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![]() Okay, sorry for the weird subject line for this thread couldn't think of an appropriate one. The scenario is thus... 1) Ooze kills and absorbs character into it's mass. 2) The rest of the party can't kill the ooze due to it's defensive abilities. 3) They want to rescue the dead character floating in the ooze and cast Maze on ooze so that it vanishes and leaves the dead character on the floor. Is this legit or does the corpse travel with the ooze? ![]()
![]() I'm trying to build a Forgepriest of Gorum starting at level 4, but I'm not quite sure how to do it. This is what I've got so far. Traits
Drawback
Alternate Racial Trait
Favored Class Bonus
Blessing
Ability Scores
Feats
I'm not planning much beyond 15th as it's for a Paizo AP, and I doubt it'll go much higher. The general idea is to tank and use reach to hamper enemy attacks on the party while crafting outside of combat to make himself useful. Any suggestions chaps? ![]()
![]() So as it turns out my character died in an adventure and needs to be replaced. My current idea is to go with a Hobbit Chef named Mischief Picklewit. I'm not really sure how to pull this off exactly however. I have two ideas currently. 1) Synthesist Summoner. The general idea with this would be to refluff the eidolon as a "healthy glow" that Mischief gets from being well fed and increases his physical attributes. The advantage of this is the ability to maintain a "front line" character which would be handy as 3 of the 5 party members are squishy mage types and the fourth is a bard. The main disadvantage that I can see is the lack of fitting evolutions. Things like extra hands, magic, tentacles, size changes etc don't make any sense and when you eliminate all of the stuff you're not left with much to choose from 2) Alchemist. This would be pretty much a fairly typical Alchemist with a refluff to the potions and extracts to be things like Essence of Beef Stew (Bull's strength) and Eclairs of Healing. The advantage to this build would be the sheer amount of options that would work with a food flavor, it would be fairly easy to build the character to be useful and still fit the theme. The downside is that he wouldn't really be able to pull off the front line thing as well as a summoner and that might leave the party a little vulnerable. Any advice on how to pull this character off from a mechanical prespective would be most helpful. The starting level is 3 and the only really conditions I have that I must follow to make it would is that he be a Hobbit (technically a Halfling or Gnome would probably work for this) and that he be a chef (and I'd like this to be worked into how his class works than just be boring and give him ranks in Profession). Thanks chaps! ![]()
![]() I've recently run a game in which a character took 250 points of damage (mostly from a power attacking giant's x4 crit) in a single round. He ended up around -150 hp and was quite clearly very dead being in the negative by about as much as his max HP. To me this seems to be such a catastrophic amount of damage that his body is no longer in good enough condition to be raised by anything short of Resurrection. Am I correct? Or should I let the party raise him with the cheaper spell? ![]()
![]() So the team found their way to the Hook Mountain hideout and decided to hide themselves outside of the lair while the wizard used an Arcane Eye spell to find out what was inside the cave system. They happily scouted the place out and eventually got to the throne room where they saw Lucrecia, Jaagrath (he escaped the fort), and the stone giant bodyguard. They couldn't detect Barl as I reasoned he would always have Mind Blank up from the witches, however, they *could* tell that the others were talking to someone that they couldn't currently see. The problem was that Barl noticed the Arcane Eye spell and raised the alarm. Barl went to the witches while the Arcane Eye decided to do even more exploring (for some reason) and used their commune ability to figure out that the party was nearby and outside. He then sent his ogres out to track them down and kill them. Unfortunately for him, they saw the ogres before the brutes spotted them and decided to teleport (dimension door I think technically) directly to the throne room. Barl had returned there in the meantime with all the other bosses and they ended up fighting them all at once and came very close to a TPK (1 PC, that PC's Animal Companion, and the Summoner's Eidolon all got killed). However, they eventually won and have now decided that they are going to teleport out with the still living Barl as a prisoner (everyone else died). Now I'm not sure what to do with the remaining Ogres and Witches... The Ogres will get back only to discovered that their entire leadership structure has been destroyed and something more powerful than these leaders they fear so much are still on the loose. I suspect they will book it and just abandon the Kreeg stronghold once and for all, but will they take all the loot with them? What should the witches do? It seems like they would just leave as well. I think the undead Lamatar would stay, no one likes him anyway. ![]()
