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)
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.
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.
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.
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
yeah, that game could be over in a single session. 1: teleport to the boss
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
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
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.
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
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.
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?
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?
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.
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.
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
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)
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)
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
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
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.
33: Determination
34: The Sidhe
Tacticslion wrote:
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.
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!
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