Thanks. I did +2 for yesterday's game session and it seemed a little difficult for the spellcasters. They missed by 1 several times. In retrospect, since the spellcaster's spell check is based on their caster level, you are probably correct that it should only go up by 1 matching the increase in CR.
If I'm applying the Advanced Template to a creature with Spell Resistance, does the Spell Resistance value change? I have not been able to find where it states how the spell resistance value is calculated. If I knew that, I could probably figure out how it changed. My assumption is it increases by 2 since all ability scores increased by 4. Or is it based on caster level? And if so, does the caster level change with the template? Thanks.
Chemalk wrote: "Construct with hardness 15? That's... an animated object made of mithral! TREASURE!" Yes, yes it is. But this is right out of the Adventure Path. Impossible Eye (Book 5 of 6), page 23 "Brass Juggernaut", Gargantuan animated object, defensive ability: hardness 15. I'm using the Pathfinder rules converted version here. Thankfully they won't really have the ability to benefit from the sale of such metal before the campaign ends. Thanks all for the info.
In my Legacy of Fire PbP, a Paladin has used Divine Bond to improve his weapon to have a +4 enhancement. They are fighting a construct with a hardness of 15. Does the +4 weapon bypass the hardness since a +4 weapon bypasses DR/adamantine and adamantine bypasses hardness up to 20? Thanks for your input.
Warning: Spoilers below. My PbP group has reached area B1 in Impossible Eye. There they find the remains of the Efreeti Sammadar, who had made it past the Get of Iblis only to meet his doom here. He is hanging upside down by iron chains. My question is, how did he die? It seems like he was overwhelmed by a bunch of fire elementals, 20 in all ranging from Small to Elder. But Efreeti are immune to fire. They live on the Plane of Fire after all. So the only thing that would hurt him is the large fountain. But the elementals are afraid of it as well and won't go near it (save the Elder, but only to commune with Shazathared). Maybe they captured him and threw him in? But how would they capture him and if they did, how did they get him back out to hang upside down? Maybe ran out of provisions and starved to death? But as an Outsider, they do not need to eat. I'm asking because my players are trying to determine the cause of death. I can only assume that he did not fight the elementals but instead was too eager about his prize of Shazathared and she managed to hill him despite her confinement. Then the Elder elemental was able to drag him to safety before hanging him upside down.
My Play-By-Post group has just started The Impossible Eye and they are currently going through the maze in area A1. They quickly figured out the 4-2-1 pattern (with some negative stimuli) and barely survived after the paladin was dropped over the vortex of fire when he tried a #3 door. They learned quickly and will not touch any #3 doors again. Having looped around to A1g, I know they will just continue on to door #2. Following suggestions on this post, I have come up with some modifications that I think will work out well. So I'm posting them here in case anyone else comes along and can use this... - I have severed the connection between A1g and A1h for door #1.
I ignored all the 3's since the PCs won't do that again. But if they do and they make their will save, I'll figure it out then. This mapping connects everything together in a pattern that they can eventually figure out, and if they follow the 4-2-1 path they will make it to every room in there. It will also lead them to area A5, and if they survive and come back they can continue working their way through the maze. This will bring them eventually back to room A1a, but not out to the lava landing. But with the animals on the roof, they'll realize that this is the door they need to go through. They will have to take the pain to go through the curtain to make it back out. It will also mess with the mind of someone trying to map it out since it will appear that the rooms go over the lava pit and don't make sense, plus the connection between A1d and A1e will invert them further confusing them. This will be fun to watch...
And if the elemental hits with its Attack of Opportunity because of its reach on the pouncing tiger, thereby dealing 2d6 fire burn damage, it would then do an additional 2d6 fire burn damage when the tiger attacks. But only once for the multiple attacks. Correct? Edit: Or not based on above just posted.
