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Bob Bob Bob wrote:
Far Shot wrote:

Benefit: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.

Normal: You suffer a –2 penalty per full range increment between you and your target.

So I would say yes, it appears they stack. Far Shot changes the range increment penalty from -2 to -1, the scope reduces that by 1 to 0. One sets it to a specific value, the other reduces the value. I don't see why they wouldn't stack.

Fair enough. That’s kinda what I figured, but wanted clarification before next game. Thank you.


For ease of reference the scope in question’s description is as follows:

“Scope: Scopes are telescopic sights mounted on rifles to increase accuracy at range by magnifying the target. Scopes reduce the penalty for ranged attacks by 1 for each range increment.”


I’m GMing a game of Reign of Winter, and no spoilers, but my Gunslinger PC got their hands on a scope for their firearm last game, and they asked if the ranged penalty reduction from the scope stacked with the ranged penalty reduction from the Far Shot feat. I’m finding no other discussion on this, so I figured I’d reach out to the rest of the Pathfinder community. Thoughts? Do they stack?


Back to the campaign! I failed to post a recap after the last session (maybe two) and have a lot of catching up to do. But since I don't have a detailed recap, I'm just going to make it short and sweet.

The party finished exploring the other decks (or rather, the engineering deck, as the other two were out of commission). They encountered thylacines in the improvised kennel, and a number of other scrappers and fanatics throughout the facility. They had little trouble with the gearsman or Gruethur. However, Meyanda and the collector robot were a bit more difficult (as they decided to rest before entering the reactor core chamber, so she took one of the undamaged repair drones to help defend it). After defeating Meyanda (and stabilizing her for later interrogations), they reactivated the torch and brought Meyanda to the council to be dealt with. The council decided that she is to be forced to remain in Torch to learn what it means to be a living, breathing humanoid and not a machine. They also found out that Khonnir took the matter of Garmen Ulreth's warehouse into his own hands, and found the power relay. After finding out that the relay was transmitting towards the direction of Scrapwall, the party head off into that direction to investigate further. And we will be continuing tonight.


Do iconics with companions or eidolons need to keep those same ones, or can they be swapped out? Also, do Seoni and Yoon need to keep the same bloodline/primary element?


After a week of not playing, the party continued with their adventures through the habitat module. One of the players (Zilpos's player) did not show, so I GMPC-ed the character. Where do I begin...

After the encounter with the cerebric fungus last time, the party decided to make camp in the Geology Lab where the encounter took place. During the course of the night, I had Sanvil Trett enter the habitat module and try to find the party. Finding two of the three party members resting, the third PC (Grimwold) noticed Sanvil peeking into the room. Sanvil spoke to Grimwold and stated that he came looking for the party to try to aid them in their quest. Grimwold took his help and continued keeping watch. However, when waking, John (as all paladins do) decided to use his Detect Evil ability on Sanvil. Unfortunately, this quickly ruined Sanvil's chances of doing anything shifty towards the party, but John kept quiet for a little while about Sanvil's alignment.

The party continued into the break room and obtained the goo tubes, and then located the elevator, which was not functionable yet.

The party then decided to continue through the compound and entered the Medical Lab where they had an encounter with a medical drone. Grimwold resisted the anesthesia that the drone injected him with and dealt the deathblow to it with his longhammer. John and Sanvil then shut down the machinery with their weapons (read as beat the crap out of the panels). After the room was quiet, John voiced his concerns about Sanvil, and the party proceeded to interrogate Sanvil, who did not put up a fight as he was literally backed into a corner. They proceeded to take his equipment (other than his sword and armor) and found out that he is an agent of the Technic League (John took the Against the Technic League trait). They learned that he had planned on obtaining some of the technological gear that the party was to find and sending it back to the League. The party decided to allow him to continue as long as he didn't do anything shifty (but he did not get his gear back). John kept Sanvil as a prisoner of sorts so that he could be brought to the council back in Torch.

They then went into the Sick Bay and found Khonnir Baine inside the stasis pod. Unfortunately, as soon as Grimwold stepped foot into the room, the collector robot and the medical drone both sprung to life and attacked. The party (more or less) effortlessly defeated the robots and rescued Khonnir (smashed the glass on the stasis pod with a hammer), while also looting the room of everything valuable. Grimwold got shocked by the timeworn radiation detector, and had Sanvil tell them what each of the technological items were. After this, they helped Khonnir back to Torch and returned him to the Foundry Tavern.

