Quote: Have they done this before? Have you changed encounters, increased difficulty, added allies, etc. in previous "inappropriate rest" situations? Yes, there were several points where the party decided to take weeks or even months off to craft this or that, or have this or that crafted for them. Afterwards things were adjusted as there would be stringer and/or more enemies present. Quote: Second, where are they spending this rest/prep time? In the Anima Focus room itself? Are there any survivors in the Pinnacle? They headed to Magmidar. Quote: Small question: did you have the party make Perception checks to detect his scrying? Not a perception check. The person being scryed upon though did get their will save to resist it. He never used the medallion to actually scry on any party members. Also when encountering Mokmurian, one of the party members gave their full name to Mok/Big K, during the whole boxed text speech at the end. The party called Big K out and said they were coming for him and that he 'should expect them' if I remember the dwarf's words correctly. The biggest thing they have going for them is they managed to salvage one of the 'trapped' mirrors from Runeforge. They plan to weaponize it in their fight.
I like your idea Ashkar. They brought this upon themselves. Quote: Do they know the bad guy knows about them? Yes, yes they do. They're taking the time anyway. Spoiler: They kept any and all Sehidrion items in a portable hole they crafted, because they thought that would keep them unscryable or something.
Here's the situation, spoilered in case people playing in Book 6 are reading this post. Obviously this question is for GMs who have ran all of book 6 only. Spoiler: My party decided that after defeating Ceoptra that they wanted to take a day or three to rest, learn new spells and such.
Since Big K is already well aware of them at this point, how should I handle them deciding to give the BBEG several days of additional prep time? Baddies in there with him? Bring back one or more of the lieutenants they let live? Bring in some mercenaries? My idea was that Big K has other agents elsewhere in the world and might be calling on them to come, very quickly, to aid him.
My party decided that after defeating Ceoptra that they wanted to take a day or three to rest, learn new spells and such. Since Big K is already well aware of them at this point, how should I handle them deciding to give the BBEG several days of additional prep time? Baddies in there with him? Bring back one or more of the lieutenants they let live? Bring in some mercenaries? My idea was that Big K has other agents elsewhere in the world and might be calling on them to come, very quickly, to aid him.
My group and my self are looking for 1 more at our table for a every other Saturday Pathfinder session (we're finishing up RotRL right now, homebrew after that). We usually meet up around noon, grill some lunch then play until around 10pm though usually a little later. As for the group, most of us have been playing together for more than 15 years though we did recently get one new addition earlier this year. If you're interested and would like to know more, send me a PM or reply here.
Through their own actions the party allowed Xanesha to get away. It was shortly after this that they were contacted to look into the goings on at Turtleback Ferry and Fork Rannick. Several days out of Magminar the party decided to deviate a little from taking a direct path and instead do a whole lot of crafting. There is only 1 character with Craft Wondrous and Craft Magic Arms and Armor and after making this, that and the other for the party, they party has now spent just over 6 weeks in the wilds before continuing on their way to Turtleback Ferry. My question for everyone who has run this before (this is my first time running a pre-written campaign though have 30+ years of playing experience) is what should have been happening in the meantime. X would have gone to L and between the two of them I would assume there's a lot going on but I'm a little lost for exactly what I should have had happen and how to, for lack of a better term, punish the party for taking so long. I have a few ideas such as a small adventuring group already 'agreeing' to help X and L with their endeavors or having influential members of the town being rallied again 'meddling adventurer types' and what not but I'm thinking there should be more.
RaizielDragon wrote: I even recently found out about a feat called Throat Slicer that allows you to coup-de-grace a pinned opponent as a standard action. So combined with Greater Grapple, you can maintain your grapple as a move action, pinning them, then "whallop" them with an unarmed coup-de-grace. If they don't die you just repeat next round; you can even use the damage opponent option on subsequent rounds instead of the pin option since they will still be pinned from previous rounds. Does unarmed strike count as a one-handed, light or natural weapon? I thought it was it's own category as 'unarmed' and not any of the others. Sure it's a weapon since both brawler and monk say it is, but I didn't think it was any of the ones listed for throat slicer.