A tiger pounces a huge fire elemental, hitting with all three natural attacks. The elemental has the burn special ability causing 2d6 fire damage to the tiger plus a reflex save DC18 for the tiger to avoid catching fire. Is this 2d6 damage per natural attack, or just 2d6 per round regardless of the number of natural attacks made? Does the tiger only make one reflex save, or three? If one, does the DC go up due to the multiple attacks? (such as +2 per additional attack) Thanks.
I'm using Firefox. Out of habit I do a Ctrl-A / Ctrl-C (Select All/Copy) before hitting Preview or Submit on any web form. And if it is unusually long, I copy and paste into notepad and save periodically as I work. Generally if I lose it, I have something recent in the copy buffer. But this time I was distracted by an IM and I did a cut and paste on something in the IM before coming back to Paizo. Then I was going to made one last change after proof-reading and thought my cursor was there and hit backspace. Backspace in Firefox, when not focused on a text box, is the same at Alt-<-. I'll have to look into this Lazarus plugin. Thanks.
And everytime you think you are finally old, something else happens to make you realize you weren't old yet. Then you are old, until the next incident to make you realize you weren't. And when you stop remembering your age without calculating it and only remember which decade of oldness you are in (e.g. 30's, 40's)...
If I had the time, this thread would have inspired me, in my software geekiness, to write a simulation program that would allow me to adjust the parameters of the characters to truly determine the mean/median number of dead gnolls and how different items/feats/etc would effect the encounter. Hmmm... Maybe I could try and squeeze it in. If only I didn't have to pack for moving...
I'd have to search for it, but the Core Rulebook does have rules dealing with Fort Saves for heat exhaustion. You might want to look at the Legacy of Fire AP for ideas, particularly book 3, The Jackal's Price. It include a trip across the desert including a battle with a sand worm. It also includes the set piece adventure, "Hell of Eternal Thirst", that takes place at an oasis in the desert. Anything else related to the region of Katapesh in the Golarion campaign setting may be helpful as well for information.
Bahir and Mah'ysa: "Ah, the famous Bahir al-Asim Abdul Shihab. Then I have found the right man. I was hoping to catch you outside the temple, and here you are." He returns your bow and turns to walk along side you as you slowly continue towards the temple. Marzuk starts off with some small talk, asking about your journey from Kelmarane, but quickly jumps to business. "I understand that you have come into your possession a rather rare and valuable artifact. My family has quite a collection of such items and such a relic from the past would go wonderfully with the rest of our collection. I can only assume that you have come all the way to Katapesh to sell this wonderful item to the highest bidder. I'd like to add a bid for it." Reaching the entrance to the temple grounds, Marzuk turns to you and states, "If you have verified the scroll's authenticity, then I would be prepared to offer you fifty-five thousand in gems and coin for it." An picture of Marzuk is available here. ----------------------- Daumari and Pae: "1,400 for both?", Amwyr scoffs, "That's what they normally go for each. I was giving you a discount at 1,200 for each of them. It costs a lot of money to train and maintain these girls. But since you did save my life, how about 2,000 for both?"
I have put together my Human Druid for Kingmaker. It is mostly completed, just a few odds and ends (like equipment). I have the ideas for my character's back-story and such in my head, I just need to sit down and write it all out and finalize certain details. Still debating on some items and I'm not sure I really like the Two-World Magic trait I took. I may just switch it to devotee of the green. But I wanted to get this submitted here before the deadline. I didn't have as much time to work on it this weekend as I had hoped. Please accept as submission for Kingmaker. Zaneak Woodbury
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Background:
To be completed. Skills Modifiers: Total Ranks: 6 Heal +8 (1 Rank(s), +4 WIS, +3 Class Skill) Knowledge (Geography) +5 (1 Rank(s), +1 INT, +3 Class Skill) Knowledge (Nature) +8 (1 Rank(s), +1 INT, +3 Class Skill, +2 Nature Sense, +1 Pioneer) Perception +8 (1 Rank(s), +4 WIS, +3 Class Skill) Spellcraft +5 (1 Rank(s), +1 INT, +3 Class Skill) Survival +10 (1 Rank(s), +4 WIS, +3 Class Skill, +2 Nature Sense, +0 Heart of the Wilderness)
I still need to flesh out these basic ideas, but I'm looking at one of these characters: Rogue/Bard, Human: Claims noble heritage, but cannot prove. Serves kingdom as diplomat/spy. Wishes to regain his rightful position. Campaign Trait: Bastard Druid, Elf: Lives along borders of the untamed lands. Given the opportunity to join others and ridding the wilderness of the bandit scorn and bringing peace to the region, he would gladly join. (Still debating on race) Campaign Trait: Pioneer or Rostlander Paladin, Human: Defender of the region, trying to achieve peace and prosperity. Will gladly march into the Stolen Lands to rid it of the bandit hordes. Focus on mounted combat. Campaign Trait: Rostlander Cavalier, Human: Order of the Dragon. Campaign Trait: Noble Born, Medvyed. Would any of these work for you? I might do a sorcerer if we lack an arcane caster. I'll work on fleshing these out later.
