Seltyiel

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The enhancement Bonus enhances the shield, armor or natural Bonus depending on the item.
With a buckler +1 the enhancement Bonus enhances the shield Bonus by +1 so it effectively has an overall shieldbonus of +2.

Thus a spell giving a shield Bonus of +2 does not stack with a buckler +1.

Same with armor. A leather armor +2 has effectively an armor Bonus of 3 + 2 = 5. A mage armor cast on the wearer of such an armor has therefor no effect on the AC.


One kind of movement in a threatened area but not out of a threatened square could be a climbing movement upwards, right? So this may be a possible reason to mention both types of movements in the feat description.
Or am I wrong?


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Google for devildrome and you'll find them.


I am planning to use mythic as well. I changed the campaign a bit and will introduce a second iron god like Hellion in the end of book 4. (I skip this alien rubbish and plan to use some other scenarios.)

So I have two legendary bosses infested with some godlike powers and the defeat of each of them will translate in a mythic level. (I have some sort of Highlander scene in my mind.)
They will end with mythic level 2 (not counting a 3rd lvl after defeating unity). I will make no changes in book 3 as one mythic level transfers in 1/2 regular level. Maybe, if things are getting too easy I will adjust some enemies on the fly.

My book 4 conversion will be a bit shorter than the original. So after the end of book 4 the group will be one level short of the suggested start of book 5 (lvl 12 instead of 13). But with 2 mythic levels I'am right in line with the final chapters.

That said I use the mythic levels for some new ideas and features but in a balanced way concerning the power level of the campaign.

By giving one mythic level after each book you will have to upgrade most of the fights in the second halve of the campaign. I wouldn't do this. If playing by the book, I would recommand using 2 mythic levels like me after book 2 and 4 and skip some encounters in these books to end with lvl 12 in the beginning of book 5. That's easy, practical, introduces the mythic feature and means mostly no changes at all.

Just my 2 cents


Areinu wrote:

Good ideas for all that. I'll utilize them in today's session.

When reading entry for gearsman on p. 49 I found 2 questions:
1) metal inhibitor deals 1d6+5 plus resonance.
I cannot find this "resonance" keyword anywhere.
2) Do I add 1d6 to metal inhibitor from Charge Weapon in addition to what's listed in melee entry?

Basically it seems like it should deal 2d6+5 plus resonance(whatever that is). Is that right?

1) It's that shockin feature described in the back of the book under mental inhibitor. But in the description it is not called resonance. Could have been better indicated.

2) Right. 1d6 weapon damage + 1d6 electricity damage +5. Without any resistances it's in fact 2d6+5.


1) For all monsters not specially mentioned in the book and who are just referenced to the bestiary I use some treasure based on the bestiary entry.
2) As you wish my friend.
3) Hm, don't know this side, so no help from me...
4) Right and right. Hetuath is an advanced Kasatha with 3 fighter class levels. So he has some abilities from being Kasatha and some for being a 3rd lvl fighter.
5) At low levels the stat blocks are mostly nice to know, but with increasing levels and complexity of fights they get more important. Ability damage, polymorph and other stat changing spells are just a short list for what the stat block is important for.
6) Right. Loot em all...
7) Right for weapon damage. Spelldamage and elemental damage is not reduced as well.
8) Right
9) No. Advanced monsters get +2 natural armor that adds to flatfooted but not to touch. And they get +4 to all abilities what means +4 to dex and thats +2 AC that adds to touch but not to flatfooted. So alltogether you get a +4 to normal AC and +2 to touch and flatfooted.
10) Difference between normal AC and touch AC depends on the armor/ natural armor. The heavier the armor the bigger the difference. Touch attacks against heavy armored fighters or later dragons and huge monsters will be some kind of autohit. And sorcerers as all magic users will rely of course on their spells. And they get much stronger at later levels. The first 3-5 lvls are frustrating but that compensates for being godmode at high levels.
11) No idea.


My players are typical adventurers. They arrived, saw the four directions and said "we keep always right". So they walked directly to Barl. The rest of this clanhold was left out, because after a really good fight Barl (accompanied by Lucrecia, who fled from Fort Rannick) gave up and let the group go (with all the necessary information).


I totally agree with Myrryr. Keep in mind: They are Goblins, not an organized army. They will go plundering, hunting some dogs and cats, searching for food... That all needs time. And more than 10 combat rounds.

