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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber. Organized Play Member. 88 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.




Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

What are the chances that Paizo would publish an annual that would come out once a year (duh) that collects all of the character options (feats, archetypes, spells, items, etc...) that were published in adventures (APs, standalones, PFS, etc...) in the previous year? It would be great to have this data all in one place rather than scattered around 20 or more modules.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I've got a player who wants to become a lich (sigh. there's always one). Please give me your opinion if the rules I've created (many of these are amalgamated from various sources) are too tough or too easy.

Thanks.

1) Each lich must create its own phylactery by using the Craft Wondrous Item feat.
2) The character must be able to cast spells and have a caster level of 11th or higher.
3) The phylactery costs 120,000 gp to create and has a caster level equal to that of its creator at the time of creation.
4) In order to create the Phylactery, you must cast reincarnation on the soul of a loved one killed by your own hand, funneling the soul into the Phylactery rather than into a new body.
5) Creating the Phylactery will take 960 hours of work.
6) The full price of the materials (120,000 gp) must be paid at the beginning of the work.
7) The soul must be cast into the Phylactery once the work is complete.
8) The DC to create the Phylactery is 5+caster level (currently 18). Failing means the materials (including the soul of the loved one) and time are wasted. Failing by 5 or more is considered a critical failure and results in the creator’s soul being drawn into the Phylactery and his body destroyed. You cannot take 10 on this roll. A natural 1 will always result in a critical failure.
9) The process of creating the Phylactery is an act of the utmost evil and merely beginning the process will blacken your soul to the point that any paladin in your presence would have to make a fortitude saving throw equal to your caster level or fight you to the death.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

If a Wizard is in a party with a Druid and assuming the Druid is willing to discuss her spells with the wizard, can the wizard attempt to add primal spells up to their current spell level to his spell book? According to the rules for learning a spell, all you need to do is spend an hour per spell level in conversation with a person who knows the spell, so I believe this would work.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

If you only buy one PF2 product other than the Core Rulebook, make it the Condition Cards. Your players will thank you if they don't have to search through the Rulebook every time a condition is applied to them.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I ran the Raid on Sandpoint for my party this weekend and their witch singlehandedly destroyed Longtooth.

The witch (Garp) was flying over the town so he could keep an eye on everything happening. When Longtooth got close to the Lighthouse (where they assumed he was heading), Garp teleported the party there. He then proceeded to feeblemind him, turning his methodical destruction of the town into a mindless rampage. He let him rampage for a few rounds. Then, he used the Ice Tomb hex to drop him to the ground. Since Longtooth is a red dragon, I decided the hex would last 10 rounds instead of 10 minutes. He only needed 4 rounds (with the help of his flying scorpion familiar) to use the wand of enervation supplied at the end of Book 3 to drain all 13 levels from Longtooth.

In the meantime, their Paladin (Johann) was providing taxi service to their Swashbuckler (Reghar) who Parried and Riposted every swing the giants made at him and their Fighter (Kalik) cut through whatever was left.

The only thing the giants managed was to raid Scarnetti manor and get away. Teraktinus was captured (another victim of the Ice Tomb) and only 2 buildings were set on fire. Looks like I have some work ahead of me if Jorgenfist is going to pose any challenge to this party.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

My party decided they wanted to try different characters, so they rolled up a new party and ran into Barl's cave on the way from Riddleport to Fort Rannick. Things didn't go well for them and they ended up fleeing, leaving a Hellknight behind to stall the Ogres on the entry stairs.

Now it's time for the original party (and some of the survivors, Shalelu and Jakardros) to attack the cave again. Barl is raising the Hellknight as a Graveknight and dumping him in the shrine with Lamatar, giving Lamatar more of a chance to use his bow.

The funny thing is that one of the original party wanted to be a Hellnight and even tried (and failed) to be initiated. I just know he's going to want to take the Graveknight's armor for his own. Mwahahahaha


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

My friend came up with a killer combo that you can accomplish at level 1. Gnome gets Gnome Flickmace which is a one handed reach weapon. At level 1, he takes the Combat Grab feat which makes something flat footed whether he hits or not. Can't he just wade into the combat and then grab 3 enemies per round and keep them flat-footed? With the Flickmace, you keep them from stepping away because they'd still be in your reach and flat-footed. If they stride away, you get your opportunity attack.

This seems like something that needs to be errata-ed.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Is there a way that the forums can be split, one set of forums for people who have actually played, and another set for therory-crafters? It would be nice if I'm looking for what people think of certain classes or ancestries if I could limit my searches only to people who actually have played them or seen them in action.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

The verbiage in the shield spell says "This counts as using the Raise a Shield action". Then in the sidebar it says , "You can use these actions while shield is active". One of these actions is Raise a Shield. This would seem to imply that you need to cast Shield, then use an action to raise a shield, but I don't think that's the case.

My question, which of these is "more specific" and so overrides the other?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I want to make a sorceror whose body transforms to deliver his spells (e.g. - his arm becomes a canon to launch a fireball, fingers become lockpicks to cast knock, etc...)

What bloodline would you suggest for this? I was thinking Arcane as it seems the most generalized. Can anyone think of a better one for what I'm trying to do?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I want to introduce a houserule for my campaign and want to make sure it isn't too powerful. What do you think? Too powerful? Maybe require a feat to do it?

Non-spontaneous casters can cast spells spontaneously if they use a spell slot higher than the level of the spell.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I am part of a party that is running through the Ironfang Invasion and when we first heard about the troglodyte cave, it sounded like an ideal place to secure the villagers. Unfortunately, when we got there, we found an emissary of the hobgoblins just outside the cave.

We took this as a sure sign that the trog cave wasn't a good place to bring the villagers as the hobgoblins already knew about it.

Our GM seemed surprised by our decision to abandon the cave. Are we missing something here? Have others just killed the emissary and taken the cave? Or made some sort of deal with him? It seems no matter what, if the hobgoblins know about the cave, it's not a good place to relocate the villagers.

Thanks.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I'm planning an encounter for a group of 4 lvl 6 players and wanted to get an idea of whether it's too easy or too tough and what CR to give it.

The encounter starts with a giant raven that is the equivalent of a juvenile black dragon. On the first round of the encounter it breaths a stream of smaller ravens (instead of acid) at the group for 8d6 damage as the dragon breath weapon. This leaves behind a carrionstorm swarm with 12 hp that acts as normal (auto 1d6 damage when occupying the same square as a character). At this point, the raven becomes as a young black dragon. Until 1d4 rounds later, it attacks as a young black dragon and the swarm is also active. Then, it breathes again for 6d6 damage, leaving another swarm and becomes as a very young black dragon. It continues to spew swarms, becoming one age increment smaller, until it is all gone. 1d4 rounds later, it will coalesce again into the juvenile black dragon sized giant raven. The only way to kill the creature is to kill the swarms left behind. Each swarm killed before it coalesces again reduces the age increment by one when it re-coalesces.

Hopefully my explanation makes sense. Thanks for your consideration.