True, Bahir does has a shield. If you are caught by surprise or at least not expecting immediate combat, then yes I'd expect a fighter to have his weapons stored. I'll let individual players keep track of their weapon status. Bahir Preception DC15:
The stairs the gnolls are running down seem strange. The even numbered steps seems to be covered in some kind of stretched leather that has been painted to look like weathered stone. The gnolls fleeing are stepping over those steps and only hitting the odd numbered steps. Will post more later...
Karkon, thanks for the Fly check reference. I hadn't considered that. I would assume that it would be a Windstorm force due to the tiny/small reference in the Wind Wall description. Since the Air Elemental is Large, it is not even "checked". So technically it has no effect other than a -8 to fly checks. I'll still have it make a fly check (+21 minus 8) to see if it fails miserably. And then only prevent movement and attacks through the wall until next round. I don't want to make the PCs attempt to be completely useless.
Drejk wrote: reading the description of the feat once more I notice that there is no rule that would prevent it from working on weapon or ranged attacks, even possibly spells with ranged attack could be ugmented this way - only the name suggest unarmed attacks. Given that the prerequisites include the Improved Unarmed Strike feat, it would also imply that this can only used with an unarmed attack. I'm currently playing a 2nd level Monk of the Four Winds and have been doing an elemental fist attack along with my flurry ability, only once per flurry. Never considered that it couldn't be used together. I guess the question is, can a "strike" be part of a full-round action?
Quote: Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired I believe this statement indicates that the poison begins taking effect again once the spell wears off, and the poison is basically placed in stasis until then. At least that's how I've always seen it done.
In a game I'm running, a bunch of Rasts (Bestiary 2 pg 229) have used the Paralyzing Gaze special attack to paralyze a player. The next round the Rasts went off to attack someone else, ignoring the paralyzed player. Then the group's Bard jumps out and uses her Bardic Performance Distraction ability, rolling a natural 20, in an attempt to prematurely break the paralyzed condition. PRD wrote: Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components. After reading the description on Distraction, my initial thought was that this does not apply. This is not something that the Rast is continually doing to cause the player to be paralyzed. It did an attack, the player failed their save, and the Rast moved on to something else. If the Bard distracts the Rast, so what? It wouldn't have any effect on the player's existing condition. Plus, it is not an illusion effect. But after searching for more information on this, it seems that this distraction ability appears to be a confusing ability to various people and it is very limited in power if the above were the case. Having never played a bard or have much experience with bards, I'm starting to doubt myself. So I'm just looking for a confirmation of my understanding of the ability.