And Sandpoint is not New York City. You can run from the market to the inn in a couple of minutes. That is nothing compared to the time of such a raid. If they return with their gear and help the citizens it's Ok.
Throw in some scenes the others mentioned before but if they insist in collecting their gear no real harm is done.

btw: That is one of the problems with the giant raid in the beginning of chapter 4. 3 minutes and an entire raid including a dragonfight is over. Never! I changed that as well and made it a siege lasting 2 days.


Ah, great. Thx for the answer.


I don't see the problem here. By spending a point in linguistics you can (technically) learn every language you want. Why not Thassilonian? OK, it's mostly forgotten but the player has access to a whole library. He can use comprehend languages to read and understand thassilonian books and translate them and write the translation down. After the spell expires he can compare his translation with the original texts and has a solid basis for learning the vocabulary, the grammar and finally the whole language. (At least written, but in PF there is no difference in spoken and written when learning languages.)

Of course it's a matter of time but technically there is no time component when learning a new language. If he has enogh spare time, and spends a point in linguistics and has the access at least to the written language in the library I see absolutely no reason why this shouldn't work.


I use the anniversary edition and have another question concerning Lucrecia:
Her statblock indicates a 1 point wisdom damage with her dagger attack (once per round). Where does this come from? I think it has nothing to do with the lamia ability wisdom drain as this is for touch attacks only. Or do I misinterpret something?


Thx for the answers.
As I said I don't want to punish the player/character for his chosen path. Of course in the last consequence it's my fault as his GM that he is in such a situation.

I like Karolinas idea. I think the PC will be escorted to one of the guest rooms. Maybe he meets there with Orik. (The party knows him - not as an enemy - from an introductory session, so it will be interesting how the PC reacts.) The stealthy intel part and listening to the meeting can be funny.

After that I can imagine that the PC will sneak to the towers to take out the guards and give a sign to his friends. But more likely he will do something totally unexpected, as players always do :-)


I read about this issue somewhere in this forum and noticed it myself in my campaign. I will fill the gap with a short sideadventure. There is no need to rush to the next chapter.


Hiho,

I need some good ideas how to handle the following situation. My group ended the Catacombs of Wrath and now just arrived at Thistletop. Tsuto managed to escape and the party - after a rest - followed him.
Now the ranger of the group scouted the area and stumbled over the goblin druid and the ranger was alone and his best idea was to pretend being a friend of Tsuto. The druid believed him and guided him to the entrance. The rest of the group arrived in time to see the ranger and the goblin druid crossing the bridge and hided behind some trees.
I know, it was not the best idea to leave the group and enter Thistletop alone, but the most of the players are very experienced. However the player of the ranger is an absolute beginner and from the roleplaying perspective it was a great moment to be in a lone situation and doing his first important decision. And the idea was not so bad as to outgame stopping him doing so. I don't want to punish him now for his not so clever idea.

So Tsuto escaped to Thistletop and reported to Nualia. The goblins may know that he is being chased. (Or maybe not?)
The ranger just entered Thistletop an the party is hiding across the bridge. What can I do now other than arrest him? It's a good situation for the player to do his own roleplay without looking for the experienced players how they handle a situation.

Thx in advance
Sheharan


Quote:

Snake Sidewind (Combat)

Benefit: … Whenever you score a critical hit with your unarmed strike, you can spend an immediate action to take a 5-foot step even if you have otherwise moved this round.

Does this mean, that you get an additional 5-foot-step, even if you took a 5-foot-step in your last action? Or does this work with other kinds of movement only?


hogarth wrote:
Sheharan wrote:

I mastered SCAP for two years and must say, that it was the best campaign I ever played/mastered before. [..]

AoW is a bit more epic but for my opinion too much dungeoncrawl heavy.

I think Shackled City and Age of Worms are roughly equal in terms of dungeon crawls.

I used the scenarios from Delvesdeep (Demonscarball and Siege of Redgorge). These two together with "Foundation of flame" and "Test of the smoking eye" are great nondungeoncrawls. As I stated you have to do some homework. Sure, if you play it as written you're right.


I mastered SCAP for two years and must say, that it was the best campaign I ever played/mastered before. Yes, you have to do some homework but you have a great forum just some clicks away. Especially the sidekicks from Delvesdeep are very very exciting. The campaign is centered at one city so you have many oportunities for getting involved in the local affairs, many chances for good roleplay.

