Hellknight

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So upon running into the collector drone in Fires of Creation, the party I'm running for found that their weapons were mostly ineffective against its hardness. Instead, three of them jumped the thing, pinned it, and tied it up. They went through the convoluted process of hauling it out through the lake, and while obviously there are NPCs who want to take it from them without paying them a damn thing, how much do you think a functional robot would sell for? That's the kind of thing the technic league demands a monopoly on, right?


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 you have a solo unit of just one character, what happens when it is routed/destroyed? Does the sole member just retreat with low health?


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?


Is there any way to gain one without having levels in Rogue or Ninja?


Taking in what the rules say about weapons not sized properly for their wielders, if an ogre (with greatsword proficiency) were to wield a medium-sized greatsword, he or she would use it in one hand with an additional -2 to hit, right?


1 person marked this as FAQ candidate.

If a character is killed, then brought back to life, do they still have all of the conditions they had on them when they were alive the first time? I know permanent negative levels specifically persist through resurrection, but what about everything else?


I'm trying to find some items or whatnot that increase this, and all I've come up with is Undead Master. You guys know of any others?


Have we found out any more information about what caused it based off of this AP?


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?


Does the ship itself have to take an action to fire its weapons, or is that seperate? Can a ship double move and still fire its ballistas or whatever?


Can one transmit Ghoul Fever via bite before one has succumbed to the disease?


What the title says. You'd think that since the upper class tries to imitate Chelish fashion so much being pureblood Chelish would be seen as a good thing. Is it just among the lower classes that the Chelish are considered to be 'bad people?'


The wording in the core book seems to me to be a little unclear; is the intention that you gain the 'ki strike' benefits for as long as you have at least 1 point remaining in your ki pool, and do not have to expend any extra effort to use the ability to punch through damage reduction?


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
DVR 1 Outsider (Chaotic, Evil, Archon, Extraplanar)

Demonic Form
Hit Dice: 30d8+312 (552 hp)
Initiative: +11
Speed: 60 ft.
A.C.: 57 (+6 dex, +9 insight, +11 deflection, +20 natural, +1 divine) touch 37, flat-footed 51, flat-footed touch 21
Base Attack/Grapple: +25/+38
Attack: Ashen Blade +45 melee (2d6+24/17-20 plus plasma fire; doesn’t miss on 1)
Full Attack: Ashen Blade +45/+40/+35/+30 melee (2d6+24/17-20 plus plasma fire; doesn’t miss on 1) plus 4 tentacles +36 melee (1d6+6 plus 1d4 negative levels)
Space/Reach: 5 ft./5 ft. (15 ft. with tentacles)
Special Attacks: Enervating bite, spell-like abilities, domain powers, Aura of Menace (DC 36)
Special Qualities: Damage Reduction 20/good and cold iron, DR 10/evil, DR 15/epic, darkvision 120 ft., low-light vision, fast healing 15, immune to acid, immune to cold, immune to electricity, immune to petrifaction, immune to poison, +4 racial bonus on saves against poison, teleport (Su), Immune to transmutation, energy drain, ability drain, ability damage, mind-affecting effects, immune to disease, stunning, sleep, paralysis, death effects, and disintegration, lie in state, madness, outsider traits, resistance to sonic 10, shroud alignment, spell resistance 35, telepathy 300 ft.
Saves: Fort +31, Ref +24, Will +29 (Does not fail on a 1)
Abilities: Str 35, Dex 22, Con 36, Int 16, Wis 5, Cha 32
Skills: Bluff +45, Concentration +47, Diplomacy +47, Disguise +45(47 acting), Intimidate +47, Knowledge (religion) +37, Knowledge (the planes) +37, Listen +31, Sense Motive +31, Spot +31, Survival +31 (+33 on other planes)
Feats: Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Critical (Greatsword), Improved Initiative, Multiattack, Power Attack, Quicken Spell-Like Ability (True Seeing), Weapon Focus (Greatsword)
Possessions: Ashen Blade

