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RPG Superstar 7 Season Marathon Voter, 8 Season Marathon Voter, 9 Season Marathon Voter. ******** Pathfinder Society GM. Starfinder Society GM. 11 posts. 12 reviews. No lists. No wishlists. 51 Organized Play characters.


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RicoLoco wrote:
Just wondering have people been adding striking weapons to this module? Are they necessary? I noticed that there aren't really many enemies that have resistance to standard weapons, but the later enemies do have pretty large health pools.

I would very strongly recommend using the automatic bonus progression variant rule for Malevolence (https://2e.aonprd.com/Rules.aspx?ID=1356) The adventure does not offer enough striking runes and your players will _absolutely_ need them. I also felt that it's better for the story if the characters don't have to make a multi-day trip to whichever settlement is near enough to make such purchases.


Benjamin Debrick wrote:
For those of you who have gotten through it, how many sessions did it take?

I ran it simultaneously for two different groups, the first group took 6 sessions of 4 or so hours each, and the second group took 7 sessions of 3 or so hours. So between 20-25 hours seems like a pretty safe bet :)

Running it this way was an absolute blast, I got to see each group tackle the manor in completely different ways, and the story/research part revealed itself organically and differently to each group.


11 people marked this as a favorite.

Following the recent allegations, I stepped down as Venture Officer after 5 years of championing the games that I love created by some of the best people in the business. Recognising the union would be the first credible statement Paizo management must take to restore my faith in the company.

4/5 ****

Are the new pregens from Character Ops legal for Society play already, even though there's no additional resources update yet?

4/5 ****

Have:
Samsaran
Ratfolk
Aasimar/Tiefling
Aquatic elf/Merfolk/Gillman
Vine Leshy x4 (happy to trade multiples)
Ganzi

Want:
Catfolk
Kobold

4/5 ****

2 people marked this as a favorite.

Thank you, all, I am entirely undeserving of such kind player testimonials.

Darrell Impey UK wrote:
Great GM. Even if he did kill me (and two others) the last time I was at his table. :)

Whoah, now! I only killed your characters! :)

4/5 ****

1 person marked this as a favorite.

Name: Sekheb, the Garnet Sage
Alignment: Lawful Neutral
Race: Tiefling
Class: Occultist 1 / Magus 6
Description: Misunderstanding the nature of his origin, and duped by a trickster fiend, Sekheb's rural community revered him as a gift from Osirion's ancient gods. He understood that this was not the case at an early age and set out to discover the truth of his existence and the means to harness his magical skills, going so far as to enter and explore ancient ruins and tombs wholly unprepared for the potential dangers.

Venture Captain Rahotep of the Pathfinder Society rescued Sekheb from one such expedition, and recruited him to the Society as a protégé.

Unlike his mentor, Sekheb is calm, thoughtful and measured in his manners and prefers to resort to violence as a last resort.

4/5 ****

2 people marked this as a favorite.

Name: Lord Ratathiel, Duke of Fromage, Baronet of Mumblecough
(titles from vanity and Rising Star)
Choice: Senator (currently electioneering)
Alignment: Lawful Good
Race: Ratfolk
Class: Slayer 6 / Crimson Templar 2
Lion Blade: No
Description: After suffering head trauma as a young ratling in the sewers of Oppara, Ratathiel became convinced that he is, in fact, the mortal vessel of the Empyreal Lord Ragathiel. Resplendent in mithral full plate he presents his imposing 3-and-a-half-feet stature in the path of evildoers everywhere.

4/5 ****

Have:
Aquatic Elf/Gillman/Merfolk

Want:
Dhampir

4/5 ****

IIRC placing the last disk pushes the Xacarba back into its room, and re-seals the doors. So what happens to characters who are still in the room when this happens?

Marathon Voter Season 7, Marathon Voter Season 8, Marathon Voter Season 9

2 people marked this as a favorite.

Hell’s Restraints
Aura moderate evocation; CL 5th
Slot none; Price 21,100 gp; Weight 25 lbs.
Description
Loosely hanging chains harvested from slain kytons rise up from this +2 adamantine chain shirt, like snakes sensing prey.

Once per day as a standard action, the wearer can release a cacophonous howl that causes chains to snake out from the armor in a 15-foot burst. The wearer can make a grapple combat maneuver check using his own CMB with a +2 enhancement bonus against up to four creatures of his size or smaller in the area. If the grapple maneuver is successful, the wearer may also reposition his targets by 5 feet as a free action. The wearer of hell’s restraints does not gain the grappled condition while the chains grapple his targets. The wearer is tethered to the grappled creatures and cannot move farther than 15 feet away from each grappled creature. The chains have a CMD of 29, hardness 20 and 5 hp. Broken chains have no effect on the armor and reform magically. The chains maintain their grapple for one round, after which they recoil back into the armor.

The wearer of hell’s restraints may also awaken the chains as a standard action to manipulate objects at a reach of 15 feet, and grant himself a climb speed of 20 feet for 5 rounds each day. These rounds do not need to be consecutive.
Construction
Requirements Craft Magic Arms and Armor, chain of perdition, spider climb; Cost 10,550 gp