Pae wrote: Maplink no longer working for me I must have failed on my cut and paste. Here's the current map link, though this may change once I update the map. I am going to create a new profile and move all the campaign related information over to it. I'll include a link to the parent album there. So if I ever biff the map link again, you can always go there and use this one which will always work.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components. Based on the description above, distraction works against those affected by illusion attacks. The floating creatures are Rasts and used a special attack called "Paralyzing Gaze" that states on page 229 of Bestiary 2: Paralyzing Gaze (Su) Paralyzed for 1d6 rounds, 30 feet, Fortitude (DC 14) negates. The save DC is Charisma-based. This does not appear to be illusion based, nor are the paralyzed victims under the effects of a noninstantaneous magical attack. Unless you can convince me otherwise that Distraction works in this situation. I would not want you to spend a second round attempting to perform a task that cannot possibly succeed. You could switch it to Inspire Courage, though that wastes the natural 20 since that doesn't require a roll. Fascinate doesn't work because the Rasts are in combat already. I've give you the natural 20 for a sling attack if you want to keep the roll (with possible crit).
As the creature stares down Daumari, he suddenly freezes in place, his gaze locked onto the floating creature before him. Mah'ysa moves around to try and grab the attention of the creature by performing a dance, but only ends up making a fool of herself. Pae quickly works his way around the pool of water in the center of this chamber to get behind one of the creatures. He is just able to get into a flanking position with Daumari, but only to find that the floating creature is completely able to ignore the Inquisitor, voiding any flanking support he would have provided. He even has flanking on one from Derik, but he isn't moving either! Pae is still able to reach up and stab the belly of this thing with his rapier even though he can't catch it off guard. Efreat raises his wand, firing off two blasts of energy and strikes both creatures floating next to Daumari. Hazreem, hearing the panicked cries from the bottom of the stairs yells out, "Get back, and let me through!" He rushes forward, pushing past the panicking former slaves. Reaching the bottom of the stairs, he slips into the opening to the north and looks back. Seeing the hideous creatures, he immediately calls upon Gorzeh to shoot an arc of lightning at the first creature he saw between Daumari and Derik, zapping it. Bahir gives Mah'ysa a strange look as he yells out, "Pull those that cannot move back away from the fiends!" He strikes out with his scimitar, cutting into the creature's blob-like flesh. The thing seems to react painfully as the icy sheath over the blade cuts into it (11 damage done) Haleen moves around to the side by Mah'ysa and raises her hand, extending the ring on her finger. A ghostly image of a ram's head appears and charges towards the one next to Bahir. Haleen Ring of the Ram: 1d20 + 9 - 4 ⇒ (10) + 9 - 4 = 15 Damage: 3d6 ⇒ (1, 3, 5) = 9 Hit!
The ram head slams into the first creature, pushing it through the air and causing it to hit the other one. Both are moved 5 feet to the west. The freed slave with the bow, steps back and takes a shot as he has an opening between everyone. But the shot is wild and completely misses, ricocheting off one of the statues in the back. The other flee either to the northern alcove with the almond tree or start to work back up the stairs a little ways. The two gnoll guards, hearing the commotion, hurry down the stairs, bows at the ready. The first is able to get down and take a shot, firing off an arrow at the same creature that Bahir hit. The arrow impales the blob, sinking deep into it. Freed Slave LongBow: 1d20 + 1 - 4 ⇒ (3) + 1 - 4 = 0 Miss!
With most of the creature next to them paralyzed, the creature turn and gang up on the small Halfling standing out in the open. All of their fang-filled mouths open as they float down, trying to take a bite out of Pae. Two were close enough that they reach out with 4 of their legs to try and dig into his flesh. Two of the jaws clamp down on Pae and try to hold their teeth in place, but he is able to quickly free himself. A few of the claws tear into his skin. (Total Damage: 30) Creature #1 Bite: 1d20 + 8 ⇒ (14) + 8 = 22 Damage: 1d6 + 2 ⇒ (4) + 2 = 6 Hit!
