Nethys

Oliver Veyrac's page

Pathfinder Adventure Path, Companion, Lost Omens Subscriber; Pathfinder Battles Case Subscriber. 362 posts. No reviews. No lists. No wishlists.


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*Patiently waits for Subscription to be mailed so I can look at pdfs*


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When will the case become available?


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I just am glad that Paizo is one of the most engaged staffed companies I have ever had the chance to purchase from. I work in the IT field and understand things occur. I just keep looking forward to this as I love the first book of any adventure path. Especially the trilogy. Uniquely I saw that there is a template which makes me excited.


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We wont' switch over to PF2e for a while as there will be severely limited material which makes limited options.


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Thomas Seitz wrote:

Mag,

That may be but I thought it was Zutha, that was closer...

Sorshen MIGHT be rising but I don't see why she'd want her other Runelord 'associates' to awaken too.

Dragon,

It's probably Jason Maoma in disguise... or else John Noble.

If Sorshen was rising, she could dominate all the others. Especially with the vampires of Curse of the Crimson Throne :)


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For this one, i highly recommend waiting on the player's guide. The reason being is the first part of it has roles that the party's "handler" gives and the traits correspond to it.


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darth_borehd wrote:
Keydan wrote:
Still a better class than the Shifter. /s
A low bar, but it certainly is.

Playing a shifter in iron fang invasion and out damaging most party members. Shifter's at low levels are extremely dangerous and even more deadly at higher levels. Never underestimate a class.

As far as this one, i just love old spice. How many pathfinder player's gonna get some old spice just because of this class.


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Will do :) Thank you Isabelle Lee :)


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After completing all books I have to admit that I love this adventure path. It has a lot of strengths, and is very neat to play a ranger in. We had one that took his favored enemy towards goblinoids and it has benefited him greatly. Every time he took favored enemy it was based on one creature he encountered. The player's guide was very influential as well. I recommend this for any new player as well, as this will help gauge how much your players can handle.


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Still waiting on my stuff :( it's been a long wait. Hopefully we will get it soon.


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Mr. Stephens,

I would like for you guys to do some progress level things. I think that is something that is up your alley as I have read almost of Rogue Genius Games materials and I love it. I loved that both RGG and Everyman's games did a massive bundle package on rpgnow as well. :)

Would be pretty cool if that was how you increased damage, etc. For example a PL 6 ship's damage reduction could be overcome by PL 7. A PL 7 ship's damage reduction could be overcome by PL 8.

Starfinder would be PL 6 so that would give your designers PL 7 and PL 8 at a minimum to design and play around with and I believe this would be a very very popular third party product as folks loved technology. Most of the fan base I believe for Starfinder are those that enjoyed Iron Gods.


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Douglas Muir 406 wrote:
Thomas Seitz wrote:
So let it be written, so let it be done. Daigle is sent by the Chosen One.
or he's one of the MASKS OF NYARLATHOTEP!

That's because Paizo is a Great One spelt P'Izo. Paizocon is really a cover operation for when the cult meets.


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The Imperator wrote:
How long is it usually till it ships?

Usually 3-5 business days. I am waiting eagerly :) Hopefully mine ships out today T-T


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The Imperator wrote:

I thought the Curses did, since they weren't physical, but mental?

*checks*

Oh, huh, you're right, it just says mental ability score damage and drain. Cool, I'll remember that going forward.

I really like the Nodens suggestion, it seems like a really cool idea.

Are there any rules for the kind of weird prices Dreamlands markets will charge? The Fey Campaign Setting guide just came out, and the list of weird prices the Fey charged made me wonder if the Dreamlands had anything like that in PF lore?

In the world that they are going to sanity is like gold. Basically if you wanted to you could charge them sanity. 1 point of sanity for 1d4 1000 gp's. You can have a lot of fun with this especially if they want a magical item or the like. For example, in one of the comics that nyarlathotep is in there is a strange entity who is known as the harlot who will take things such as your wisdom teeth for knowledge. She removes them in the dimension of dreams and it affects the body. It just will have a permenant cost. Sanity damage can be recovered, they can't recover "drain" if you wanted to go that route ^_^. It is also a good way to do it for spellcasters such as wizards, and if there is a sorcerer you can use this to give them "Free spells known".