Once in Torch, the party (with Sanvil in tow) headed to Town Hall to meet with the council. Zilpos stayed at the Foundry Tavern to keep an eye on Khonnir. They spoke with Dolga again about Khonnir's return and his current state of health, who rewarded them with the 4000 gp and the scroll of resurrection. They also told her about Sanvil being an agent of the Technic League, at which point she became very cross. They left him with Dolga and left the building, at which point Dolga dealt a "fair" punishment to him for attempting to deceive the townsfolk. Dolga then contacts Joram Kyte about restoring Khonnir to proper health. Joram arrives at the Foundry Tavern the next morning and uses lesser restoration to heal Khonnir, but is not able to remove the nanites from him. The party then goes to Sanvil at his shop, who gives the party a serum to remove the nanite "disease" from Khonnir, and asks the party to leave his shop and stay out. Once Khonnir is fully restored, he tells the party about his team's expedition into the compound. He offers to help in whatever way he can (short of going back to the compound). Khonnir ends up teaching John how to speak Androffan, so that the party's trips are easier.

After the party rests up, they go back to the compound to try and figure out how to relight the torch. The are able to understand that C9 is the elevator, but they are unable to activate it and continue looking around the Science Deck. They then enter the greenhouse, where they get ambushed by the vegepygmies. They defeat 3 of the 5 plant creatures and the last 2 escape into the Xenobiology room and out into the Hydroponics Lab. In the Xenobiology room, the party then encounters the weedwhip and Grimwold quickly dispatches of it while John continues to follow the vegepygmies. Upon entering the Hydroponics Lab, and failing to communicate with Vrilledt, the vegepygmies here (4 plus Vrilledt) all attack the party. Zilpos uses burning hands to defeat 3 of the vegepygmies but unfortunately for him, the last normal vegepygmy lands a heavy hit with its longspear and drops him into the negatives. John uses Lay On Hands to heal him and the party finishes off Vrilledt who was unable to plant his spores in any of the PCs. They take his +1 light hammer and go back to the xenobiology room to search for valuables. They find the bodies of the Brigh worshipers and take the gear. Grimwold keeps the ring of protection and the cure potions.

After this, the party searched the Chemistry Lab, where they encountered the boilborns. Grimwold easily smashed the first one with his longhammer, which proceeded to explode into a burst of acid. Then John took out the second one which exploded the same way. Nothing of use was found here, so the party finally searched the locker room behind the security desk and found the flashlight, batteries, silverdisks and the locked bin. Grimwold then took the bin out into the main room by the security desk and smashed it open with him hammer. This caused the grenades to explode inside, dealing nonlethal damage to Grimwold and causing him to go deaf for 1 round. Fortunately enough though, the other two items (the neraplast armor and timeworn stun gun) were "mostly" unscathed. The party then went back to the elevator and took the coupling from the panel and went back to the Foundry Tavern, where Khonnir fixed the coupling and the party returns to the elevator to explore other decks.

And this is where the adventure ends for the day.I dropped the hint about Garmen Ulreth having some shady business at his warehouse, but the party chose not to investigate.


So, my group has lost a player due to a change in work schedule. So instead of continuing my lengthy goblin campaign (based off of We Be Goblins 1 & 2), I decided to run Iron Gods for my remaining 3 players.

The party is as follows:

Grimwold Toughhammer - NG Dwarven Fighter (Foehammer)
Zilpos Worgrim - CN Gnome Sorcerer (Brass Draconic Bloodline)
John Connor - LG Android Paladin of Torag

We began by discussing the three main facts about Torch: the violet flame atop Black Hill is extinguished for unknown reasons, Councilor Khonnir Baine is missing, and the mysterious disappearances of adventuring parties in Black Hill Caves.

Each PC began knowing a single rumor about Torch. Grimwold's rumor was "The mechanical creature Councilman Baine found under the hill wasn't the only one. Others have been crawling out of the ground around town and attacking people." Zilpos's rumor was "Wonder what happened to that good-looking woman with the purple hair? Doesn't anyone else find it strange that she showed up a few days before the torch went out, and that no one's seen her since?" John's rumor was "You didn't hear it from me, but Garmen Ulreth's Ropefists have something to do with these problems. How do I know? Well... Ulreth's got his fingers in pretty much everything bad in town already, so why not our latest troubles?"