Next Round - State your actions Current Status: Map Link The creature to the north of Pae is the most injured. The creature to the west of Pae is also injured. The other two are untouched. Hit Points (Remaining/Max):
Conditions in effect:
Initiative Order:
Daumari Init: 1d20 + 5 ⇒ (19) + 5 = 24 So close! The four floating blobs turn towards you. Their tiny eyes seeming to bulge out for a second as they seem to drill into you. One stares directly at Bahir for a second or two before beginning to drift towards him and Daumari. Another stares into Daumari and moves up next to the other next to him as well. The last two drill their gaze into two of the freed slaves, Derik and one other than you have not yet learned the name of. Both of them seem to halt in their tracks. (Marked with blue dots on the map) Bahir, Daumari: Make Fort Save DC 14 against Paralyzing Gaze. On failure, you are paralyzed for 1d6 rounds. Derik Fort Save: 1d20 + 5 ⇒ (8) + 5 = 13 Fail!
Round 1 - State your actions Current Status: Map Link Hit Points (Remaining/Max):
Conditions in effect:
Initiative Order:
Taking the lead, Bahir crosses the walkway to the center of the carrion pit and looks down into the abyss. Glancing back at Zayifid, Bahir makes one final statement before he begins to decend below. Zayifid gives him only a quick nod in response. Daumari, Pae, and Mah'ysa follow closely behind. Efreat walks across with Haleen and stays close behind the others. Derik and the large group of slaves nervously follow suit with Hazreem and the two Carrion Guards pulling up the rear. Hazreem makes no effort to hide his displeasure at being followed by gnolls. Bahir pulls out and lights a sunrod ahead of you as you descend into the darkness. The steep granite-hewn stairs spiral down several of times before veering off to the south and then curving around to the east. The air grows humid and strangely full of the smells of decaying vegetation. The stairs end at an opening to another chamber, a rather unexpected sight. You find yourself walking into an elaborate underground garden lit by softly glowing crystals in the ceiling twenty feet above. Gravel walkways wind between verdant trees and shrubs that rustle softly in a gentle breeze that seems to becoming from nowhere. As the garden's centerpiece, cracked granite benches surround a cobblestone fountain filled with crystal-clear water. To the south, a gently flowing creek runs across a pebbly stream bed that passes through a rock garden and into an iron grill drain along a passageway to the south. To the north, a lone almond tree stands in an alcove, while to the west, a double arch leads to a small circular room. Four sandstone sculptures chiseled into the forms of huge angry faces stand throughout the room. Off to the east, a narrow corridor leads away. As the majority of your large party work their way into the room, the peace and tranquility of this new environment is suddenly disturbed. The heads of all four of the sandstone sculptures begin to move. Their mouths drop as if to yawn and they belch out gouts of fire and smoke for a second before closing again. The smoke that was emitted quickly swirls together to form four hideous, floating bulging bodies of puffed flesh, one from each sculpture, that immediately turn towards your direction. These bizarre, bulbous creatures consist of a single tumorous sack about the size of a human that bulges with hidden organs and veins and bears no sensory apparatus beyond two minuscule eyes almost lost in the folds and wattles of its flesh. Numerous tangled legs dangle twitching and waving beneath it as it floats in mid-air with an easy grace with no apparent means for flight. Its mouth is filled with numerous sharp fangs. One of them is floating only 10 feet from Bahir and Daumari, while another is 10 feet from Derik. The freed slaves quickly begin to move away from these things in panic. Knowledge(Planes) DC 15:
Floating before you are Rasts from the Plane of Fire! Knowledge(Planes) DC 20:
Beware, these creatures will try and bite you in order to suck out your blood! And the many dangling legs are razor sharp and can tear into your skin. It can attack with up to 4 legs at a time in addition to its deadly bite. Knowledge(Planes) DC 25:
These creatures like to hunt in packs, easily swarming through the skies like schools of fish. They typically use their paralyzing gaze to immobilize some and then gang up on those that they weren't able to paralyze. Creatures Initiative: 1d20 + 5 ⇒ (20) + 5 = 25 (Well, got that 20 out of the way) Roll Initiative. These things are going on an init of 25. If you roll 25 or higher, go ahead and take your action.
