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The PF version appears in the Inner Sea World Guide.


I don't know how viable it is, but perhaps see if a corner table might work best for you and if you can be slotted to one while you're running the game and perhaps walking around your table to hear your players? I have this same problem sometimes in home games, let alone those huge conference rooms.

Good luck!


You're correct, if the skeletons are right out of the book. In some cases, the modules (and APs) will have slight variants of the creatures, and in some cases... the CRs not labeled correctly at all.

I'd recommend having a few "epic" and "easy" encounters to see how your party fairs in them. They might very well surprise you, or their class and ability combination work really well together that a CR of their APL is simply too easy for the group. Test the waters with your players for a few encounters of varying difficulty, just be careful not to go too far. One Owlbear might be enough for 4 2nd-level PCs, but even 2 Werewolves might be a real challenge for the same party at 4th level.


A further clarification of Question 2 (which may or may not help): Movement in a Charge does provoke as normal. The chart on pg 183 is going to be your friend. While under full-round actions a Charge is listed as not provoking an AoO, read footnote 1.

Core Rulebook wrote:
Regardless of the action, if you move out of a threatened square, you usually provoke an attack of opportunity. This column indicates whether the action itself, not moving, provokes an attack of opportunity.

Movement during a charge does still indeed provoke an AoO from anyone you move out/through their threatened area. I believe what the others may be thinking of is the feat Spring Attack, which does not provoke an AoO from the target of your Spring Attack. Combat Maneuvers also function the same way once you have the 'Improved' feat of their tree (Improved Grapple, Improved Disarm, etc).


My players are smart cookies. *shakes her head* In the beginning of the labyrinth the suspicious barbarian attempted to smash the 'dead end' wall of area E1, made his will save and came to the realization it's an illusion. Of course, the rest of the party followed and the party found Neolandus. My concern is this: My party is a hack-n-slash party, and I *know* when they enter area E24 they will simply kill the elephants there, making Vencarlo impossible to rescue. Any ideas of how to "fix" this? Should I even attempt to?

Thanks everyone!


I am about to start book 4 of CotCT for my players, and I've really enjoyed it. As opposed to Council (which I just finished playing in) where as player I felt CONTINUOUSLY frustrated by the lack of seeming accomplishment. I also just finished playing in Runelords and it is an epicly paced game which could lead to so much more (I would love another Runelord centric AP, tbh).

I just started Kingmaker for another group of builders and I hope they enjoy it as much as I've enjoyed prepping it. We're only playing our second session this week, but everything seems to be good so far. I look forward to running Carrion Crown at a later date.


I must say, when I first heard about this I was excited for the author line up, but the product prospect is PERFECT for me and my games too. I look forward to the releases!


Beckett wrote:
I'm 99.9% sure that Sneak Attack counts as the type of "weapon" that is used to inflict it, so it is added before the DR, not after.

This is CORRECT. A rogue Sneak Attacking adds his extra dice as *normal damage* before the DR. As for the SA ray, I think it'd be separated, or at least that's how I'd rule it.

Now, to add something to the mix: Wizards only gain the +2 spells to their spellbooks when they take a Wizard class level. A big detriment to those multi-class characters who do not. It gets EXPENSIVE buying scrolls for each level!


VikingRS wrote:
What is the opinion on letting your PC's see the initiative numbers of the mobs their fighting?

I personally let the players keep track of initiative, and either on initiative point 10 or at the end of the round have others enter the battle or events take place, respectively. Just one less thing I have to wrestle with behind the screen.


This was amazing, I'm just sorry Ausp and I will be missing it this year. :( We'll see you next year, Dave. Good luck to this year's players. This is an extremely fun module, and daemonsyle is a *great* DM. You'll have a blast. I promise. :)


What Ice Titan is trying to say is to encourage your group to be creative. My party completed the CR 12 encounter in the vat room well, though not without a price. I had one PC down from two well placed criticals, another both blind and deaf from the clerics and everyone else near to unconscious. It was a fun battle. Very difficult, but fun.