AoW is a bit more epic but for my opinion too much dungeoncrawl heavy. Some senseless plothooks, so you need much homework, too. Most enemies are undead, so you must love them to love AoW :-)

I'm playing STAP as a player at the moment. It's an interesting setting (demons and dinosaurs on a lonely island), but it seems for me very railroady. And until now (Lvl 12) not as epic as the other two.

Make your choice but I prefer SCAP.


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Send me a PM with your emailaddress. I have most of the original NSC and monsters as tokens for use with MapTool.


Windspirit wrote:

Hey guys...

I'm moving to Munich in March and would like to start/join a group there.

Sagt mal gibt es Pathfinder auch auf Deutsch? Ich hab alles in English und spiele seit 7 Jahren nur noch in English….wie macht Ihr das so?

Na klar gibt's PF auf Deutsch. Schau mal bei Ulisses-Spiele rein.


Pop'N'Fresh wrote:


Mind you I have 6 PC's so I'm using the scaling sidebars in the magazines to up the EL's a bit.

Plus all my work is saved in maptools so I can't really copy and paste it here. Sorry :S

Hi,

I'm going to play AoW with PF myself as a DM starting in two weeks. I'm using MapTools too. So is there a chance, that you post your campaign files somewhere to share them? I've done this work for the first chapter, but I did no conversion to PF. I will have 6 players as well so I am very interested in your changes and your experiences with them.


electricjokecascade wrote:

Hey guys,

Does that mean that it shoots out one set of iron balls against everybody and then stops, or does it keep shooting iron balls each round until nobody is standing past the 15 foot mark?

The text of the trap says "automatic reset". From my point of view that means that as long as anyone is standing on one of the three "squares" at the center of the beam the balls attack each round.


Inside the HC you will find en extra map booklet with all the maps necessary for the campaign.
If you need the maps "player friendly" (without hints, secret doors etc.) you can find most of them together with much more information about the AP here.

And as you can read on this board the SCAP rocks! Really. Especially if you use some of the extensions from Delvesdeep like the "Demonscar Ball" or the "Siege of Redgorge". We just finished the AP 3 months ago and I must say that it was the best campaign I ever mastered.


Andreas Skye wrote:
Personally I would increase enemies' power instead of reducing PC levels. Why? Well, your approach would work in the first levels of play, but as adventures move into the mid- and high level tiers, the ability to cast some spells seems to be assumed (things like Teleport, Word of Recall, Break Enchantment, later on Mind Blank, etc) or at least implied to keep difficulty on the right settings. A party without those is going to be at a gross disadvantage at certain encounters and situations...

I'll try to keep this in mind. Thanks for that.


It's the same for me. We played (and finished) SCAP with D&D3.5 and now I like to start AoW with Pathfinder rules in the Forgotten Realms. The conversion to the Realms is clear for me but I cannot estimate the conversion of the NSC and combat stats to Pathfinder.
To keep it simple I'm planning to let the PC be one level less than the suggested level of the adventures and therefore keep the enemy stats unchanged. Do you think that will work? Are there any experiences or are there conversions to Pathfinder anywhere?


Of course:

The one and only

I use it as opening theme nearly every session. During the sessions I use only a collection of soundtracks like Conan, LotR, 13th Warrior, Children of Dune.
Especially the last one is a soundtrack, I prefer for the SCAP setting. Even if you want to use some tracks for special scenes only, you will find some good ones for different situations at that soundtrack.


Aaargl, two months too late. I played this chapter with own designed maps, because I found nothing.
Your maps are looking great and I wish I had got them before.


No. 8! Nabthatoron is great!
1) Turok, Halforc-Barbarian, died in chapter 1 in the fight with against Xukasus.
2) Again Turok died in combat with Kazmoyen, the slavetrader.
3) Tramiel, Elven Druid, was killed together with his companion Azrael the plack panther by Tongueeater, the Werebaboon in chapter 3.
4) Unlucky Lemartes, Human Paladin of Lathander, died later this chapter. He was killed by Triel Eldurast in the Kopru ruins. (A very unlucky critical by Triel sent Tramiel directly to -10hp)
5) Dalmiong, the Elven Sorcerer, was killed during the Necrocaunt ambush by Dralan, the frost giant mummy.
6) Tramiel was blasted by a fireball cast by the noble salamander Arrokh in the cathedral of feathers.
7) The bard Meran was shot by Todd Vanderboren who used his humanslaying arrow.
8) The cleric Finadoc Decirc died between the pincers of Nabthatoron during the final battle of the siege of Redgorge.