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We are doing 15 point buy, however we use the automatic bonus progression which kinda scews things. This is the first time using it and decided to do so due to the nature of the campaign. Thus far, we are in book 3 and are doing well, we have had plenty of casualties. Three alone in book 1.

Spoiler:
The party actually managed to kill Bokrug, due to one of the player's being a brawler. True Strike on the punch (this takes place in the dream lands and he did a standard action for true strike), and Bokrug nat 1'd his saving throw then was coup de grace'd. As a reward I gave him mythic rank 1, just because I refuse to give exp based on sheer luck.


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Desna is actually a terrific choice as this goes back to origins and her mentor. She feels that the night should be beautiful and this is one of many reasons she opposes Zon-Kuthon. She could see the stars as something that people should view with beauty, not with fear which could be the reason for the worshipper of her to want to fight. At least that is my opinion.


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The scary thing of a great old one isn't what it does to a high level party. It's what it can do to a settlement that it enters. Kind of like how people view meteor swarm and invision massive boulders from the sky. This is the reverse, these are engines that can destroy civilizations. For example, PC's are unique, they are the protagonists of the story. They are supposed to be exceptional so they can take down a big great antagonist. If everyone was the same level it wouldn't be nearly as fun to enjoy :) I look forward to the next great old one because I like to use them in my kingmaker game. If 100% encounter happens, a great old one awakens and walks through town. They make their stability check to properly evacuate the settlement.


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Will Starfinder use Progress Levels similar to those of D20 Future. That was a fun little system they had where some planets had different progress levels. I am just curious if Starfinder will use their own similar system :)

Current Day Golarion just started PL 3: Age of Reason with Alchemists and Gunslingers as an option.

Golarion : PL 3
Earth (Soviet) : PL 4
Starfinder : PL 7?

My group loves technology, and everything that you guys are doing. Especially with the Gap :) Keep up the awesome work. I also loved James Sutter's work concerning Golarions Solar System in "Distant Worlds." Which is what made me really excited about Starfinder!


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Would be funny if it is a Grippli as that is James Sutters' Icon image :P "Space Frog Coast to Coast"


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Adam Daigle wrote:

Oooh! I have a suggestion!

<---

:D

I vote for the flumph!


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The Imperator wrote:

I've had to nerf several of the fights, as my party was built more around interesting things they wanted to play/roll up, rather than perfect balance.

The first dream quest they managed to research was the one for the Green Idol. And those shades were murder machines on them. Two or three, can't recall at the moment, of the four person party got the permanent shaken from the Ib Shades' curse. Two of them also have pretty low touch ACs, compared to the other two, so they got beat on a lot by any of the Shades they got into combat with. The party is a Druid, a Paladin, a multi-classed melee machine, and a Brawler. Curses are not something they can currently deal with remotely well.

Animate Dreams also eat their lunch.

Beyond that though, they seemed to enjoy the way I have had them research the books. I've made it a puzzle, with research a book yielding some clues as to which books it needs to be cross referenced with. So they've been figuring out things in person, rather than just with rolls, which is cool.

I'll probably end up dropping some items in the Dreamlands that aid with fighting staving off curses/getting rid of curses. Any suggestions for things to drop?

Remember, the curses don't transfer to the material world as well. This is the real cool part. You know the nightgaunts? They are CN. They can deliver items for your party. Cloak of Resistance +5, a total of 3 headbands, and 3 belts (a +6 one for one stat). Just enough to keep them alive. And if you want you can put a note in there that says:

"Happy Hunting! -Nodens"

Nodens Information:
Nodens is one of the Elder Gods and appears as an elderly, human male with white hair—gray-bearded and hoary yet still vital and strong. He is like the Dreamlands/Lovecraft version of Erastil.

He often rides in a chariot formed from a huge seashell pulled by some great beasts of legend. Nodens is served by the Nightgaunts.