![]() I'm heading towards the end of the third book and I'm concerned that the boss of this book is pretty much identical to Mokmurian. Having two stone giant wizard bosses is a row seems odd. Has anyone switched him out with anything different? What do you think would work? I guess I could go with Barbarian or something, but then he's going to be too much like Jagraath. Ranger doesn't work so well as he'd end up too much like the giant leading the Sandpoint attack... Maybe Cleric/Battle Oracle is the way to go..... ![]()
![]() How does this work? The Teleport spell suggests that you need to have seen the place you want to teleport to so I immediately thought of using Scry to fill that gap. However, the Scry spell targets a creature not a location. Is there a better spell to use in this instance? Or do you just say "I'm scrying for the nearest creature to this location"? In the later case I'm guessing the creature would get a +10 mod to it's save. ![]()
![]() I have two characters (twin Aasimar) in my campaign that have the Touched By Divinity trait, and it will be revealed later in the campaign that they are the children of Iomedae. That means that, obviously, their father has a strong connection to the Goddess. In the background of the story he lost his life defending Drezen during the second crusade. He was one of the knights personally responsible for defending the Sword of Valor when he was betrayed and mortally wounded by the evil bastard that stole it. Now I figure when he dies his strong connection to Iomedae (and her obvious affection for him) could lead to him becoming her herald and being imbued with angelic properties. I'm adding this stuff because I'm using the 'typo rules' for Aasimar, in that the twins are extremely old and where born before the crusades even began. It gives a nice link to both Drezen and the Sword of Valor. Do you guys know of any things that might have to be changed to make sense of this? I'll obviously have to change the vision that the wardstone gives them regarding it's creation so as not to tip off the fact that their father is the herald too early (maybe the figure glows too brightly to identify in the vision). Anything else? ![]()
![]() I'm not a new GM, but I *am* new to this item. It was first used on a witch (level 4) mini-boss during the game I ran and it pretty much doomed the guy for the princely sum of 25gp (alchemist can make it on the cheap). All you have to do is hit touch AC (extremely easy) and they get entangled with no save. If they are a caster and then miss the save they are completely boned. I honestly can't decide if this item is too good or not. Just looking for input from other GM's that have run into this. ![]()
![]() So I've got a case of a burning barn and dead arrows. The party decided to burn down the Graul's barn when they opened the door and found three Ogrekin inside. Problem being, while they detected good, the arrows were out of their range. Oops. I could have hinted heavily that they shouldn't do it, or come up with some way for them to save the arrows, but I wanted them to learn a lesson here as it's not the first time they've gone in shooting without thinking things through. I'm currently planning on Shalelu freaking out and leaving when she figures out what has happened and taking her father's belongings with her. She will likely not want anything further to do with the PCs. Are there any other repercussions that I should be aware of? I realize that they fort's betrayal will be lessened, but that's no big deal. ![]()
![]() I'm looking for the normal stats for city guards. My PCs have stirred up the hornets nest and attacking a powerful city official as well as murdering a few townsfolk. The guards have been called and are on their way, and they know roughly what they are up against.. IE heavily armed adventurers, though probably no specifics about classes or magical abilities as the person that used the sending to inform the guards hadn't been attacked before he raised the alarm, but does know about them in general. Would city guards have Mages with them? Or Clerics to combat magical threats? Does anyone know where I can find stats or general guidelines for something like this? ![]()
![]() Hello, I'm looking to run this adventure path in PF, however I find the conversion business confusing. Could anyone point a beginner in the right direction? I think the first thing I need to figure out, is which books that I need to buy. I'm guessing the Core Rulebook is the first stop, followed most likely by the Bestiary? After that I'd just be guessing. What books would be required? And what books would you recommend? |