Demon, Vilsteth

Thirdhorseman's page

Organized Play Member. 96 posts. No reviews. No lists. 1 wishlist. 2 Organized Play characters.


RSS

1 to 50 of 96 << first < prev | 1 | 2 | next > last >>

1 person marked this as a favorite.

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.


yeah, if it was a new GM I can perfectly understand, hell, when I was just first starting out and was basically teaching myself from the core rulebook and some stat blocks online, I read a stat block of a monster dealing something like 1d8+5 X3 damage as actually dealing X3 damage on each hit (rather than the spear they were wielding dealing the X3 on a crit)


5 people marked this as a favorite.

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


the most obvious way is to not put them in danger, AKA, don't take them with you into the dangerous part, bring them in once you've defeated all the enemies and sprung all the traps. if you absolutely have to have them with you, have them hang back, hide, take cover, etc, very few intelligent enemies will go after someone defenseless and leave an armed and dangerous opponent at their back. but the easiest way is to never put them in danger.


1 person marked this as a favorite.

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.


1 person marked this as a favorite.

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.


agile mythic template can be very scary indeed, giving something an extra turn (especially when stacked up with the suggestions already given) can be very scary. if you're feeling particularly mean, have it hold it's first turn till directly before it's second turn, then it gets two turns in a row (i think by RAW this is technically possible, but I could be wrong) then you can use a turn to engage, then immediately use another to disengage. or just two full attacks. two turns also means many more uses of breath weapons.


1 person marked this as a favorite.

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.


well, depending on the safe, it's probably a disable device check to get it open. if the safe is nonmagical and is no more than 10 pounds per caster level. Acid is unlikely to work as it does half damage to objects, and a safe is likely to have a very high hardness, which would reduce the damage further. you could simply bludgeon it open yes, but again, that depends on how strong the safe is.

Given the info you provided, I would say that a shatter spell is the easiest method if it is light enough, but if not, ten hardness and only thirty health is not that hard to get through in a couple rounds if you have high strength. but if you're trying to open it quietly, a disable device is your best option.

as for the time, shatter is a standard action, beating it open takes as long as it takes to break it, and depending on the quality of the lock, according to the disable device rules it takes anywhere from 1d4 to 2d4 rounds

hope that helps


I'm pretty sure that the slower progression is simply a product of being a spontaneous caster, to my knowledge there is no spontaneous caster with fast spell progression


yeah, that game could be over in a single session.

1: teleport to the boss
2: interrogate for info / divine next step
3: repeat until karazog fight

while I realize this is most likely supposed to be full of fun and tomfoolery, a lot of the enemies in that adventure path are pretty bent on killing a lot of otherwise innocent people, the party would have to be some pretty irresponsible individuals not to just solve the whole thing in a couple of days

while it would be interesting in a strange way, combat would literally never last more than a round unless the PCs allowed it to, and just about any skill check would be completely trivial.

what I mean to say is, any fun or random stuff occurring would be on the players coming up with it, cause nothing that is written would present any kind of danger


I'm not sure where to look at for specific rules, but maybe adjust the prices of trade good depending on location? letting them buy in cheaper locations and ship them somewhere else and sell them for more?


looking at the spell, yes, that is an incredibly broken spell because it doesn't allow any kind of saving throw and has a very long duration. there are some things that are immune to staggered, constructs come to mind if I remember correctly. honestly this is why one should be wary of 3rd party spells, cause that one is super broken


well, minions wouldn't be the right term you're right,possibly enemies just a little less appetizing to the tarrasque itself. though I was planning on having a fight directly before to drain at least a few resources


but since people generally seem to agree they'll manage alright, would it be a good idea to throw in some minions along with the tarrasque to give them a few more targets to hit?


he's actually mostly barbarian, just a few levels of kineticist, using a conductive weapon if I remember correctly to add a bit of damage. it's been a while since they used those characters, so I'm a bit fuzzy on the details. and the gunslinger is mostly magus levels, but he does have a weapon from the technology guide which will be dealing force damage at a very long range.


they are decently built but not 100% min maxed, and as stated, the closest thing to a full caster they have is a magus. they are not specifically preparing or building characters for this encounter.


simple enough question, could 3 level 18 characters with one mythic tier defeat the tarrasque. I have a small one shot I'm planning to run soon and was both trying to think of a way to make it memorable and also this may be one rare opportunity to break out the big guns without worrying about tpking the party permanently.

They would also have some npc casting support (IE, some healing and buff spells being thrown in from the sidelines)

The party would consist of a lycanthrop bloodrager, a magus/gunslinger with a very high tech gun, and a kineticist/barbarian


master summoner can turn numbers back against enemies


In the hell's rebel's adventure path, the book clearly states (and suggests) a method of killing an enemy with regeneration at early levels by drowning them in a nearby stream. I suppose it's not a direct quote from a rule book but it was certainly published by Paizo as a suggested strategy of dealing with regeneration.


1 person marked this as a favorite.

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?


1 person marked this as a favorite.

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?


reverse gravity with a prismatic wall at the top


1 person marked this as a favorite.

Prerequisite: Ability to cast arcane spells.

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


variation 3 is enormously strong, swift actions are technically shorter than move actions but a lot of really powerful effects are used with swift actions. self healing or buffing by a warpriest, quickened spells, smites, cavalier challenge (if I remember correctly. having unlimited swift actions would be crazy good if you built around it, and that's not even counting the extra attack or the other benefits.

this is definitely a cool and interesting feat, but it is WAY more powerful than all the other damnation feats. if I where to say any of the variations it would be #1, since it is thematically cool, but wont lead to someone getting 5 rounds or more of buffing done,or with variation 2 someone getting a bunch of vital strike attacks off in the same round.

