Kobold

Tim Smith's page

65 posts. No reviews. 1 list. No wishlists.




I'd like to cancel my pathfinder AP after the Kingmaker AP. I see that it's scheduled now for my next shipment to include the Serpent Skull in that. I'd like that one removed. Please still send the last Kingmaker volume, though.

Thanks!


I am looking at some dark elves I will be DMing soon who have the improved disarm feat. This seems cool thematically but on examining the disarm rules I am having trouble seeing the point of disarm.

As far as I can see the victim of a successful disarm merely spends a move action to pick up his weapon and then can attack with it as normal. Sure he provokes an AoO but the disarmer had to give up a proper attack in place of the disarm anyway, and this assumes that the disarm is successful. So, the worst that happens is denying iterative attacks but at the cost of 2 feats and having to beat the cmd. I can't see the point, unless:-

1)Could the dark elves kick the weapon away as a move action once they have disarmed? Thus forcing a move (provoking AoO) followed by another move action, denying attacks on the round the victim is successfully disarmed (if they pick the weapon up).

2)Pathfinder doesn't seem to state where the disarmed weapon end up- could it end up in the disarmer's space?

Thoughts gratefully received, including other ideas about how to use disarm viably.


If you have a fireball scroll at 5th caster level it does 5d6 damage and has a save DC of 14 (10+3 for spell lvl+ 1 for attribute bonus of int 13 being the minimum stat to cast fireball). So far so good (unless you want to tell me I am wrong?)

However, if I have a wand of spiritual weapon, how do I adjudicate it? Its duration will be 3 rounds (CL3) and its damage will be d8+1 (1 per 3 caster levels). HOWEVER, its attack bonus is determined by adding "your" base attack bonus to "your" wisdom bonus. Does this mean the creator's or the user's?

I am inclined to think that by RAW it means the user's (because it doesn't say the CASTER's bab & wisdom, unless that's just the text assuming the caster is doing it himself) but that makes me uneasy as it would seem to be significantly better for a high level user compared to the aforementioned fireball scroll which is no better for a high level user than a low level one.

Perhaps I am wrong to feel uneasy as d8+1 damage may not seem a significant benefit at higher level, particularly as it costs an action to use it. But on the other hand, if the party paladin/cleric is using the wand then that's a couple of extra freebie attacks per round which ignore DR & incorporeality at a quite respectable attack bonus.

I would greatly appreciate your views on the correct way to adjudicate the attack bonus and whether allowing the user of the item to utilise his own bonuses is too powerful/not in the spirit of how wands & scrolls are supposed to work.


Is there a way to counter "fly" if you know in advance that your opponent has it? The villain has access to inside information on the party's strengths and weaknesses and an unhallow effect.

I am running Hall of Harsh Reflections and have been looking at the finale against Zyrxog. This guy will be levitating and is a real badass. He is so much of a badass that I was seriously thinking of nerfing him down to standard stats for his race without class levels.

However, one thing that strikes me as being really "swingy" is whether the party have access to flight or not. This chap is no good in a toe to toe fight with a flying fighter UNLESS he keeps his character levels to give him a chance. BUT if the party sorceror doesn't take "fly" then with his original stats he looks like he will slaughter the party with multiple high-DC mindblasts (and he might do so even against a flying fighter).

This is really a sort of side-trek adventure so I don't want this to be a likely TPK. I could have both stat blocks and just insert the easier one if they don't take fly, but then I run the risk of buff Zyrxog still murdering them even if they fly...

So, I was wondering whether to use the weaker Zyrxog stats so he doesn't instantly walk all over them, whilst countering the party's fly spell (if they have one) to make it more than a simple case of sending the flying fighter up to chop him down in 2 rounds. However, this depends on it being possible to counter "fly" in some way...


Hi there.

I notice that you have added something called "sales tax" on order #1443183 which is the next shipment in the adventure path.

Since this is shipping to a UK address and we are not (yet!) part of your country, this would seem to be an error. (This didn't get added previously either, by the way).

No taxation without representation and all that, guys.... ;-))


I am new to the Pathfinder rules so forgive me if I should know this.

