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![]() So I've been running this game, and I'm about halfway through adventure 3. There are 6 PCs, and while everyone has a firm grasp on the rules, nobody's particularly insanely optimized. However, fights are a cakewalk for the party to the point where it's causing us to collectively agree that something has to be done. Usually for games with 5 or 6 players I just slap the advanced template on everything if it's written for 4, but it's not so much about the numbers - mythic powers that let the PCs go super hard in terms of action economy from the getgo just mean that enemies don't have time to respond. Has anyone had success with cranking the difficulty while leaving the current schema of mythic rules intact? ![]()
![]() If a character is a follower of a deity, and the deity's domains grant spells that would be uncastable by alignment, how would you resolve this? The particular example is Tsukiyo, who grants the darkness domain, which has as its 5th level spell a Summon Monster V which can only be used to summon 1d3 shadows. Summoning shadows is casting an evil spell, and thus is something that Tsukiyo shouldn't be able to grant. Do we have the cleric summon LG shadows? Do we not allow the cleric to prepare/cast the spell? ![]()
![]() Since antipaladins can use any ability that interacts with paladin lay and hands and have it do the equivalent thing to their touch of corruption, if a mythic antipaladin has the Master of Mercy ability as a Marshal, when they use their touch of corruption ability and it applies all of their cruelties, is each one saved against individually or is it one save to resist all of them simultaneously? ![]()
![]() I understand what people were trying to do with creating a combat feat chain for improvised weapons, but this is definitely a bridge too far. Improvised weapons should not be able to outperform actual, real, honest-to-goodness weapons, even with the use of your combat feat for the round. While it's very clear that this is a fairly opinionated post, I find it thematically silly that someone should be able to use a frying pan to fight off some maniac with greataxe. I would ask Paizo that they tone down the improvised weapon line in the next version. ![]()
![]() So my PCs are about ready to make thier move on Shatterhorn, and looking at my party makeup, I've got six fairly strong PCs. Not horribly optimized, but very strong together as a party. In addition, in my view of the DnD cosmos, demon princes/ses are all at least divine rank 1 to be able to grant spells. I also messed around with a few factors to make him fit more into my campaign. Here's the version I came up with. Adimarchus, Demon Prince of Madness
Demonic Form
Angelic Form
Lie in State (Dv): If both of Adimarchus’s forms die, Adimarchus (in his current form) disappears after 24 rounds. The body reappears dead but intact on Occipitus, his realm in the Abyss. Any equipment Adimarchus was wearing or carrying at the moment of his death is likewise transported to Occipitus-and is likewise reconstituted if it is destroyed. After lying in state for 1d100 days on his home plane, both of Adimarchus’s forms are restored to full life. If Adimarchus is slain on his home plane, he is dead forever.
Spell-Like Abilities (Sp): Always active-mind blank; At will: detect good, detect magic, detect poison, mirror image, greater teleport, true seeing; 3/day-blindness/deafness (DC 23), entropic shield, greater command (DC 26), plane shift (DC 26), unholy blight (DC 25); 1/day blasphemy (DC 28), flame strike (DC 26), song of discord (DC26), word of chaos (DC 28). Caster Level 30th. The save DCs are charisma-based. Domain Powers: Subtracts 1 from all wisdom-based checks and will saves.
Divine Aura: 10 ft. radius, DC 22
Salient Divine Abilities:
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![]() I've been DMing shackled city since may for a party of six, and looking at the power level of some of the Cagewrights (especially Dyr'Ryd) it seems that cleaning out the cagewright's base is going to be walk in the park. Have any of the other DMs come to this conclusion and what changes did you make to the NPCs? ![]()
![]() Hey, I've been playing in AoW since August, and a couple of months agoI picked up the SC hardcover and have been running that. We're in the middle of SoLS in the AoW game, and we just finished up Flood Season for SC. Some of the same players are in both games, and the DM for AoW is in my SC game. So we've been talking about doing an epic game that would have players from both games involved in it. I don't really know how the AoW campaign is going to turn out, but judging from the visions my character has been receiving I figure that the Spell Weavers, or at least *a* Spell Weaver, had something to do with Kyuss's ascension. I've read about the defunct spell weaver empire in the SC hardcover and was thinking that an epic game following the two should definitely have some elements of that. Maybe the events of SC weakened the planar membrane around cauldron to the point that the spell weavers could return to greyhawk en masse. On a related note it says that spell weavers are neutral, but does anyone else feel that they really should swing more towards evil? |