Sylph

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Goblin Squad Member. Pathfinder Adventure, Adventure Path, Card Game, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber. Organized Play Member. 15 posts. No reviews. No lists. No wishlists.


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Hello!

Can you please cancel Order 7854298? I decided to buy those items when I was at GenCon. Thank you so much!


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Thanks so much Diego! I got my shipping notice today. Have a great weekend!


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Hello Paizo Folks!

My order is still showing as pending and I noticed that shipping for September subscriptions is suppose to be done. Can someone please check on my order?

Thanks!!


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The past few I believe have been due to higher threat ranges as opposed to crit modifiers (that and large enemies so higher damage overall lol)


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What my group has been doing is if you roll in the weapon's natural crit range (20 for most weapons, 19-20 on some blades, etc.), it's a crit, no confirmation roll needed. If you have any way to expand the threat range (the keen property, improved critical, etc.) and you roll in the expanded range, you have to confirm the crit.

It's been working pretty well for us, but I'm thinking that the next time I GM, I'll have the enemies confirm crits as per RAW. We've seen a number of PCs get ganked thanks to a lucky crit, especially at low levels.


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Thanks! I came up with it on the spot. The witch and skald, who are a couple, I made the Red and Black Riders respectively as I felt that it fit their personalities the best. The magus became the White Rider thanks to her temperament, and her lover was one of the ones who also wanted to be a rider. She's a bloodrager from Triaxius and I felt that, being winterborn, blue would be an appropriate color for her. It also complemented the magus as the White Rider which was a factor. The bloodrager was a former dragon rider and I plan on her mount being a dragonkin instead of a horse.


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Name: Hester Kaleah
Race: Changeling
Classes/levels: Witch 7/Winter Witch 10/Archmage 1
Adventure: The Witch Queen's Revenge
Location: The Witch Queen's Kurgan - Inner Sanctum
Catalyst: The Fight for Golarion
The Gory Details:

The final battle for Golarion had begun. Queen Elvanna flying above them raining spells down on them and her minions surrounding them from all sides. While the rest of the party dealt with the minions, Hester flew up and took on Elvanna 1-on-1. Both being mythic, it was spell after spell after spell, with Hester continually countering the queen's most potent spells, protecting the party and infuriating the witch to no end. A number of Hester's spells were ineffective against the queen, but a lucky Wail of the Banshee and a fumble on her save hurt her badly. Elvanna fumed with anger and with the queen isolated in darkness thanks to Hester's own Polar Midnight spell, only the young changeling could see what was about to happen.

Evanna reached out a hand and cast a spell. Out of mythic power, Hester was powerless to stop it from going off and found herself on the receiving end of a Destruction spell. Hester gathered her might, but was not strong enough to fend off the spell (a wonderful roll of 2 on the d20 for the fort save). Her lover, a powerful Skald, while inspiring rage in his allies caught a glimpse of what was occurring and quickly cast Saving Finale, but the dice gods were even less forgiving this time (fumble). Hester's body was engulfed in unholy fire, her possessions dropping to the ground, not a single ash remained.

Elvanna cried out in triumph and taunted the party that they would all suffer the same fate. As Hester disappeared from the Material Plane, so did her spell that Elvanna had been using to keep herself concealed from the party. Enraged by the lost of his love, the Skald unloaded his gun, taking down the already weakened queen. As the party moved in to finish her, they realized that she was not quite dead. Remembering Baba Yaga's wish to keep Elvanna alive for her own needs, they slit her wrists deep enough to provide enough blood to open the last Matryoshka doll, and yet, keeping the queen alive.

Baba Yaga, now released from her prison, smiled cruelly at her wayward daughter. She quickly paralyzed the party, so that their thirst for vengeance would not get the better of them, and whisked her prize away. A few moments later, she returned and as a personal thank you for keeping Elvanna alive for her own use, resurrected Hester and still gave the party their boon.

Thankful for returning their friend to them and changed by their experiences in the adventure, part of the group agreed to be her new riders (Hester included, and necessitated a new rider as there were 4 that wished to join her, The Blue Rider, her shining star), while the rest agreed to be a queensguard for the new queen of Irrisen (Anastasia) to make sure that this type of uprising never threatens Golarion again.


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Name: Ragnar
Race: Human (Ulfen)
Classes/levels: Ranger 1/Skald 12
Adventure: Rasputin Must Die!
Location: Akuvskaya Prison Camp
Catalyst: Polkovnik Lavrenti
The Gory Details:

Immediately following the showdown with the Dusha Koza, Lavrenti threw a dimensional grenade and engaged the party. Ragnar was the only one to notice him and moved to engage him. As the rest of the party noticed the new threat Lavrenti took aim of Ragnar and used Grit Shot, critting along the way. The party had already been fighting a good deal that day, and with an attack doing 100 dmg, his poor body couldn't handle the strain and he fell, dead as a doornail.