What happened afterwards took me a bit by surprise: Two PCs decided to get healed as much as they could and wait in the temple for the others to return. Alone. Thank goodness we were playing this game online because I could not contain my smile as the plan was forming.

Of course they were ambushed! Of course they were captured! And it made the fight with the Nosferatu that much more memorable as a rescue of friends and loved ones rather then 'just another fight'.

What was even more deadly for my group was the battle with the Leukodaemon. His bow is vicious. I had one PC that failed the save against all of the diseases listed in the Contagion spell at one point. I was worried for her.

Long and the short of it is this: the players are resourceful and imaginative. I'd encourage, without so many words, for them to put on their thinking caps and think this one through. Who knows. They may still surprise you. :)


Has this position been filled? And here I was just about to hit enter before realizing I didn't have the correct email! I hope I'm not too late!


After much searching, I did not find mine to actually post but I'd greatly appreciate the judge's feedback on my Kitten Slippers for what it's worth. Thanks, gents. You guys are fantastic. :)


Okay, seriously..... ignore my Aura of Menace post comment. It's what I get for listening to others talk spells while trying to type. I don't have the ability yet. :P I'll repost.


Both good points! Thank you! Making the DM think is fun. :)

Drejk, the reason this cam up initially was a passage found on page 208 of the Core Rule Book:

PFSRD Chapter 9: Magic wrote:
When a living creature dies, its soul departs its body, leaves the Material Plane, travels through the Astral Plane, and goes to abide on the plane where the creature's deity resides. If the creature did not worship a deity, its soul departs to the plane corresponding to its alignment. Bringing someone back from the dead involves magically retrieving his soul and returning it to his body.

The PC in question was Neutral aligned, so it's difficult to say where they are as well. How long do you stay on the Astral before finding your final resting spot?

So many questions!

Edit: The effect is effected by various metamagic items. Widen, blah blah blah. Space and the like is thrown out in this case. The unfortunate thing is: we cannot leave the place until we complete the dungeon to its fullest. All that aside, just interesting thoughts. Thanks for the help!


Oooooooooo... I've got a good one for the community. My party is traveling in an area that is under a permanent Dimensional Lock and are attempting to Resurrect a party member. The question becomes: can they? Dimensional Lock blocks extradimensional travel, and we all know that when someone dies their soul travels to the plane of their alignment/deity. We're left wondering if the act of Resurrection count as "Extradimensional Travel"?

Can you site your sources for your claim, please?


If you've ever stayed in a Courtyard by Marriott, it's the same type of feel at the Coast Bellevue when it comes to the rooms. they are nice enough to sleep in, but I agree with Erik. If you're spending enough time to find their flaws while at a convention you're simply spending too much time in the room :) If you're concerned with room size, consider a Townhouse Loft Suite, though they go *REALLY* fast and there's a limited number (I think 12, if I recall correctly).


As I recall from last year, we did go to the Bellevue location.

Auspician and I will be there this year!


downrightamazed wrote:


Ah, thank you. Your build was one of the ones I was waiting on. Apparently my IM client didn't like your MSN passport, wouldn't connect to the account. Meh.

I am on Trillian, that might be it. You can try my AIM if you need: stagefairyPerry


Here's the build; numbers only. Only spells need to be done when prepped. I shall strive to have a few lists for you so I can easily reference them while playing. I'll work on a bit of a write-up for her tomorrow, now that the numbers are done.