To be continued...

BTW: The siege of Redgorge was great. Thx DD for this wonderful scenario!


feaynnewedd wrote:
So, does the Paladin-Smite damage get multiplied as well? Can I kill big demons with over 200 hp with a single charge? (This is actually not that overpowered, Wizards and Clerics do it all the time it appears ;-) )

Smite YES

Sneak NO
And it's not so easy. Consider: You have to roll a crit :-)


The SCAP is designed for 5-6 PCs. If you have only 3 PCs there should be no problem. Let them be 1 or 2 lvls above the suggested and they may have a chance to survive the big fights.
The side effect is, that with being 2 lvl higher than suggested the PCs get less XP for their enemies and they will get not too much XP for being 3 PCs only. So that should work fine.


Returning from Occipitus the group has to defend Redgorge against the evil forces coming from Cauldron (DD's siege of Redgorge). So here a new update after the 7th death.
1) Turok, Halforc-Barbarian, died in chapter 1 in the fight with against Xukasus.
2) Again Turok died in combat with Kazmoyen, the slavetrader.
3) Tramiel, Elven Druid, was killed together with his companion Azrael the plack panther by Tongueeater, the Werebaboon in chapter 3.
4) Unlucky Lemartes, Human Paladin of Lathander, died later this chapter. He was killed by Triel Eldurast in the Kopru ruins. (A very unlucky critical by Triel sent Tramiel directly to -10hp)
5) Dalmiong, the Elven Sorcerer, was killed during the Necrocaunt ambush by Dralan, the frost giant mummy.
6) Tramiel was blasted by a fireball cast by the noble salamander Arrokh in the cathedral of feathers.
7) The bard Meran was shot by Todd Vanderboren who used his humanslaying arrow.

The player was not really amused when I told him it has been a humanslaying arrow. I think I shouldn't do this anymore. Save-or-dies are a bit nasty and have nothing to do with a heroic fight.

To be continued...


In my campaign the Stormblades rushed into the Malachite Fortress after the PCs won the final fight. While the PCs rescued the children and the other prisoners and got them back to the city the Stormblades cleared the area and payed a highranking wizard (Vortimax Weer) for sealing the entrance to the Underdark. (The tunnel collapsed.) So the Stormblades got the fame for securing the city against the "underdark threat", which was pushed in the local newspapers.
The PCs got a sidenote for rescueing the children and the Stormblades were the "true" heroes. So the Stormblades growed up to a great anger for the PCs.


Hi there,
I need some help. In my campaign my group is going to finish the test of the smoking eye. So hopefully one of the charakters will become the new ruler of Occipitus. I decided to use the variant smoking eye template for this guy. But now he is ruler of an entire plane with some nice new abilities they have to return to cauldron and - by the book - will never come back again. (OK, they can decide to do so after the last chapter, but that is not the point.)
I would like to get them back to Occipitus at least one more time, so the smoking eye guy can tie some bonds to his (probably) new home. I have not the time to play big side adventures, so I would like to link the ongoing campaign with this plane.

My first idea was, to set the fiery sanctum as a location at Occipitus, but that would skip the whole chapter 9 "Foundation of flame" because there is no ritual, which causes the eruption of the vulcano, the tremours and the arrival of the demodands.

My second idea was to let Adimarchus flee to Occipitus just after his release out of the cage in Skullrot. The final fight could take place at Occipitus, where Adimarchus could fight against the new ruler of the plane in order to get himself back on the throne. But this is in my opinion too late for the first return to Occipitus after chapter 6.

Some other ideas?

Sheharan


I solved the problem in my campaign in a different way. I gave them as part of a side story four bags of magical diamond dust of true resurrection. OK, maybe a little overpowered, but it worked quite good. During chapter 1 the group had 2 deaths, in chapter 3 also 2 deaths. But they learnd from these deaths and are now much cleverer when getting to an encounter.
These little bags saved many lifes in the first chapters so that the players got a smooth start into the campaign.

By the way:

christian mazel wrote:
Another problem is that there's no cleric able to cast raise dead in Cauldron,...