As a hunter, he will chase down evil creatures in the Dreamlands, such as the Shantaks. He prefers to hunt the servants of the Great Old Ones or Nyarlathotep because they are usually the most intelligent and offer the best sport, but not necessarily because he wants to help humans being attacked by them. He has, however, been known to deliberately help humans, such as when he offers advice to assist Randolph Carter against Nyarlathotep.


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We have a LG Paladin of Shaelyn named Dove. She tries to smite anything that looks ugly. We are in book 3, and so far everytime she has smited something that was ugly..... it was evil. So it works well.


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24-48 hours usually. So if you got billed just like me, you will see your PDF once you get the shipping notice in your email. Hopefully Thursday, maybe Friday :) I am still excited :)


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Tarantula wrote:

Does no "one use items" bar the use of permanent spells that have been cast, or should I treat those like equipment?

Following WBL guidelines as far as how much money we can dump into each area?

Permanency spells fall under equipment. If you want to boost your ability scores through wish that counts as well. :)

One use items are potions, and scrolls.
I am fine with Staves as they can be made into an Arcane Bond, and wands are allowed as well.


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To keep on topic, I created this topic: Fun Match.


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Rules
Challenger : You can choose the level

References : Anything on the Paizo PRD.
Races: Core Races only :)
15,14,13,12,10,8 array since we are testing classes.
Arena: 10 ft. radius per level. Both of us start on opposite sides.
Traits: None, don't need any since we are testing classes.
Gotta remember, range is a thing for spellcasters. Scorching Ray, disintegrate etc. are close range spells (25 ft. plus 5 ft. per two caster levels).
Items not allowed : Potions & Scrolls

For buffs, we will do 1 hour per level so you can still get your mage armor. . Even though a potion of haste would be fun. Part of playing a spellcaster is putting up buffs etc. Especially when involving spells of the super fun polymorph school. Dragon Disciple is still my favorite prestige class that pathfinder redid.


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Gauss wrote:
Oliver Veyrac wrote:
nah, this damage is just a basic amount of damage with no optimization what so ever. This is just basic stuff. Not even touching anything in the d20pfsrd. As far as high levels, martial characters are the best at higher levels. Especially ranged martial characters.

You do realize that this (bolded) statement is nonsensical right?

The CRB rules are in the d20pfsrd. Ergo, your statement is the same thing as saying: "Not even touching anything in the Core Rulebook." :)

Sorry non-core rulebook is a better thing to say :) Thank you Gauss :P


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yeah, however there are so many ways to deal with it especially when you are dealing with munchkins that are starved for feats anyways. Makes it really fun at times when they are hacking through hit points. That and mythic itself adds more then even that. Some people forget that there are rules that are similar. 100 hit points at level 20 from one feat I can deal with that relatively easily. Especially when you allow all sources from the d20pfsrd and have been playing and purchasing pdf's from pathfinder. I love all the new editions.

Kineticist at level 20 = 20d6+20 as a standard action, 40d6+40 as a quicken spell. Average damage = 180 hps; maximized 20d6+20 = 140 hps.

my group normally uses 18-20 crit weapons, the exception is the falcata 19-20/x3 crit. With keen a rapier becomes a 15-20 crit. Level 20 fighter with 30 str, power attack, weapon specialization, greater weapon specialization wielding a falchion inflicts an average of 53 points of damage on a normal hit. 106 on a critical hit. Should each attack hit that would be 265 points of damage, not including anything special, or crits. Ideally one of those attacks will be a crit, and two will miss. Rogues aren't exempt from this as well with kukri's, using the same math of 3 hits, 1 miss from main hand and off hand for a total of 6 hits, that would be 60d6+6d4+30 (+5 weapons) points of damage if they have a strength score of a 10. That's 258 points of damage.

So far my party (Kineticist, Cleric, Fighter, Rogue) with only three people have inflicted 693 points of damage, without any buffs from the cleric.

Bokrug, a CR 27 monster with an AC of a 45 and 645 hit points (780 hit points if maxed). Would be KO'd.