Kephniel the Damned:

Hit points first: 5d8 ⇒ (5, 7, 5, 4, 8) = 29

KEPHNIEL THE DAMNED CR 5
Female Hellbred Cleric of Iomedae 6
NG Medium Outsider (Native)
Init +4; Senses Darkvision (60 feet); Perception +4

--------------------
DEFENSE
--------------------
AC 21, touch 15, flat-footed 17. . (+6 armor, +4 Dex, +1 deflection)
hp 49 (6d8+20)
Fort +9, Ref +8, Will +11

--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Silver Dagger, Masterwork +5 (1d4-1/19-20/x2)
Ranged +1 Crossbow, Light +9 (1d8+1/19-20/x2)
Spell-Like Abilities Touch of Good (7/day), Touch of Law (7/day)
Cleric Spells Known (CL 6, 4 melee touch, 8 ranged touch):
3 (3/day) Magic Circle against Evil
2 (4/day) Align Weapon
1 (4/day) Divine Favor

--------------------
STATISTICS
--------------------
Str 10, Dex 18, Con 15, Int 9, Wis 18, Cha 12
Base Atk +4; CMB +4; CMD 19
Feats Point Blank Shot, Rapid Reload: Crossbow, Light, Rapid Shot
Traits Birthmark, Skeptic
Skills Acrobatics +3, Escape Artist +3, Fly +3, Knowledge: Religion +5, Knowledge: The Planes +4, Linguistics +3, Ride +3, Spellcraft +8, Stealth +3, Swim -1
Languages Common, Infernal
SQ Archon, Aura (Ex), Channel Positive Energy 3d6 (4/day) (DC 14) (Su), Cleric Domain: Good, Spontaneous Casting
Combat Gear +1 Crossbow, Light, Silver Dagger, Masterwork, Mithral Agile Breastplate; Other Gear Bit and bridle, Boots of the Mire, Cloak of Resistance, +2, Handy Haversack, Holy symbol, silver: Iomedae, Magnet, Ring of Protection, +1, Rope, silk (50 ft.) (2), Heavy Horse (Combat Trained), Saddle (Military), Saddlebags (empty), Weapon Blanch, Adamantine (3), Weapon Blanch, Cold Iron (3), Weapon Blanch, Silver (3)

--------------------
SPECIAL ABILITIES
--------------------
Archon Associated Domain: Law
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Birthmark +2 save vs. charm & compulsion
Channel Positive Energy 3d6 (4/day) (DC 14) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Good Granted Powers: You have pledged your life and soul to goodness and purity.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Reload: Crossbow, Light You can reload fast with one type of Crossbow.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Skeptic +2 save vs. illusion.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Good (7/day) (Sp) Grant +3 to skill checks, ability checks and saving throws for 1r.
Touch of Law (7/day) (Sp) A d20 roll becomes 11.


DRA: I'm happy to move over games if you still need someone to. I've quite enjoyed reading the game thus far. I'm gaming tonight, and am behind in leveling (Bad, player! BAD!) but I can totally get this done. I'll have my MSN up tonight to sneak messages if you want to chat. :)

octobernights17 at hotmail dot com


I was told by the receptionist that they do. I'd ask again, Marc.


I don't normally do play-by-post games, but this intrigues me. I've enjoyed reading A Seer's Journey thus far, and figure I might as well give it a go. My concept is as follows:

Kephniel was once a beautiful creature, born of the bond of a celestial and a human both sworn to the defense of their people. Marked by the Inheritor in prophecy, Kephniel lived a life many dreamed of in Iomedae's service without worry of her own salvation. What started as any other order, turned Kephniel's world from heaven to hell. While working closely with clerics of the Church, Kephniel found herself heeding the words of a devil in disguise though her realization was too little too late. One logical request led to another, and even when Kephniel brought her sword upon the last of the clerics she was certain was a saboteur, she finally then realized her sins. Kephniel did not fight her fellow paladine when they found her worthy of death for her treason, yet even as her soul spiraled to Hell for her transgressions she found herself begging, pleading for another chance at life, if Iomedae so chose to grant it to her.