Just a quick update that we're still looking for 1-3 more people to help give the table some added life and different points of view within the game. When you've been gaming with the same group for as long as we have things sometimes stagnate in campaigns plus we just plain could use better coverage of classes and roles. We just started a new homebrew campaign (this is it's third run-through with other group makeups beforehand) and have finished book 1 of RotRL. Our schedule is still every other Saturday with the next session being on June 20th. Send a PM if you want to know more, we do have a few house rules we usually go with, Gestalt being one of the bigger ones. We generally play Pathfinder but we also play different board games as well as occasionally playing some Battletech, Star Wars X-Wing and some others.
Some Guy again wrote:
Those extra one or two point will only happen about 20% of the time, so truthfully it's not worth it since you don't seem as if you want to spend the feat. Just use a longsword until you have the free feat to spend on bastard sword. Problem solved.
I'm going to borrow this thread for a moment to see about finding another player or two for my group's campaigns. We play in NW Houston in the Beltway 8/290 area every other Saturday with June 6th being our next game). We usually start around 2pm ish and run til 10ish and usually grill up some lunch before the session. The group have been together for 15+ years and we're looking for some more people to join our little group (4 people with 2 of us alternating DMing duty for different campaigns.) We're just starting book 2 of Rise of the Runelords as well as working on a homebrew campaign.
With you saying that the cleric uses it on 'hard targets' it's sounding like something that he does often or it's at least the 'go to' when the party is faced with a powerful, single threat. Sure, award him XP for using it. Though also at some point hit him with it as well. What's good for the goose is good for the gander.
The character is already going to be a 4th level Bard with the Archaeologist Archetype though what I'm thinking of is some skills to help when he just isn't finding lost trinkets and such. I was thinking of things like:
From there though I wasn't sure if I needed anything else, or if anyone can think of anything 'fun' for the character. (The DM is giving us bonus skill points for 'background' sorts of things so I have skill points in abundance so feel free to suggest things that the character might have a point or two in)
Myself and my group have been gaming together for 15+ years (two of the group's members have been gaming together for 20+ years) and we're looking to add a few people to our table due to slowly losing people to conflicting schedules. We're all in our late 30's and early 40's. Currently we're 4 people looking for 1-3 more. We game every other Saturday at the same location (NW Houston) starting around 2 pm and usually going til around 10-11ish PM. We usually meet beforehand to do lunch out or grill it in the backyard. The only issue would be that the house we play at has 4 small dogs, so if you have allergies to them it might be an issue. We're currently playing both homebrew as well as just having started Rise of the Runelords. Feel free to post any questions or concerns here or in a private message. Thank you in advance.
AisuRagnarok wrote: Also for the first level Arcanist spells, are the spells listed under Arcanist Exploits, listed in the Advanced core rulebook first-level spells? Spells such as Acid Jet/ Consume magic Items and Arcane Barrier. Your level 0 through 9 spells for the Arcanist are Arcane spells. They're found in multiple books (Core Rulebook, Ultimate this and that, Advanced this and that? and they're all listed as Wizard/Sorcerer spells. Those are the game's Arcane spells. Exploits are exploits. Spells are spells. You have a lot of spells to choose from that you can know and that you can cast.
Personally I'd allow the t-rex as an animal companion, as long as you have a well-written backstory reason why you have it and where you found it. That's a personal thing though since with my group we want background and such for everyone and why we have the cool stuff rather than the same-old, same-old. Do I think Sandpoint would be cool with the t-rex? I highly doubt it. Anyone with a child, dog, horse, herd animal or loved one would probably be worried about your little pet chomping and making a meal out of someone or something it shouldn't. The town guard would probably not allow it in during the festival. You might be able to convince someone to provide you with a decent supply of meat, but overall you'd have to have a good source of it since the people selling it to you probably didn't anticipate having to feed a carnivore like the t-rex. As for chilling in the stables, I would say it all comes down to money. It's a business decision...what makes the stablemaster more money; housting your one t-rex or housing any number of horses and such. Who is going to want to risk their horse becomming a midnight snack for the little chomper?
A Ring of Mind Shielding is 8K gold and prevents alignment detection. 4K if you make it yourself (and in a 16th level game why not make things for yourself to push the amount of gold you have further. *edit* This won't help against a true seeing of course. If you want the Imp, just be prepared to deal with the consequences of having an evil creature tied to the character, which means the character is also of an evil alignment. If that's going to cause a party issue just don't do it.