Last night in my game, one of the PCs (a barbarian) went to negative hp whilst in a rage. (They are playing Three Faces of Evil, Age of Worms and the grimlock barbarian with 2 daggers and his PC were hacking each other to bits.)

He is now at 5th lvl and according to the PFRPG description of Rage it seems that (unlike "Sage advice" for 3.5) his rage ends on going unconcious. SO, he instantly "loses" 10hp more, taking his minus 6 hp to -16, which was equal to his con score= instant death with no chance to be healed etc.

My problem with this (if I am doing it right) is that it seems to me that once the Barbs get to 10th lvl (and possibly less than that) they are GUARANTEED to die outright if they go to neg hp. Best case scenario, they are at -1hp but then lose a further 20hp meaning they need a SUPER con score to not be instantly killed. And this is assuming a measly -1hp.

Is this correct?

If so, whilst I realise the Barbs could take Endurance/Diehard, I think I am going to have to go back to the 3.5 ruling to allow unconcious raging (which I don't have a problem with as I can see it representing the continued adrenaline rush coursing through their veins).

Any thoughts to help me out?


I am interested as to how deadly this burrowing worm attack has been in practice for your players. Has it claimed many PCs for the worm god's legions or are they dealing with it nonchalantly? What effect has it had on combats and tactics? Do they have a healer with a silver scalpel constantly waiting in the rear for a spot of quick battlefield surgery?


Sorry if this should be really obvious, but are Paladins immune to the worm infestation since they are immune to disease? I am thinking that they must be, since they are immune to magical diseases and "cure disease" kills the worms, but is the worm infestation technically a disease?


Is it just me that finds it awkward to have the stat blocks in the back of the Hard Cover rather than in the main text body? Even up to Zenith Trajectory (which we are just about to start) I am having to mutilate my beloved book by writing a few key combat stats into the margins. This is OK-perhaps even better than the full stat blocks being in the main text for clarity-but is more time consuming for me (though perhaps it helps me prep by thinking about what will be the key info I will need).

However, I am quite worried about future combats with multiple spell casting or other complicated foes. There simply won't be room to jot down their key abilities AND their stat bocks will be separated on different pages in the appendix. Wouldn't it be easier to have these stats in the main text as it is in the original magazine adventures?

How do the rest of you cope with stat block management?


I can't help feeling that Alakast ought to be discovered in a more memorable way, rather than just being found "passing through" on the way to rescuing Alek. (I am thinking of converting Rana Mor from Dungeon 86 to be its resting place).

Did anyone else do something like this? If not, did you find the discovery of Alakast worked fine as it was?

My initial thoughts are to run Rana Mor before Vaprak's voice, as a jungle location on the way to the Demonskar. Or, if I expand the invasion of Redgorge as Chef's Slaad suggested, I would run it after they return from Occipitus, as a trip to get a "secret weapon" against their nemesis, Nabthatoron (to aid the defence of Redgorge). I might swap degenerate humans for the gnoll devotees of Nabthatoron, or simply have the fallen humans as the descendants of an order devoted to guarding Alakast.


My group has massacred the goblins in the first half of the complex but had to retreat due to heavily depleted resources (got to love those sneak crossbow attacks). They know nothing as yet about Drakthar but they have caused town guards to block the bath house exit whilst they recuperate for a couple of days.

I am not sure what Drakthar will do now. His one Cauldron exit is blocked and so he has lost his main strategic advantage and his chance of becoming a "player" in Cauldron.

At the moment I am thinking that he will dominate the town guards on duty so that he can supposedly be trapped but actually carry on as before. He then needs to eliminate the party when they return (which will necessitate cutting off their upper exit). So he needs to recruit more goblins and maybe channel the returning party deeper into the lower caves.
Of course I also want to avoid a guaranteed TPK!

The other option is to have Drakthar and co relocate elsewhere so the party have closed the smuggling route without uncovering the deeper plot points. However, this would be less fun and remove XP and treasure opportunities for them.

I would be grateful for any thoughts on these or other options.