug: Karzoug the Claimer CR 21 XP 409,600 Male human transmuter 20 (Pathfinder Campaign Setting: Inner Sea Magic) NE Medium humanoid (human) Init +9; Senses blindsense 60 ft., darkvision 120 ft.; Perception +24 -------------------- Defense -------------------- AC 37, touch 29, flat-footed 29 (+8 armor, +5 deflection, +7 Dex, +1 dodge, +5 enhancement, +1 insight) hp 480 (20d6+235); fast healing 10 Fort +23, Ref +21, Will +25; +8 resistance bonus vs. spells and spell-like abilities DR 10/adamantine; Resist acid 120, cold 120, electricity 120, fire 120; SR 24 -------------------- Offense -------------------- Speed 60 ft., fly 90 ft. (perfect) Melee karzoug's burning glaive +23/+23/+18 (1d10+14/×3) or . . talons of leng (claws x2) +24/+24/+19 (1d4+11/×3) Arcane School Spell-Like Abilities (CL 20th; concentration +33) . . At will—change shape (beast shape iii or elemental body ii, 20 rounds/day) . . 16/day—telekinetic fist (1d4+10 bludgeoning) Transmuter Spells Prepared (CL 20th; concentration +33) . . 9th—energy drain (DC 33), scourge of the horsemen (DC 33), shapechange, time stop (2), wall of suppression{super}APG{/super}, wish (2) . . 8th—quickened dimension door, quickened enervation, heart of the mammoth, maze (2), protection from spells, summon erodaemon, temporal stasis (2, DC 33) . . 7th—delayed blast fireball (4, DC 30), mage's sword, prismatic spray (2), resonating word{super}UM{/super} (2, DC 32) . . 6th—chains of fire{super}ARG{/super} (2, DC 29), disintegrate (2, DC 31), greater dispel magic (2), globe of invulnerability, repulsion (DC 29), true seeing . . 5th—baleful polymorph (2, DC 30), extended communal protection from energy{super}UC{/super} (2), fickle winds{super}UM{/super}, quickened magic missile (2), communal stoneskin{super}UC{/super}, telekinesis . . 4th—boneshatter (2, DC 28), dimension door (2), enervation (2), greater false life{super}UM{/super}, obsidian flow{super}UC{/super} (2, DC 29), solid fog . . 3rd—blink, gloomblind bolts{super}ARG{/super} (DC 27), haste (2), magic circle against good, protection from energy (3), communal resist energy{super}UC{/super} (2) . . 2nd—blindness/deafness (2, DC 26), escaping ward{super}ARG{/super}, fleshcurdle (DC 27), fleshcurdle (2, DC 27), flurry of snowballs (DC 25), scorching ray (2), web (DC 26) . . 1st—enlarge person (DC 26), enlarge person (2, DC 26), expeditious retreat (2), magic missile (4), shield . . 0 (at will)—acid splash, flare (DC 23), mage hand, prestidigitation, touch of fatigue (DC 24) -------------------- Tactics -------------------- Before Combat Karzoug casts mind blank and false life at the start of every day. During Combat Karzoug starts combat seated upon his immense throne, and strives to remain out of melee as long as possible. On the first round of combat, he casts meteor swarm on the party, then uses his rod of greater quicken metamagic to cast time stop as a quickened spell. During the 1d4+1 rounds he gains, he casts spells like prismatic wall, wall of force, and cloudkill among the PCs to disrupt their tactics, and casts defensive spells on himself like spell turning, true seeing, and globe of invulnerability. He’ll also use his wand of stoneskin on himself during this time. He’ll repeat this tactic on the second round (pairing a quickened time stop with horrid wilting this time) to finish casting any spells he didn’t get a chance to cast the first time. On following rounds, Karzoug hits the PCs with area-affecting spells like wail of the banshee and finger of death, saving spells like temporal stasis and maze to use against anyone who seems to be particularly dangerous. Karzoug’s glaive takes actions on its own as well, unleashing fireballs on non-spellcasters and curing Karzoug of wounds whenever he drops below 220 hit points. If it comes down to melee, Karzoug releases his glaive to dance as soon as possible, fighting with his talons and using quickened spells like lightning bolt and magic missile to support his attacks. Whenever he drops below 200 hit points (or otherwise suffers a crippling effect) he casts wish to restore himself and his living allies to full health. Morale Karzoug has nowhere to flee to—he fights to the death. -------------------- Statistics -------------------- Str 26, Dex 24, Con 30, Int 36, Wis 17, Cha 22 Base Atk +10; CMB +21; CMD 42 Feats Alertness, Arcane Strike, Combat Expertise, Craft Magic Arms & Armor, Craft Wand, Craft Wondrous Item, Eschew Materials, Extend Spell, Greater Spell Focus (transmutation), Martial Weapon Proficiency (glaive), Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (conjuration), Spell Focus (necromancy), Spell Focus (transmutation), Toughness Skills Acrobatics +9 (+21 to jump), Appraise +15, Bluff +28, Climb +10, Craft (alchemy) +38, Diplomacy +28, Disguise +8, Escape Artist +9, Fly +40, Heal +5, Intimidate +28, Knowledge (arcana) +42, Knowledge (engineering) +38, Knowledge (history) +38, Knowledge (nature) +38, Knowledge (nobility) +38, Knowledge (planes) +42, Knowledge (religion) +38, Perception +24, Ride +9, Sense Motive +28, Spellcraft +44, Stealth +9, Survival +5, Swim +10, Use Magic Device +28 Languages Abyssal, Aklo, Aquan, Auran, Azlanti, Celestial, Cyclops, Daemonic, Draconic, Elven, Giant, Ignan, Infernal, Necril, Sylvan, Terran, Thassilonian SQ arcane bond (karzoug's burning glaive), physical enhancement (+5) Combat Gear boots of teleportation, elemental metamagic rod (greater, electricity), maximize metamagic rod (greater), quicken metamagic rod (greater), rune of contingency, scroll of delayed blast fireball (CL 20th), delayed blast fireball (CL 20th), delayed blast fireball (CL 20th), delayed blast fireball (CL 20th), greater dispel magic (CL 20th), greater dispel magic (CL 20th), summon monster ix (CL 20th), wand of blood money (33 charges), wand of dispel magic (CL 10th, 40 charges), wand of magic missile (CL 9th, 24 charges), wand of stoneskin (CL 10th, 17 charges); Other Gear karzoug's burning glaive, talons of leng (claws x2), amber spindle ioun stone (5), clear spindle ioun stone, crimson sphere ioun stone (3), dark blue rhomboid ioun stone, dark green rhomboid ioun stone, dusty rose prism ioun stone, emerald ellipsoid ioun stone (15), gamboge nodule ioun stone, iridescent spindle ioun stone, mossy disk ioun stone, mossy disk ioun stone, onyx rhomboid ioun stone (3), orange prism ioun stone, pale green prism ioun stone, pearly white spindle ioun stone, belt of physical perfection +6, bracers of armor +8, cloak of displacement, major, cracked dusty rose prism ioun stone, eyes of the dragon, flawed pale green prism ioun stone, fog-cutting lenses, helm of telepathy, ring of freedom of movement, ring of protection +5, robes of xin-shalast, runewell amulet, sihedron tome -------------------- Special Abilities -------------------- Arcane Bond (Karzoug's Burning Glaive) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level). Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction. Blindsense (60 feet) (Ex) Sense things and creatures without seeing them. Change Shape II (beast shape iii or elemental body ii, 20 rounds/day) (Sp) Use beast shape III or elemental body II as a Spell-Like ability. Cloak of displacement, major Attacks on you have 50% miss chance. Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack. Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks. Darkvision (120 feet) You can see in the dark (black and white vision only). Elemental metamagic rod (greater, electricity, 3/day) Each elemental metamagic rod is built with the power to control and transform a specific energy type (acid, cold, electricity, or fire). The wielder can cast up to three spells per day that deal damage of the rod’s energy type instead of the spell’s normal damage type, as though using the Elemental Spell feat. For example, an elemental metamagic rod (cold) always makes spells deal cold damage. Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast. Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action). Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower. Construction
A Nodule is usually a faceted, asymmetrical, though generally rounded, stone. Ioun stones orbit the head within d3 feet and have AC 24, hardness 5, and 10 Hp. Resonant Power:
Construction
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action). The wielder can cast up to three spells per day that are maximized as though using the Maximize Spell feat. Greater metamagic rods can be used with spells of 9th level or lower. Construction
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action). The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat. Greater metamagic rods can be used with spells of 9th level or lower. Construction
Construction
Scroll of delayed blast fireball (CL 20th), delayed blast fireball (CL 20th), delayed blast fireball
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![]() For various reasons I am uncertain as to leaving her divine allegiance with Desna, given the make up of my group it would be slightly complicated.
Any thoughts? ![]()
![]() For Oracles (and inquisitors but I don't have one of them in my game) how do they recover their spells per day. I can find the rules for prepared Arcane casters, Prepared Divine casters and Spontaneous Arcane casters but not for Spontaneous Divine casters.
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