Fighter has a bab of a 20, strength modifier 10, Weapon training 5, weapon focus and greater weapon focus +5 enhancement = +42 to hit.

That's the reason why our group does the toughness thing. My player's love to maximize their killing ability. Which makes other members in the group twiddle their thumbs.

Using the rules I mentioned, Bokrug would have 4 level 20 warriors guarding him. Not the most impressive guards as they won't be anywhere near the power of the fighter, but they will do well in ensuring that the combat is a memorable one so Bokrug could at least do a few of the abilities he has listed in the monster entry and everyone would be able to act and take part.

My group has been playing D&D for the past 12 years, our newest member has hit his 2nd year playing with us. Trust me, do the honor squad and your group will love you because they all can contribute and do team work instead of solowork.


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Not when you are dealing with multiple munchkins who live and breathe every optimization guide :) Every group is different. That and the only ones who really do take toughness are the minions anyways. Most of our player's have more important feats to take for their munchkinry.


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We are old fashioned and allow to take it more then once. We have alot of 3.5 converts that we try to mesh with in our group.


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There's a ways you can handle this, I have dealt with my fair share of munchkins, so as not to attack the poor munchkin individually.

- Create custom intelligent magical items for each player, and they have to name them. Magical items can really help.
- If the wizard is struggling, give him an upgrading Ring of Wizardry, it demands that before preparing spells he do something like a quick game of monster jeopardy.
- The swashbuckler, give him a magical sword, his sword demands that he never attack a person that doesn't have a weapon that isn't drawn or hasn't attacked.

- Include additional peons into the fight. This way it is entertaining for everyone. Bust out the NPC codex encounters and let them go in group. You can use NPC classes and give them team work feats or the bodyguard/in harms way chain, which is a fun challenging combination. Do not give them experience for these guys :) Give them the loot though :)

- For example, the boss is a 7th level wizard. Give him a group of warriors as allies who has the soul purpose of being body guards (I recommend half his level). So a 4th level Wizard, would have 4 2nd level warriors, a 10th level wizard will have 4 5th level warriors, so on and so forth. After level 10, they are instead 3/4's of the characters level. My warriors (usually Human) feats are toughness at alternating levels.

Here are my Warriors Feat up to level 15:
Human Combat Reflexes, 1st level Bodyguard, 3rd level Toughness, 5th level In Harms Way, 7th level Toughness, 9th level Power Attack, 11th level Toughness, 13th level Deadly Aim, 15th level Toughness.

We also made a house rule that toughness scales more.

Toughness
Benefit: You gain gain +1 hit points per Hit Die. (Minimum +3 hps) At 5th level, this increases to +2 hit points per Hit Die. At 10th level, this increases to +3 hit points per Hit Die. At 15th level, this increases to +4 hit points per Hit Die. At 20th level, this increases to +5 hit points per Hit Die.

This makes the fight more challenging for everyone and they can get a few stabs in.

- Include challenges that involve skill checks and the like.


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Please read the below spoiler.

Cleric:

They will eventually meet Winter, the Cleric of Pharasma who is willing to go with them.


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RuyanVe wrote:
Richard Pett wrote:
The flumph got taken out?????:(

Endangered species and all, you know.

Ruyan.

But their tentacles are so exotic and they make terrific Flumphy Pillows.


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"Encounter the mysterious and alien entity that has been haunting their dreams."

I hope it is a Flumph


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Chaugnar Faugn vs. the Oliphaunt of Jandeley! Fight!

Me personally I am hoping that it is Atlach-Nacha. Book 5, I am betting on Xhamen-Dor as well.


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It is useful for plotlines as well. For example,
Drahliana, the level 20 Wizard decides before she goes face the hordes of demons, to create a simulacrum to handle the minor works in her Casters Tower. Drahliana tells the Simulacrum, I will return in about a month.

Unfortunately, Drahliana vanished without a trace. The Simulacrum possessing half her spells decides to seek out a group of adventures who can free the original. Or worse, the Simulacrum can turn to evil methods to resurrect or assume Drahliana's life. There is nothing wrong with the Simulacrum spell, the problem comes from player's abusing the spell.