Efreat Fort Save: 1d20 + 4 ⇒ (15) + 4 = 19
As you begin to follow Zayifid out of the King's chamber, a powerful stench assaults your senses. Pae stops, lets out a groan before keeling over a bit. His second breakfast, which he just ate while waiting this past hour, suddenly works its way back up. But he is able to swallow it back down with just a funky taste left in his mouth, regaining his composure and calming himself. Mah'ysa on the other hand is not near as lucky. As she steps through the door, she immediately turns back and braces herself against the doorway. Derik quickly jumps out of the way a split second before his feet would have been submerged in a sea of regurgitation. Mah'ysa finds herself ejecting several eruptions of technicolor across the floor. A wave of deep laughter is heard behind her as a large number of gnolls begin chuckling at this sight. One yells out in the gnoll's language before he continues to laugh, "What puny humans!" After several more dry heaves, Mah'ysa stomach begins to calm. Zayifid simply stops and watches this with virtually no expression on his face. "If you are done, the passage is this way." He turns and begins walking north along a 10 foot wide ledge. Mah'ysa, you are sickened for 2d4 ⇒ (3, 1) = 4 hours. You suffer a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. The air in this tremendous hall is thick and hot, clotted with a repugnant charnel stench. Torches line the walls providing ample illumination. A foul plaster of clay, dung, and blood smears the wall, stamped with repeated patterns of paw-prints, crude symbols, and skulls. A gargantuan but shallow pit filled with broken, rotting carcasses crawling with larvae and vermin dominates this area, leaving a ten-foot wide walkway along the walls on the east and west edges. The bodies in the pit, mostly the remains of goats, cattle, and other animals, turn the pit into a roughly bowl-shaped depression, ten feet deep in the middle of the pit and nearly even with the floor along the edges. Along the eastern wall inside the pit there is a 20-foot wide gap in the pit wall that opens into a carcass-lined tunnel. An overflow for the pit? The walkways on the side curve inward around the pit where they come together at the northern end. Here a concave ledge sits on the wall that supports a gigantic framework of bone and sinew in the shape of a nine-legged spider with a gaping maw. Much of its surface is stretched with the dried skins of dozens of different creatures. Extending from here is a 10-foot wide stone walkway connects to the top of a twenty-foot-wide pillar rising from the center of the pit. Atop this pillar sits a tremendous and gory throne made of shattered bodies, stitched together with rope and lengths of bent metal to form a throne of bones and maggot-writhing carrion. To the south, a row of thick stone columns divide the large room from an equally large adjacent chamber. A long curved staircase dominates this room heading up to the floor above. A pair of large double doors sit closed in the western wall. Zayifid leads you along the western edge of the carrion pit past a small closed door on your left. Dozens of gnolls of various sizes and statuses watch you intently from across the room, many with weapons in hand and arrows nocked. As you curve around this foul pit, you notice that the pillar supporting the throne has been rotated away from the center of the central platform where a hole now sits in the floor. As you reach the northern edge of the pit, Zayifid stops and turns around. Gesturing you down the ledge towards the center of the pit, he says in common, "I cannot go with you beyond this point as magic prevents my passage. Your fate awaits. Do not delay as we will be waiting for you here for your return. Deliver me the scroll and your lives will be spared." Glancing towards the 5 foot wide dark hole in the ground, you notice that there are steep spiral stairs heading down. Zayifid waits patiently for you to descend. The two gnolls that entered the King's chamber with Zayifid have followed you around the pit and appear ready to join you down below. Current Status: Map Link Hit Points (Remaining/Max):
Conditions in effect:
Bahir wrote: I take it we didn't actually rest long enough to recover anything, right? You only had about an hour to rest. As you advance, the stench of decay and rot overtakes you. The freed slaves quickly move along with you, not wanting to be left behind. They seem to be immune to the smell, or at least just used to it. Those who haven't already made a Fort Save against the stench will need to make one. This includes Mah'ysa, Pae, Efreat, and Haleen. The rest are immune while you stay down here. I will post more later tonight.