Well, you forget Embril Aloustinai :-)

In my campaign Jenya started with level 9. Especially after the events in chapter 3 (HC) as a highpriest she should be above lvl 6 or so.


Now they are on Occipitus, chapter 6. So here a new update.
1) Turok, Halforc-Barbarian, died in chapter 1 in the fight with against Xukasus.
2) Again Turok died in combat with Kazmoyen, the slavetrader.
3) Tramiel, Elven Druid, was killed together with his companion Azrael the plack panther by Tongueeater, the Werebaboon in chapter 3.
4) Unlucky Lemartes, Human Paladin of Lathander, died later this chapter. He was killed by Triel Eldurast in the Kopru ruins. (A very unlucky critical by Triel sent Tramiel directly to -10hp)
5) Dalmiong, the Elven Sorcerer, was killed during the Necrocaunt ambush by Dralan, the frost giant mummy.
6) Tramiel was blasted by a fireball cast by the noble salamander Arrokh in the cathedral of feathers.

To be continued...


Qwilion wrote:
I seem to remember a big picture of all Npcs but can't remember the issue could someone help me out (yes I know its in the hard back, that's not what I need to know).

The good guys in #109, the bad guys in #116.


1. It is 20' deep. The tilting part is 10' of it, so there is no problem with tall characters unless they are more than 10' tall.

2. It tilts one time to the left, back upright, one time to the right and finally upright again. The pit stops tilting at this point until the trap is sprung again. If the pit’s lid is held or wedged closed, the
tilting continues.

3. On the first round, the lid of the pit springs shut. So the lid remains closed and the person is - surprising - trapped. Probably without light.

Web Enhancement wrote:

The lid can be pushed open with a successful

Strength check (DC 10) and wedged open with a
successful Disable Device or Intelligence check (DC 17).
The gear mechanisms that cause the wooden half of the
pit to tilt back and forth lie 30 feet below the lip of the pit.
When the pit is tilted to the north or south, these gears are
clearly visible from the top of the pit. Dropping a dagger,
rope, rock, or similar item into the gears requires a successful
ranged attack (against AC 15) and has a 20% chance of
jamming the tilting mechanisms. Conversely, a rogue lowered
down to the gear mechanisms can jam them with a
successful Disable Device check (DC 17). Once the gears
are jammed, the pit stops tilting.


Now finishing chapter 5. So here an update.
1) Turok, Halforc-Barbarian, died in chapter 1 in the fight with against Xukasus.
2) Again Turok died in combat with Kazmoyen, the slavetrader.
3) Tramiel, Elven Druid, was killed together with his companion Azrael the plack panther by Tongueeater, the Werebaboon in chapter 3.
4) Unlucky Lemartes, Human Paladin of Lathander, died later this chapter. He was killed by Triel Eldurast in the Kopru ruins. (A very unlucky critical by Triel sent Tramiel directly to -10hp)
5) Dalmiong, the Elven Sorcerer, was killed during the Necrocaunt ambush by Dralan, the frost giant mummy.

To be continued...


Hi,
from my point of view the format is too much SciFi-like. That is not the way I like to play Nidrame and her superiors. But the idea of a log from the point of view of Nidrama is great. Maybe I will use this idea in my own campaign. Good work!


The sounds great. I think I will use the idea with the cavern and the bridge in my campaign, too. Really cool!


Until today in my campaign we have had a few character deaths yet:
1) Turok, Halforc-Barbarian, died in chapter 1 in the fight with against Xukasus.
2) Again Turok died in combat with Kazmoyen, the slavetrader.
3) Lemartes, Human Paladin of Lathander, was killed by Tongueeater, the Werebaboon in chapter 3.
4) Unlucky Tramiel, Elven Druid, died together with his companion Azrael the plack panther later this chapter. They were killed by Triel Eldurast in the Kopru ruins. (A very unlucky critical by Triel sent Tramiel directly to -10hp)

Fortunately I gave the party at the beginning of the campaign four small bags of diamond dust of true ressurection. So nobody got penalties because of these deaths so far. But we are in the Kopru ruins now and there is no diamond dust anymore. It's going to be interesting, if the party has learned from these events or not.

To be continued...


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If you got the hardcover version, there should be an additional booklet with all the maps. If this booklet is missing, you can find most of the maps here.