The party decided that the first thing that they would do is investigate the site where the torch used to be lit. They came to the crest of the hill, and discovered it to be deserted (no point in blacksmiths being up there with no flame to work with). So they looked into the hole where the flame used to be and noticed the Numerian Fluids. Instead of drinking any, Grimwold dipped his Dwarven Longhammer in the fluids. Nothing happened to the hammer, so they filled a tankard with the fluids and decided to bring them to someone to figure out what it was. Knowing the best person to go to would be Councilman Baine, and him being missing, they instead brought the fluids to his apprentice/adoptive daughter Val Baine.

Upon approaching the Foundry Tavern, they hear the shrill scream of terror from the stone building in the back. So the party entered the building with Grimwold in front, followed by John, and Zilpos taking the rear. They entered the storeroom, and John proceeded to check under the desk for Val, after hearing her startled cries. Meanwhile, Grimwold and Zilpos continued into the room with the malfunctioning repair drone and engaged in combat, with John joining on the second round. After dropping the robot, Val comes out from under the desk and thanks the party for their assistance. She asks if they are going to try to solve the mystery of the extinguished flame and find her father. When they confirm her beliefs, she offers them a place to sleep at the tavern and food. She then reminds them that the council is offering a 4000 gp reward to anyone who can relight the torch, and a separate 4000 gp reward to anyone who can return her father to the town, and the scroll of resurrection that were holding onto if they can return him alive.

So the party rests for the night, and goes to town hall in the morning to speak to the council. Unfortunately, the only councilmember present is Dolga Freddert. However, she does give the party the information that they require, and the writ for 20% off at the shops. She tells them where Joram Kyte will be so that he can cast water breathing on them when they are ready to venture into the caverns. They find Joram and head towards the Weeping Pond. He casts the extended water breathing on the party (8 hours of water breathing each), and they begin their quest.

Upon reaching the shores of the entry cavern, the fire beetles crawl out of the walls, and combat begins. Unfortunately, after a rather bad roll, Grimwold accidently smacks John in the back of the head with his Longhammer, dropping John into the negatives with a single roll. Grimwold and Zilpos then finish the fight without John's assistance, and use a potion of cure light wounds to restore John to positive hit points. They decide to climb up the ledge into the stalagmite forest, where they find the body of Parda. Unfortunately, none of the party members can make a knowledge (local) check to identify her, so they continute on their merry way. Upon exiting into the dark river cave, they spot the blindheim along the bank. Fortunately, they are able to sneak by without causing it to notice them, and continute to the skulk watch post, where they encounter Luepel. Before she can escape and warn the other skulks, the paladin tries to speak with it, only to get a short sword jabbed at him. Forgoing further diplomacy, he retaliates and with the help of a few well placed acid splashes from Zilpos, drop Luepel to the negatives. They decide not to pick up the 7 silverdisks found within the rubble, deeming them worthless, and loot the skulk for her short sword, two daggers, and a handful of copper pieces.

They continue southeast into the skulk lair, where the skulks are hiding within their huts. Grimwold takes lead and upon walking in front of the hut at the base of the slope gets jabbed by a short sword from within the hut, as the skulks here heard the sounds of their "friend" being killed. He continues to fight the skulk within while the remaining party members walk around and head towards the other two huts, from which the second skulk charges from the northmost hut at John. Both skulks are dropped and the party loot the bodies. Grimwold is interested in the pit in the south of the room, and decides to drop a dagger down the hole to see how deep it is. After hearing the dagger fall the full distance of the pit, they decide to forego descending it, and continue towards the metal wall. They decided not to continue exploring the main caverns and just search the area inside the metal wall.