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That isn't an evil action. If anything it was a good act. Sure you did lethal, but that's because you had no choice. Now a paladin would feel grief, and would pay to raise dead his companion. That is what a noble paladin would do. So long as you didn't kill the Magus that is ok. Not only that, but you can actually open up a new code of conduct for yourself. You may have used a lethal attack, but meh. Good isn't always nice.

You would be a good worshipper of Damerrich, LG Archon Empyreal Lord. His obedience is reciting all the names of those who have died by your hand. Mediate upon their faces and the circumstances of their deaths and evaluating your actions.

If he makes you fall, take up a cause under him. Turn this around, and make this something flavorful. :)


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You are overvaluing the spell as it is a line effect with a reflex save. Blasters are hard to do. Most DM's would actually promote this as you would be more of a flavor mage and if you made it a signature spell, etc, that would be cool in my eyes. Not only that it promotes people to read new books (which I promote). I always prefer flavor meeting mechanics most of the time. Sure it is powerful, but you are doing nothing that a sorcerer can't do. With your wild shape, assume primarily avian forms. Remember, down is also a direction. Become the thunderbird! If you want to weaken yourself, play an elf. None of the stat boosts are beneficial for a druid's spells, but it is beneficial to it's skill ranks, AC, and your reflex save. :)


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From what I read they are playing their vision of the 4 iconic characters featured in the concept art of the module. Tailoring the archetypes, etc. to meet the module by the advice given in the player's guide.


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No problemo :) Always glad to help folks understand :)


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Nah they are 15 point buys.

For Erasmus he was done : Str 13 (+2 Race, +1 level), Dex 14, Con 13, Int 10, Wis 12, Cha 12 (+2 Race)

Alhazra was done : Str 12 (+2 Race), Dex 12, Con 14, Int 9, Wis 10, Cha 15 (+1 level, +2 race)

It's fun trying to decipher point buys, especially when they don't use the typical 15, 14, 13, 12, 10, 8 array. They like to give up the feat and skill rank for the extra +2 to an ability score by using Dual Talent.

Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.


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I just hope there is this:

In ancient times, the Nameless City was built and inhabited by an unnamed race of reptiles with a body shaped like a cross between a crocodile and a seal with a strange head common to neither, involving a protruding forehead, horns, lack of a nose and an alligator-like jaw. These beings moved by crawling; thus, the architecture of the city has very low ceilings and some places are too low for a human being to stand upright. Their city was originally coastal, but when the seas receded it was left in the depths of a desert. This resulted in the decline and eventual ruin of the city.

That way we can officially have a "Dungeon Crawl"


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Nice thing about this is even if you don't play villainesque campaigns, this still helps you flesh out your villains. Especially those that become recurring ones. For example, while DMing carrion crown, the party got peeved when they fought against Vrood a few more times. First round : Book 3 (clone spell), Second round Book 4 (clone spell again), third round book 5 (as a lich), fourth and final match book 6.

They helped him withi this because he was familiar with their combat style and would adjust his strategies accordingly, as well advise AA of the situation. Especially with enchantment and evocation being prohibited made it challenging to do. They also learned to fear ray of enfeeblement, which was the bane of the party fighter. He never wore full plate after that fight again.


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Oliver Veyrac wrote:

Figured I would start this one:

Kel, the Orc Fighter - ** spoiler omitted **

More Death's Tonight

Hiroku - Wizard 1 - Cause of Death : Skulk did sneak attack with a flask of alchemist fire, fatality was from the burns.

Grog - The one-eyed Orc Fighter - Brother to Kel - Cause of Death 3 natural 20's (1/8000 chance) in a row from a fire beetle. We are on a roll!


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Ayanzo wrote:
Oliver Veyrac wrote:
** spoiler omitted **
** spoiler omitted **

spoiler alert:
They killed him while he was in the pod, they didn't have anyone to heal, and due to circumstances felt that what he was experiencing might be contagious. In our group, if you fail a knowledge check, etc by 5 or more you get false knowledge. So they felt the safest thing, especially after the orc turned into a wight from drinking some good' numerian fluid, was to put him out of his misery. They didn't bring Val due to it "possibly being too dangerous." Love how the module within the first part, they can experience numerian fluids.