Angelic Form
Hit Dice: 30d8+312 (552 hp)
Initiative: +7
Speed: 60 ft., Fly 200 ft. (perfect)
A.C.: 58 (+6 dex, +9 insight, +11 armor, +11 deflection, +10 natural, +1 divine) touch 37, flat-footed 52, flat-footed touch 21
Base Attack/Grapple: +25/+34
Attack: Ashen +45 melee (+6 anarchic clawed gauntlet 1d6+14)
Full Attack: +43/+38/+33/+28 melee (+6 anarchic clawed gauntlet 1d6+14) and +43/+38/+33/+28 melee (1d3+10 nonlethal plus trip) plus 2 razorwings +33 melee (2d4+4/19-20/x4)
Full Attack: Ashen Blade +45/+40/+35/+30 melee (2d6+24/17-20 plus plasma fire; doesn’t miss on 1) plus 4 tentacles +36 melee (1d6+6 plus 1d4 negative levels)
Space/Reach: 5 ft./5 ft. (15 ft. with tentacles)
Special Attacks: Enervating bite, spell-like abilities, domain powers, Implosive Strike, Aura of Menace (DC 36)
Special Qualities: Damage Reduction 20/good and cold iron, DR 10/evil, DR 15/epic, darkvision 120 ft., low-light vision, fast healing 15, immune to acid, immune to cold, immune to electricity, immune to petrifaction, immune to poison, +4 racial bonus on saves against poison, teleport (Su), Immune to transmutation, energy drain, ability drain, ability damage, mind-affecting effects, immune to disease, stunning, sleep, paralysis, death effects, and disintegration, lie in state, madness, outsider traits, resistance to sonic 10, shroud alignment, spell resistance 35, telepathy 300 ft.
Saves: Fort +31, Ref +24, Will +29 (Does not fail on a 1)
Abilities: Str 27, Dex 22, Con 36, Int 16, Wis 5, Cha 32
Skills: Bluff +55, Concentration +47, Diplomacy +57, Disguise +55(+57 acting), Intimidate +57, Knowledge (religion) +37, knowledge (the planes) +37, listen +31, sense motive +31, spot +31, survival +31 (+33 on other planes)
Feats: Combat Expertise, Dodge, Exotic Weapon Proficiency (Whip), Greater Two-Weapon Fighting, Improved Trip, Improved Two-weapon fighting, Flyby Attack, Mobility, Spring Attack, Two-Weapon Fighting, Whirlwind Attack.
Possessions: +6 Breasplate of Command (+10 competence bonus to charisma-based checks), +6 anarchic clawed gauntlet (martial, light, gauntlet, 1d6 slashing, x2 critical), +6 brilliant energy whip

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.
Madness (Ex): Adimarchus uses his Cha modifier on will saves instead of his wisdom modifier, and is immune to confusion and insanity effects.
Shroud Alignment (Dv): Spells and spell-like abilities with the good descriptor treat Adimarchus as if his alignment were good. Magic items are similarly fooled.
Implosive Strike: DC 38 fort save or be destroyed, angelic form only, declare before attack roll.

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.
Spell Like-Abilities (CL 11th, save DC 21+spell level, at will)
Lesser Confusion, Touch of Madness, Rage, Confusion, Bolts of Bedevilment, Phantasmal Killer, Insanity, Maddening Scream, Weird, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Summon Monster IX, Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX.

Divine Aura: 10 ft. radius, DC 22
Effects: Daze
Shaken, flee at attack or gesture (-2 morale penalty on attack rolls, saves and checks)
Resolve (+4 morale bonus on attack rolls, saves, and checks)

Salient Divine Abilities:
Form of Madness (Unique): Dual forms, yadda yadda yadda. Roll initiative separately for each, on its turn he changes into the appropriate form. Once one is dead, that form is temporarily out of commission. Treat them as two separate creatures in all regards.
Know Secrets (DC 22)


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?


Is there a given location that cauldron is supposed to be in the Greyhawk campaign setting, or is it left up to the individual DMs to place it?