Luckily for him, the Warpriest had a Breath of Life spell prepared and with a shove from the gnome Druid (surprisingly made his CMB check to move the Warpriest 5ft so that he could reach the Skald), and was able to quickly resurrect Ragnar. The Winter Witch of the party (and also his girlfriend) Dimension Door'd him to the Druid. The rest of the party dispatched Lavrenti while the Druid and the Winter Witch (via a potion shoved down his throat) healed up the wounded Skald.


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I would say you need to save each round to avoid having the damage inflicted upon you that round. The way the spell is worded, it doesn't say that there's a negation upon a successful save, it just says make a fort save to resist for that round.

So if a 10th level witch casts this spell on you, you'd need to make a fort save every round, for 10 rounds, to avoid taking damage. Each round you fail the save, you take the damage and speed reduction.


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A bit of a wound to your pride I'm sure, but no big. I, and my gaming group, are so pumped for these new classes that I doubt I would have even noticed the error.


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I'm currently running for a party of 6, 2 of the players are not very smart players, one is reckless, and 3 are really good, so I've got about a 5.75 man party. My group despises point buy so we went 4d6, reroll 1s once, drop the lowest die, and it worked out fairly well, the party is a bit higher powered, but I like a high powered game.

The party consists of a Human Magus (Menhir Warden, a homebrewed archetype that mirrors the druid archetype Menhir Savant), Changling Witch (Winter Witch), Human Ranger/Bard (Savage Skald), Human Barbarian (Titan Mauler), Half-elf Cleric of Sarenrae, and a Gnome Druid (Arctic Druid)

I have been using the Advanced Simple template on most of the named creatures, giving all enemies max hp, adding extra enemies/minions and adding HD/class levels to enemies in the encounters that are supposed to be more difficult. Generally, I've added 1 or 2 to the written CR for each encounter and it seems to be working well.

Where my party is currently:
The party is 5th level and is currently in Logrivich's clock tower. The encounters have been fairly well balanced, they aren't steamrolling through it, but they also aren't dying at the end of every encounter. We've had a few close calls (the barbarian was at one point at -17 with a Con of 18), but with the only death being the Druid's animal companion (and that was more to player error than anything), I'd say the power level is where it should be.

I echo what Phelan said, be careful with the Advanced template at low levels, I had to tweak an encounter or two because the AC on the enemies was just too high for 1st and 2nd level characters.

Hope this info helps! It's a great campaign and I hope you enjoy it as much as I and my group have been.


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I have a player in my campaign that is a Winter Witch and it actually fits in well with the story. She took the Failed WW Apprentice trait and we worked on her background saying that she was training to be a WW under Nazhena's tutelage, but Rhadosek put the moves on her and when she rejected him, he told Nazhena that she tried to seduce him, leading Nazhena to chase her out of the Pale Tower, trying to kill her. She ran through the portal into Taldor where she nearly died from the baddies at the Taldor side of the portal and collapsed just in time to see Lady Argentea's caravan get ambushed.

Having a WW in the party has given some great role playing opportunities both with NPCs and intraparty RP as we have two Ulfen brothers who aren't exactly fond of witches.

Mechanically, she took the Winter patron and while a lot of enemies have cold resist/immunity, her other spell selections have made her quite useful. The party is currently 5th level in Logrivich's clock tower and there have been very few combats where she hasn't been useful.


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It looks like it's back to its original price! I'll keep an eye when my order is generated to make sure it stays that way. Thanks for the help!!


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Hello!

I was looking at my subscription page and noticed that my mini subscription had increased in price from $279.99 just a days ago to 358.18 today. Is that a correct price jump or did something wonky happen with the system?

Thanks!


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Name: Dennis
Race: Bear
Classes/levels: Druid Animal Companion (4 HD)
Adventure: The Shackled Hut
Location: Between Waldsby and Whitethrone
Catalyst: Boreal Wolves
The Gory Details:

After Nadya's son wandered off, the party began looking for him. Shae (Dennis's master) and Dennis were able to pick up his scent and found him ravaged by a pack of Boreal wolves (I added a few wolves as I'm running with a party of 6, plus Nadya). The wolves viciously defend their prey, and acting like true pack animals, begin flanking the heroes. Dennis is able to distract two of them from the boy, but a few crits from the wolves and they are able to take him down. The party is able to take down the rest of the pack, though nearly losing their witch in the process.

Shae has yet to select another animal companion (I've also given him the option of switching to a domain if he'd like to).