But as it says in the Player's Guide to Iron Gods, Don't Touch anything you are unfamiliar with!


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Figured I would start this one:

Kel, the Orc Fighter -

Spoiler:
Drank some Numerian fluid and suffered 1d4 negative levels at the hills. Player knows he is a wight, the character doesn't know, and neither does the party.


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According to the Ecology of the Android in the AP, androids can take any form, but all have the same statistics. One could be modeled after a tiefling, but it will have the same stats as an android, and not as a tiefling. We also use the rules from the advanced race guide to pump up races. we use 16 RP races, but only 20 point buy for our ability scores so most of the individuality comes from the player's race, not from their ability scores per say.

This came up from one of the books that came out with the descended human. I don't remember the book that is in. James Jacobs might know though. I just can't remember for the life of me.


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Just backed the kickstarter Wootz!


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Buckle Bunny
Bunny ears, bat-like wings, and a Bunny tail betray the demonic nature of this alluring woman.

Key things about this is her ability to use the antagonize feat.

SUCCUBUS CR 7
XP 3,200
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +3; Senses darkvision 60 ft., detect good; Perception +21,
DEFENSE
AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
hp 84 (8d10+40)
Fort +7, Ref +9, Will +10
DR 10/cold iron or good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 18
OFFENSE
Speed 30 ft., fly 50 ft. (average)
Melee 2 claws +11 (1d6+1)
Special Attacks energy drain, Allure
Spell-Like Abilities (CL 12th)
Constant—detect good, tongues
At will—charm monster (DC 22), detect thoughts (DC 20), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 21), greater teleport (self plus 50 lbs. of objects only), vampiric touch
1/day—dominate person (DC 23), summon (level 3, 1 imp with a shortbow 100% in a cupid toga!)
STATISTICS
Str 13, Dex 17, Con 20, Int 18, Wis 14, Cha 27
Base Atk +8; CMB +11; CMD 22
Feats: Antagonize, Agile Maneuvers, Vital Strike, Weapon Finesse
Skills Bluff +27, Diplomacy +19, Disguise +19, Escape Artist +11, Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21, Sense Motive +13, Stealth +14; Racial Modifiers +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Common, Draconic; tongues, telepathy 100 ft.
SQ change shape (alter self, Small or Medium humanoid)
ECOLOGY
Environment any (Abyss)
Organization solitary, pair, or harem (3–12)
Treasure double
SPECIAL ABILITIES
Energy Drain (Su) A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus's kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 22 Will save to negate the suggestion. The DC is 22 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.

Allure : Any creature with a gender takes a penalty to all Will saves against the Buckle Bunnies special abilities equal to the Buckle Bunny's Charisma modifier. Womanizer characters suffer from an additional 50% penalty.


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Pathfinder Adventure Path, Companion, Lost Omens Subscriber; Pathfinder Battles Case Subscriber

Yes, it still functions just as Shield, Stone skin, Barkskin, and various other spells and effects that are currently on you. Only thing you need to pay attention are the following:

Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while you maintain that form. While in such a form, you cannot cast any spells that require material components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with somatic or verbal components if the form you choose has the capability to make such movements or speak, such as a dragon. Other polymorph spells might be subject to this restriction as well, if they change you into a form that is unlike your original form (subject to GM discretion). If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size.

"you gain any of the natural attacks of the base creature, including proficiency in those attacks. These attacks are based on your base attack bonus, modified by your Strength or Dexterity as appropriate, and use your Strength modifier for determining damage bonuses."

and finally especially if you are playing a halfling or a gnome:

"If a polymorph spell causes you to change size, apply the size modifiers appropriately, changing your armor class, attack bonus, Combat Maneuver Bonus, and Stealth skill modifiers. Your ability scores are not modified by this change unless noted by the spell."

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