After almost a minute, the door bursts open. The bad smell in this room suddenly gets much worse. Flickering torch light from the other room shines in. Through the doors, a large chamber is illuminated by torches lining the walls. From this position, you can just make out a long line of pillars stretching outward on the south side of the room dividing the large chamber from whatever lies to the south. Standing in the doorway is the genie Zayifid, still disguised as a gnoll. Flanking him on both sides, and a little subservient, stand two combat ready gnolls dressed in studded leather with a scimitar held in their right hands. You see the outline of a bow hanging from their backs. Zayifid speaks to you in common, "It is time. Since you have not tried to escape, I can only assume you have agreed to my proposal. Grab your stuff and come with me. These two will be escorting you down below."
More time passes as you wait here in the former King's chamber. After what seems like an eternity, you suddenly hear excited yelping and yelling coming from the room to your East. Moving nearing the door so that you can hear, you are able to pick out a few words being yelled back and forth in the gnoll's language. "...found something here..." "...is that it?" "...under the throne..." "...hidden staircase..." "...get the humans..." "...come with me..." You back away from the door, expecting it to open any second. Current Status: Hit Points (Remaining/Max):
Effects in effect:
No one had claimed the belt, I had listed it under unassigned loot. I shall move it to Daumari's list and adjust his hit points on my list. Time passes as you wait and rest in this room. You hear lots of commotion outside the doors to the east, but no one enters this room. As the time passes, you look at the collection of weapons mounted on the wall. Most of these are mudance or in rather bad shape. A chipped iron greataxe, bladed leather gauntlets, and assortment of throwing axes or cleavers. You detect one of the weapons as magical, a blood-red leather whip. Studying it, you recognize a moderate necromantic aura coming from it. This weapon seems small enough that a gnome or halfling would have no trouble using it, but big enough to be deadly in a half-orc's hands. (It is equivalent to a Scorpion Whip, but with a magical aura present. Usable by Medium or Small creature as if sized for you. It's just a whip after all.) The double doors to the west where the gnoll women came from still stands ajar. There has been no activity in the dark room on the other side while you have waited and rested. Nor have you heard anything from the other side of the door to the north in the center column. Current Status: Hit Points (Remaining/Max):
Effects in effect:
From the background storyline, the Carrion King had the medium-sized GreatAxe prior to becoming large. So it used to be the right size for him when he was just a regular gnoll. My understanding is that weapons don't resize and small sized characters generally need to buy upgrades or you find a way to place small items for those characters in the campaign. If I find opportunities to adjust treasure to small where it fits into the storyline and would be usable by our Halfling, I'll make that change. There will be opportunities to buy stuff up through 7th level at least. Efreat wrote: The question I put to our DM is whether a person with craft magic arms and armor could magically modify the size of armor and weapons? I would believe this would fall under the mending a broken arms/armor as you have to make significant changes to the armor to make the change just as if you were fixing it. "You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place."
Actually, he was swinging a medium sized GreatAxe as a large creature. The pathfinder conversions I'm using for Legacy of Fire are messed up for this weapon, probably because of this. The original book said 2d6+XX damage (don't have it in front of me right now) and one conversion said 2d6+16 and the other said 1d12+16. At 2d6 instead of 1d12, the chance of doing maximum crit damage is extremely low (1 in thousands). But then add in the extra 2d6 for human bane, which isn't multiplied for crits. I can't find the conversion on damage for large creature using medium weapons. I would of just treated it as a medium creature using a small, which would make it 1d10 damage. But that battle is done and over, moving on... Adding +1 Ring of Protection under Pae's list. Pae, don't forget to update your character sheet with the +1 AC.
Efreat wrote: I assume the genie is no longer within earshot. The genie has left the room. He walked through the double doors to the east and as the door was closing behind him, you heard him yell out something in the gnoll language. Examining the GreatAxe, you are able to identify the magical property that alluded Daumari. This GreatAxe is a +1 Human Bane GreatAxe!
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