I'm currently playing a Lord of Darkness Archetype Antipaladin//Oracle of Metal in my group's WotW campaign. We're mostly though book 1 currently. It's an interesting campaign. As for your character, A Cleric//Inquisitor if only because the Slayer and the Rogue would normally have Wis as a dump stat and you're already needing a high Wis due to Cleric spellcasting. You might as well get the most mileage from your Wis score. Sanctified Slayer is a 'roguelike' archetype for the Inquisitor with you getting both studied target and some minor sneak attack for giving up all of your Judgement stuff.
Multiple Ability Dependent Basically you need good stats in several places rather than characters who just need to concentrate on one. Paladin wants Str (or Dex if archer), Con, Wis and Cha for example. For your gestalt monk, I'd say take something else that doesn't need armor to survive like one of the several Magus archetypes or perhaps an arcane caster. I don't know 3.5 so I can't recommend any classes from that system.
The character would have to be either be temporarily or permanently made into size Large at the bare minimum, as wielding a Large Bastard Sword requires two hands for a size Medium creature.
I'm no Pathfinder expert but I'm not aware of any feats or abilities to negate the penalties for your offhand not being a Light weapon. You'll be looking at -4 to all attacks, that really isn't too terrible. May I ask why you're dead set on two Large Bastard Swords?
First the Drow Noble is a very viable race, too viable for many. I'm pretty much in agreement with OssumPawesome, if you want to play a weakened Drow Noble then play a standard Drow. You're either a rank and file Drow or you're born into nobility (and have the blessings of your dark goddess). Your 'must list' says that you want the at will spell-like abilities and you want the 11+ character level spell resistance and you want the darkvision for 120. I didn't see you asking to lose the light blindness though. You want two of the strongest things about the Drow noble while you want to eliminate the weaker abilities or the ones that don't fit your character idea. Maybe drop all of the spell-like abilities to 1/day as well as your other removed abilities and it's something I'd consider. No guarantee though. If I was the GM I would not allow it as you're listing it.
I'm leaning heavily towards the Oracle of Life/Anti-Pally now after crunching some numbers as well as listening to the advice here. The person I know was going to go melee (originally he said he was going to be a sword and board style character) has apparently decided to try something with Inquisitor instead, So with him I may not necessarily need to be a 'primary' healer as long as he takes healing spells as well. I still see the need for something like an Oracle of Life though so I'm sticking there. My backup (in case others in the party are all going to have divine casting is probably an Oracle of Fire (or Battle) with Anti-Pally as the other class to gestalt with.
Oracle of Life/Anti-Paladin I've started playing around with this kind of build and it's looking pretty interesting and looks to be fun both for combat and RP. I'm thinking the only thing I'd try different would be maybe switching to Warpriest rather than Anti-Pal. I may have to play with a 1st level gestalt and advance both builds to around 10th of each and see which I like better and see if the trade off of not having a full BAB matters or not.
My group is set to start an evil campaign shortly and I have been tasked with making the primary healer for it. The other players are still deciding what they're wanting to play but so far it seems we'll have 2 ranged and 1 melee plus myself. There's also the possibility of one of the ranged having access to divine magic. So far I'm leaning towards an Oracle of Battle or Fire/Something as the healer with the something being a Bloodrager, Anti-Pal (houseruled to LE), or maybe a Slayer. Where my dilemma lies is from the sounds of things I should probably be up in the front lines I'm thinking I should be gearing towards heavy armor and a 2-handed weapon of some kind. The Oracle of Battle if combined with Bloodrager or Slayer (for the heavy armor revelation somewhere when it could be afforded) and the Oracle of Fire with the Anti-Pal (for the increase in move speed revelation). What I'm wondering is does any of that sound feasable as the party's primary healer (most of the healing would be done after combat, not necessarily during it). I ask since I was originally leaning towards an Inquisitor/Something as the primary healer build. What I'm mostly looking for is ideas about any of the builds and which might make a good primary healer for evil (or neutral characters with loose morals) characters in the upcoming campaign. |