Demon, Vilsteth

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I'd shift them down to CN at least, he's driving people to injure themselves, and doing good things by evil means is generally a good indication of a neutral alignment. I'm not saying take away their powers (Calistra probably doesn't care, though she also probably wouldn't care if someone got angry and vengeful at the character) but they are definitely not CG anymore.


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in point of fact (assuming I'm remembering correctly) gods can die, just generally not without GM help. see Aroden for details

to answer the question though, see other responses, most people don't worship a god or empyreal lord because they want their god to be stronger, they worship them because they represent ideals that that person values. AKA, npc's aren't power gamers


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you probably want to let your party deal with them, and support them with buffs and battlefield control. use evil eye and cackle to debuff their ac, if you have fortune, throw it on your martials. since they're a caster, you can cackle and still ready an action to counter spell. I can't speak for sure since I don't know any other information, but if you've been steamrolling things as a witch, it's possible this boss is meant as a chance for the rest of your party to shine. either that or just use spells that still have an effect on a save.


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some things I've seen written for suggestion in an adventure path at some point has been something along teh lines of "your armor might encumber you, you should take it off so you don't fall/can move faster/ can swim easier."

other ideas are "retreat, this is a risky fight" if the party doesn't always get along, "X is going to betray you/ has been mind controlled, don't trust them." can throw some chaos into things, if not always lead to true in fighting. something along the lines of, "a bunch more enemies are about to come through that door, you should stop them." if you really want to mess with them, a suggestion of, "I'm not the real enchanter! she's mind controlled me!" can sow some discord.

the more the villain can get personal with the party the better, pit their egos against each other, play on their charity or instincts, and of course it's fairly well documented that succubi like to suggest things of a passionate nature.


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as far as I know, there is nothing that truly removes levels, so you'll most likely need to talk to your GM. (people tend to really dislike effects that would permanently lock them out of their hard earned levels) I would personally advise just skipping looking for some niche little thing already in the rules and just talk to your GM straight away, saves you the effort of looking, and makes sure your gm is on board with it.


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They seem to genuinely enjoy some of the non-combat, the issue is that their characters simply aren't really designed for non-combat.

That leads me to another question actually, seeing as how Octavio asked the party to get the hellknights out as a way to prove they can move with subtly, how necessary is Octavio to the rest of the campaign?


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so, I've started to run into a slight conundrum. I'm worried that my hell's rebels players will start to run into some serious problems later on. The issue is that the highest charisma score among them belongs to the 7 int 7 wis paladin, along with a fighter, witch, and ranger, all with dumped charisma scores. now, I'll preface this by saying the witch has only played one session thus far and perhaps they will change the game so to speak, but I'm worried that the party's solution generally leads them to kill first and ask questions later. This has already gotten them into trouble once (flubbing their bluff checks in front of Warden Sabo while rescuing the Hellknights) and I'm worried it will make the campaign significantly harder for them.

I guess what I'm trying to say in all my ramblings is this, how much trouble are my players in as the campaign goes on? can a less subtle party still succeed at later points in the story without a great deal of adjustment? or will I need to make some heavy modifications?


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Prerequisite: Ability to cast arcane spells.

nope, a psychic caster casts psychic spells, not arcane, so they do not qualify.


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So, pretty soon I will be starting a new game of Hell's Rebels, and I was wondering if there was any advice that those who have run it might have. I don't have specifics on what the players will be playing, but I thought I would ask. so, what where your experiences with the adventure path? any pitfalls to watch out for? advice? I'd love to hear it all


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Hellknights are lawful.

if I remember correctly hellknight was something others called the organization to try to cast it in a bad light, and so they took the name and owned it. also they model themselves after the most efficient and organised military in any plane, the lawful evil armies of hell. I'm a bit sketchy on the lore but that's what I remember. Hellknights can be good, evil, or neutral, but always lawful


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unless they become a recurring villain of course


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icehawk333 wrote:

Just realized I've never got to play even a single chsrecter long enough to gain even one level- just always been stuck GMing.

... So, I guess I hope someone gets use out of these...

Well, the best part of GMing is you can throw character ideas at your players as enemies


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Tacticslion wrote:

At first, I thought it does not because of the Construct immunities (found here), but then I realized I was mixing it up with plants (the ones immune to polymorph).

Huh. I guess it would.

Bear in mind, it's dubious, at best, if the resultant stone golem would have all of that creature's traits - whether or not it would work to statistically give you an actual stone golem - and it would have a unique vulnerability to dispel magic. Also bear in mind, you'd have to (at minimum) expend money for a permanency for the animate objects spell, as, otherwise, as soon as that other spell's duration expired, so, too, would the similarity of the target to the result, which would revert the duration to something shorter.

Otherwise, because animate object is not a polymorph spell, it doesn't run into the restrictions on multiple polymorph effects, it should work; though see that linked section for more details on what, exactly, your "stone golem" gets and doesn't (I'm not sure and am on the phone - sorry if the coding is off - and this have a more difficult time checking than normal right now).

Would the polymorph any not simply supersede the animate object's duration? and it does seem to say you still get the new creature's resistances, would that include magic immunity? these don't need to be perfect imitations to be fair, we are running through a heavily modified version of king maker, I was intending to use some down time to make some army units out of them mostly.

Thank you for your help, I am mostly just seeking to gain a better understanding of the rules


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Yidhra, Goddess of Paradoxes wrote:

*Squee*

Tiny but fierce, you're adorable! >w< Not to mention adorable, dainty, and delightful!

...But not cute. o mo

For more damage, though, there are a few spells and effects that can be used to treat strike damage as a size larger. If you plan to punch things, that might be worth looking into.

tiny but fierce, Have you read the dresden files? or is it just a coincidence?


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do they revert to a normal animal, or retain their intelligence?

or does anything else happen?

Thanks!!


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having to beat a succubus...

in a wrestling tournament


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53. a blue police box that seems to have arrived recently