Kephniel's memories of her previous life are vague and haunting, though she is certain of her new place in life. She was granted a second chance, though her chances become more and more thin as days wear on. Kephniel does not own a mirror and shies away from her own reflection for fear of the abomination she will find. A Hellbred in her second awakening of life, Kephniel walks the path of the same she murdered before as a cleric, hoping and praying, that... somehow, she can right her previous, grievous wrongs. She's Damned, and she knows such. She carries the title with her every day.

Fluff aside: I'm looking at a Hellbred (Tyrants of the Nine Hells, Page 77) Cleric (possibly Inquisitor) of Iomedae. Her previous life she was a Paladin, and the memories she has of her previous life come to her in times of great emotional turmoil: in battle while dealing a final blow, etc. I'm selecting the Spirit Aspect, so no additional feats are to be worried about aside of Devil's Favor (Tot9H pg. 81). If everything checks out, I should have a stat block for you to peruse in a bit. :)

A note: I can post at night after 4 PM MST normally. I do not have access to the internet at work normally, and if I do it's rare. I hope this works for your posting schedule.

Stat Rolls:
1d3 + 15 ⇒ (2) + 15 = 17
1d3 + 15 ⇒ (2) + 15 = 17
1d3 + 15 ⇒ (3) + 15 = 18
1d10 + 6 ⇒ (3) + 6 = 9
1d10 + 6 ⇒ (4) + 6 = 10
1d10 + 6 ⇒ (1) + 6 = 7
4d6 ⇒ (1, 4, 4, 2) = 11

I'll drop the 7, leaving me with 18, 17, 17, 10, 10, 9 for stats.


The shuttle will take you anywhere within a 5 mile radius of the hotel, airport included! According to the reservationist, there's a phone to call the hotel for the shuttle right out of the baggage claim area, and it run every half-hour on the hour.


TwilightKnight wrote:
Does booking a room in the con block automatically put you in a room with four other attendees?

Booking a room in the 'block' gives you the group rate ($99 for the normal rooms per night) and the hotel *tries* to put everyone's rooms together in the same area. If you're getting a room with two doubles, and want to split the room with another con-goer, I'd post the offer in a seperate thread on the forum. :)


Hotel info here: http://paizo.com/paizocon


Marc Radle wrote:
So who remembers how much admission tickets and Dinner tickets were last year???

Admission tickets were $35 and Banquet tickets $15. :) Hope to see you there this year, Marc!


Leafar the Lost wrote:
Golarion's history isn't long enough! The history for my world is over 100,000 years old, and anything less than that is enough for me...

There is still all that's known in Golarion's history with the Azlant as well. Considering they were "elven" in race, the little bit that we actually know of Golarion I'm sure is just that: We've only scratched the surface.


Auspician and myself will be flying in this year, hopefully with a buddy of ours. We'll definitely see everyone there again this year. :) We're looking forward to it.


1. Finish my current Curse of the Crimson Throne campaign; the first campaign I will have run from the beginning to its end. :) Just about half-way through.

2. Survive Rise of the Runelords... Damn.

3. Not sleep at PaizoCon so I don't miss out on any of the awesome games (and play in James' game again if he runs one this year). In this, find the few remaining signatures I am missing to retire my well-loved and worn 1st edition CRBs.

4. Run my first tabletop game! EEEEEEEEEEE! I am totally taking suggestions as to what to run first.

5. Finish collecting the remaining books I need of the APs.

6. Lose another 40+ pounds AND keep it off!! (No more snacks for me, that's for sure.)

7. Submit an entry for RPGSS 2012. (Still have time to do it for 2011... Think brain, THINK!)


Re Question one:

Spoiler:
The PCs gain a huge hint when they find the Urgathoan priest in the Direption's hull (pestilence chapter). As well if they keep Julstina alive in Carrowyn manor to question her, if they meet a DC 25 (? I don't have my books in front of me) diplomacy check, she basically tells them everything, including Rolth's continued involvement. My PCs were suspicious of the Physicians at first too, but to keep them from the hospice first, Cressida insisted they do nothing at this time and allow the Physicians the opportunity to 'help' Korvosa. My players love story, and so after they had the little Saldado girl cured, one of the PC's daughter started asking her questions of how she got sick the girl told them about the first coffer she found which started the whole thing. You can completely make the storyline work. That's the fun part about being the DM!