Once they entered and encountered the repair drone, things got bad as the party was brought to low hit points by the time the encounter ended. After this encounter, they decided to return to Torch to rest. After selling some scrap metal they found, purchasing some healing potions, and regaining enough hit points to be back at full, they descended once again into the metal area. Zilpos ended up finding the grippers, black e-pick, and two batteries in the wildlife staging room, and then they entered the taboo cavern. Grimwold led the marching order and got smacked by the ghelarn here. Another rough encounter, but they healed up afterwards with some potions and continued into the alien habitat. They kept to the wall and journeyed clockwise along the perimeter to investigate the kasatha caves and ancient alien den. They reached the mouth of the kasatha caves and encountered a single kasatha skeleton which they took out with a single blow from Grimwold's longhammer. However, upon the death of the skeleton, the remaining six began charging towards the party from across the habitat dome. They decided to sit inside the entrance to the caves and have Grimwold attack them one-by-one as they approached the cave, using held actions and attacks of opportunity to his advantage, easily taking out most of the skeletons within a round. Any skeleton that didn't get taken out by the hammer was blasted by acid splashes from Zilpos and John kept watch at the back of the cave just in case. Luckily he was keeping watch, as the advanced ghelarn made its approach over the following rounds. By the time the skeletons were completely defeated, John was already in battle with the ghelarn, who had reduced him to single digits and had him grappled. Zilpos and Grimwold advanced, but got stuck in the ghelarns ensnaring fluids. Zilpos took a point of bleed from the feeding stalks and Grimwold managed to take it out with a few well places swings of his hammer. After all the creatures were defeated, they searched the ancient alien den and found the swarmbane clasp. They then healed up again and continued around the other way to the glowing tunnel, and through the malfunctioning biolock, where Zilpos took electricity damage from the malfunctioning equipment here. They quickly exited and broke into the habitat control room, where they reactivated the purple pillar, causing the habitat's sky to light up again and other functions of the habitat were restored. They then continued into the observation room, where they had a rather painful encounter with Hetuath. He almost took out both the fighter and the paladin, but they managed to take him out through some well placed rolls and a critical hit with an acid splash as the finishing blow. Zilpos also took the cloak of resistance from the kasatha and they found the black access card, allowing them to continue to the science deck.

They entered the science deck and immediately followed the trail of blood to the geology lab and encountered the cerebric fungus, who asks the dwarf who he was, where the fungus was, and finally, if the dwarf had any red food in him too, at which point the fungus surprised the dwarf with a bite to the face. After another troublesome encounter, the party finally took out the fungus and Zilpos acquired the three timeworn flare guns.

It was at this point that we called it a session, and we will continue next Friday.

And no, I didn't have the party get invited to Garmen Ulreth's Silverdisk Hall. I figured it would speed up play and that they can get invited during next session. Next session, I also intend for them to find Sanvill Trett to help identify some of their more technologically advanced treasures.


Here's my submission.

Grigori Rasputin:
Grigori Rasputin  CR 17
XP 102,400
Male middle-aged human spiritualist (fractured mind) 18
Init +0; Senses true seeing; Perception +10
Aura unholy aura (DC 22)

----- Defense -----
AC 32, touch 18, flat-footed 32 (+6 armor, +4 deflection, +4 insight, +4 natural, +4 shield)
hp 192 (18d8+108)
Fort +21, Ref +12, Will +20; +4 vs. domination, mind-affecting and possession
Defensive Abilities stitched soul; SR 25 vs. good

----- Offense -----
Speed 30 ft.
Melee mwk dagger +13/+8/+3 (1d4-1/19-20), or ectoplasmic tendrils +19/+19 (2d8+2)
Ranged mwk Nagant M1895 revolver +14/+9/+4 (1d8/x4)
Spell-Like Abilities (CL 18; concentration +26)
1/day—death ward (DC 27)
3/day—bless, spiritual weapon
4/day—command (DC 27)
Spiritualist Spells Known (CL 18; concentration +26)
6th (4/day)—ectoplasmic eruption (DC 23), harm (DC 23), repulsion (DC 23), true seeing
5th (5/day)—incorporeal chains (CMB +20), mass pain strike (DC 22), wall of ectoplasm (DC 22), waves of fatigue
4th (6/day)—black tentacles (DC 21), cure critical wounds, freedom of movement, possession (DC 21), telekinetic maneuver (CMB +26)
3rd (6/day)—bestow curse (DC 20), cure serious wounds, ectoplasmic snare (DC 20), speak with dead, tongues, vampiric touch (DC 20)
2nd (6/day)—catatonia, cure moderate wounds, ghost whip, invisibility, levitate, spectral hand
1st (7/day)—cure light wounds, discern next of kin (DC 19), endure elements, identify, phantom blood, touch of gracelessness (DC 19)
0 (at will)—daze (DC 18), detect magic, read magic, resistance, stabilize, telekinetic projectile