As I said, VERY cool feat, but also incredibly powerful.


there are several feats by the name of "ranged Disarm" "ranged trip" etc, from ranged tactics tool box, which let you do maneuvers at range. why do you say you'd need to dip out of paladin to get feats though? you get more as you level up, so pick them up then.


deliberate poison sure, but this isn't deliberate on the paladin's part. expect table variation, but if I where the GM I'd allow it.


Honestly, Meta magic rods shouldn't be a problem, I got a good deal of the loot from the final boss, and we had a large table filled with pretty powerful people, and our GM likes to rebuild fights to make them more challenging, so, extra evil and extra rich wizard had a lot of metamagic rods on him, which now belong to me. Also, does anyone have experience using the Rend body spell? It looked interesting, especially with a maximixe rod or something, but sometimes spells can look good but simply do not work out as well in actual play. I do like the look of cartogromancer, very useful looking


Currently he's got empower spell, quicken, (greater) spell focus enchantment, spell focus divination, spell specialization (mind thrust 6), logical spell, extra amplification, expanded phrenic pool, improved initiative.

some of those where more useful earlier in the game, and now that he's got some cash and a bit of downtime he might do a bit of retraining to change them up a bit.


so, once we've finished with the campaign I'm currently in, we're goign to be doing something interesting. My GM is going to scale up the books from shattered star (or at least the dungeons from each) and run them from level 18 to 20, and we're bringing back our rise of the runelords characters to run through it.

now that the context is out of the way, I'm looking for some advice on what exactly to do with my psychic I'm bringing along. what feats are still useful at such high level play? I already have most of the obvious gear, Ioun stones, about a million meta magic rods looted from the final boss of rise of the runelords (name omitted for possible spoilers if people care about that, his robes, but what sort of useful, and more important, fun items could be helpful? mostly I'm asking because of not knowing what feats to get, but I also have little to no experience at such high level play, so advice would be appreciated!

For reference, he's a psycedelia psychic, and generally enjoys crowd-control and debuffing, but at such high level I expect him to branch out a bit.


2 people marked this as a favorite.

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


I believe that list in the book is the new spells added in that book that the shaman can cast perhaps? https://sites.google.com/site/pathfinderogc/magic/spell-lists-and-domains/s haman this should give you a full list of shaman spells


the real fun is if you use grabbing style and a small sized mithral scythe for a X4 crit, though it works a lot better as a brawler than a monk if I remember correctly. small sized and mithral lets you use it with throat slicer, and even a modest bonus to damage from strength will make for a massive fort save with the X4 crit (I'm too tired at the moment to look up all the exacts)


nope, per the rules of grappling, the grapple ends at the END of the round if you don't maintain, so you'll let go of them after the CDG even if they somehow survive, but that's hardly a concern realistically.


once you get greater grapple, you maintain and pin as a move action, then standard action throat slice. so two rounds. Round 1: initiate grapple, round 2: maintain/pin as move action, standard action throat slice.

without greater grapple, it's three rounds, but the rules fully allow it as long as you have a way of using a weapon in the grapple (like unarmed strikes)


get the throat-slicer feat, you can coup de grace opponents with your unarmed strike after you pin them in a grapple


adds to spells known at the listed levels


because some npc's in dungeons and other places with combat may have moved if the pc's have made enough noise to attract attention. general features will almost always be the same, but NPC's are the least certain to be there, thus they are not included in basic descriptions. that's my guess at least


my grievance: g~&&+$n trying to coordinate people's schedules to actually get a game going consistently.


1 person marked this as a favorite.

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


1 person marked this as a favorite.

unless they become a recurring villain of course


hmmmm, I probably would have ruled it as an automatic deflection, aka still negating the hit, but that it still would have returned to the wizard. or, actually, reading hand of the apprentice, it treats it as a thrown weapon, so I would probably rule it the mook could snatch the weapon, and if he chose throw it back, but would either way return to the wizard at the end of the round. however I think you still ruled it correctly at the time, and it's usually better to just make a decision during play and stick with it till time can be taken out of game to look further into the issue.


1 person marked this as a favorite.
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


33: Determination
The next time you drop to 0 or less hitpoints, you are immediately affected by a Heal spell at a caster level equal to your character level. this only occurs once

34: The Sidhe
so long as the character never tell an outright lie or breaks their freely given word, they gain a +4 inherent bonus on one ability score of their choice. should they ever tell an outright lie or break their freely given work, the bonus permanently becomes a penalty. one can still lie by omission, and they only need adhere to the literal meaning of their word.


1 person marked this as a favorite.
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


So in my current campaign, I'm playing an impossible bloodline sorcerer, and I was looking at some of my bonus spells, and a thought occurred to me, but I do not yet have a full mastery of some of the more high level rules, so could you tell me if this would work?

if I have a pile of rocks, I cast Fabricate to turn them into a large statue.

Then, I cast animate object onto the rocks to turn them into a construct

Then, Cast polymorph any object to turn it into a stone golem.
they are both constructs, so they should be in the same kingdom, and they certainly are the same size and have the same int score, so the polymorph any object should have a duration of permanent.

bottom line though, would this create actual stone golems? I normally try not to break the game too badly, but I was mostly just wondering if this worked the way it seems to.

Thanks for any help!


none wiling targets can save against the silence I believe


Anyone know of a location within a reasonable distance of fenton MI that regularly plays PFS. I have a good bit of Pathfinder experience but have only played in PFS once (I Died, Barbarian x4 crit).

Thanks for any help


Like the title says, what about this spell makes it banned? maybe im missing something. (not much pfs experience here)


nanite bloodline is perfect

1 to 50 of 96 << first < prev | 1 | 2 | next > last >>