Re Question two:

Spoiler:
The man left on the ship was betrayed two, remember. So he could not get everything off the ship, and by the time he realized he had been betrayed, he did the one thing he could. In his death, he made it obvious who he was. The Red Mantis covered their trail, it was the Urgathoan priest who was left to rot on the ship.

Re Question three:

Spoiler:
I think this is awesome design of the writer. Despite having ideas that lead them there, without concrete evidence, no PC should go battering down the door. Make the doctors needed :) One of my PC's daughter fell ill, and being CG and of an Arbitor's family the party avoided the Physicians like the plague (Ah, the irony) to avoid punishment. So the party goes to the hospice the first time in the beginning of the book and find one of their good friends of family members on one of the cots. Are they really going to ransack the place when their loved one needs help, and with spellcasters occupied at the moment the Physicians are possibly their last hope? I'd wager not.

It's all how you weave the story as a DM. I hope my comments help!


For those still (or currently) looking for it, there is a sidebar in Chapter 5, page 44 that include more encounters that the PCs could save more Korvosans to kick up their saved count for the end of the book.


Eidolons are not proficient with either armor, or shields based upon their entry in the APG. With that said:

PF wrote:
Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he is not proficient takes the armor's (and/or shield's) armor check penalty on attack rolls as well as on all Dexterity- and Strength-based ability and skill checks. The penalty for nonproficiency with armor stacks with the penalty for shields.


While Extra Channel does not effectively increase your LoHs number per day (That's what the feat Extra LoH is for :) ), it does give you two free channel energies ASIDE of your LoH pool per day. A paladin is not only a defender or striker, but also a decent healer with the right feats.


I am in need of one more player for my Curse of the Crimson Throne game currently being hosted via maptool. The group is level 5, and a dedicated group. I see them playing this out all the way to the end. I've got more information here, and you can contact me at the forums. :) The forums the link is connected to is where any game information is kept, and it also includes a customizable character sheet storage.


Ice Titan posted a statblock for him some time ago, dated May 28th, 2010. It's in the spoiler. :)


The more direct reason for the plague is actually in a later book (book 6, iirc). Ileosa's plans start early in the campaign, and play out all the way through. My players became suspicious early into the book, with the physicians showing up only days after the outbreak, but all that aside my understanding of the motivations is:

Spoiler:
Korazon's power needs dead souls, as I recall reading ahead a bit. Ileosa tries something like this again in a last ditch effort to gain the power she needs in book 6.

Ileosa is not meant to be 'sugar and spice' in this campaign, after all.


I agree with you, herbivores would be my thought as well. Yet as per the bestiary herd animals, who are herbivores, do not have a bite attack. While an Orca is listed as having a bite, the book fails to specify which type of damage dealt.


We were discussing this as we were building new PCs for a new campaign we're starting, and it was brought to my attention in the universal monster rules that it states a natural bite attack could do piercing damage (which I understand), but potentially also slashing and bludgeoning damage.

I've pondered this a while, and just as confused as I was before I ask the community: what creature has a bludgeoning bite? And no, the stegosaurus does not. :) What I find even more interesting that I never noticed before is that the bestiary does not specify what type of damage the natural attacks are. It makes sense that a slam is bludgeoning, but by the same chart in the universal rules section, a claw could deal bludgeoning damage too. Can anyone shed some light for me?


Just like with any other game, you'll un into people playing every type of game. In the community I frequent, we're got some playing Warhammer 40K, D&D 4e, we had some Exalted players for a while... Just depends on who's around at the time. :)


My DM ruled that you had to use multiple uses of the ability per weapon, but the class feature does say that the bond ONLY functions for the Paladin herself. So no handing off the weapon after it has a holy or bane property. :)


The deck, and the spirit within, plays a bigger part later in the AP. I would recommend still doing the Harrowing at the very least, ignoring the benefits if you so wish, but in Skeletons of Scarwell, leading into Crown of Fangs, the spirit comes to the forefront of the adventure. If left completely unused, there's no reason for the PCs to remember Zellara, or help her for that matter at that time.


I cannot say much more than the others have already, but I will tell you that I considered cutting out a section of book 1 but because I had not prepared what I had intended to, I ran it out of the book for my group. My party just started 7DttG last night, and where they are as characters in their development and how they feel about the city (and many of the PCs- how they feel about the people there)... I couldn't imagine doing the campaign another way.

Skipping 7DttG as a whole (if that's what you're thinking) I would caution against. This is where they find Ileosa's true colors, if the players and PCs don't already have an idea. It's a time for you, as a DM, to tug at some heartstrings and emotionally invest your players (and therefore the PCs) in continuing with the game and to complete the entire adventure. You can run EoA and 7DttG in a more Kingmaker fashion; I've seen some post here that they did it in a 'job board' style, like in Dragon Age: Origins, if that's more your playstyle.

If you think you can do this better, all the more power to you. But if run by a good DM, by the beginning of 7DttG, you can have your players eating out of the palm of your hand and you can lead them about by the heartstrings.

Good luck.


You could leave out sections 4 and 5, but the PCs connection with Cressida and the guard do play in a bit later even in book 6. If you wanted to rewrite the parts to fit your own flavor, I'd say go for it, but just out and out skipping the sections puts the party extremely behind in terms of level and wealth, and it hurts their relationship with the city and its people, in my opinion.


Tanis wrote:
4) Yes, one check with either Spellcraft or other associated skill. The DC to create a magic item is 5 + the caster level for the item.

The DC to craft an item is 5+CL of item+5 for each prerequisite of the item you do not meet. For instance: an Immovable Rod, if you do not have access to the spell requirement would have a DC 20 Spellcraft check to make, or it's a cursed item. :) Though, if an item has a prerequisite CL needed, like an Ioun Stone has of CL 12, this must be fulfilled and cannot be bypassed by simply adding 5 to the check at creation.


The ruling in our group was no, you do not provide a threatened area of which to gain a flanking bonus while using a whip. Though, feats like Gang Up in the APG do give the Whip attacker the ability to "flank" as it were if two of his allies even threaten the enemy.


Agreed with Tanis. Meaning, yes, your TWF rogue would get sneak attack damage on both of his attacks. Though until Greater Feint, he's only getting one attack in the round after feinting anyway.


I apologize, Arms and Equipment that was the book I had before me at the time. :( Stronghold Builder was the one I was thinking of, but it looks like you've already gone through it.


I know the 3.5 (3.0? I cannot remember) Arms and Equitment guide has some information on buildings and the like.


Hello everyone! I am starting a new Curse of the Crimson Throne AP for a group online this week, and it appears I am in need of one more player. We play in Maptool on build 63 and use teamspeak for out-of-character chat (mic not required, but I'd appreciate you being able to listen at the very least).

I've got a pretty laid back group started thus far with some veteran and new PF players. We've got three of the four basic party roles covered, and the party would thoroughly enjoy an arcane caster. You can join us at www.thetangledweb.net where our forum is, and includes a character sheet that can be updated for each session. :)

If you're interested, you can contact me at octobernights17 at hotmail dot com on MSN messenger, and I'll be available all day today (Sunday 10/3) and after 6 PM EST each night thereafter. We are starting this week, so I'd like to get this spot filled quickly!

Edit: I suppose knowing the time would be helpful to determine if you may be available. :) we'll be playing from 7 PM - 12 AM EST every Wednesday night.

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