----- Tactics -----
Before Combat Within the Thrice-Tenth presbytery (area H6), Rasputin enjoys the benefit of the Wold Engine's unholy aura and insight bonus to his AC. When faced with combat, Rasputin activates his bonded manifestation in ectoplasmic form and casts freedom of movement, levitate, and true seeing. Once enemies are in sight, he casts repulsion and spectral hand to enable him to use touch attacks beyond the fields perimeter.
During Combat Under the protection of his repulsion, Rasputin attempts to hinder opponents with touch of gracelessness and black tentacles and turn foes against each other with possession. In the event that possession fails, he lays waste to the enemies with ectoplasmic eruption, ectoplasmic snare, harm, incorporeal chains, mass pain strike, telekinetic maneuver, and wall of ectoplasm. If wounded, Rasputin casts quickened cure spells while continuing to target enemies with offensive spells. Should an enemy come into melee range with Rasputin, he assaults them with the ectoplasmic tendrils granted by his bonded manifestation.
Morale On the precipice of claiming his mother’s mythic power, Rasputin relies on his stitched soul to preserve his life, and fights to the death again and again until slain permanently.

----- Statistics -----
Str 9, Dex 11, Con 19, Int 14, Wis 17, Cha 26
Base Atk +13; CMB +12; CMD 22
Feats Combat Casting, Craft Wondrous Item, Diehard^B, Ectoplasmic Spell, Great Fortitude, Iron Will, Lightning Reflexes, Logical Spell, Persuasive, Quicken Spell, Toughness
Skills Bluff +19, Diplomacy +24, Intimidate +14, Knowledge (arcana) +12, Knowledge (nobility) +10, Knowledge (planes) +12, Knowledge (religion) +20, Perception +10, Sense Motive +18, Spellcraft +15, Use Magic Device +17
Languages Church Slavonic, Common, Russian
SQ bonded manifestation (39 rounds/day), bonded senses, emotional power, etheric tether, fused consciousness, greater spiritual interference, phantom, phantom recall (4/day), shared consciousness (Skill Focus [Diplomacy, Sense Motive]), spiritual bond
Gear mwk dagger, mwk Nagant M1895 revolver with 21 metal cartridges, amulet of natural armor +4, belt of physical perfection +2, greater talisman of healing power, headband of mental prowess +4 (Wis, Cha)

----- Special Abilities -----
Stitched Soul (Su) Rasputin’s soul is stitched to his body with threads of fate, and he clings tenaciously to life. He gains Diehard as a bonus feat. In addition, when first reduced to a number of negative hit points equal to or greater than his current Con score, Rasputin dies, but he springs back to life 1d4 rounds later as if the target of a resurrection spell. If killed a second time, the Mad Monk again comes back to life 1d6 rounds later, as if the target of a raise dead spell (upon his return, he loses 50% of his remaining unused spell slots as if they had been used to cast spells). Only after Rasputin is slain for a third time do his soul’s stitches finally unravel from his corpse, releasing his malignant spirit into the ether.

My Thoughts Behind My Choice:
At first I thought to make him a mesmerist (cult leader). But seeing as a good number of people thought to make him a mesmerist, I thought I'd take a different approach and make him a spiritualist.

Using the fractured mind archetype, he is still able to use Charisma as his main casting stat, and replaces useless (for him) class features for a number of handy spell-like abilities. He never seems to manifest his phantom; he only utilizes it through the bonded manifestation. Through bonded manifestation, he gets to keep a decent armor and shield bonus to his AC by using the ectoplasmic form, keeping his stats more in-line with his original stats.

Instead of keeping the (now) useless cassock of the black monk, I opted to give him a greater talisman of healing power to make it that much more of a challenge to kill him the first time.

I also decided to keep his spells as close to the original as I could get with a spiritualist. Repulsion instead of antilife shell, wall of ectoplasm instead of blade barrier, etc. His tactics are mostly the same as well.


2 people marked this as a favorite.

Mark Seifter's post about androids and psychic magic.

Just going to leave this right here.


Nathan Monson - Mostly just advice on how to handle such a big undertaking.

Pirate Rob - I'll check that out. Thanks!


So, I've been running a goblin campaign for my friends for a little while now. We went through We Be Goblins, did two small adventures between the two goblin modules (one where the party raided a kobold mine in Bleaklow Moor, and one where the party raided the Brimestump Caverns in search of more fireworks), and then continued through We Be Goblins Too.

Now the problem is this: While raiding the caverns, I had a group from Sandpoint decimate the Licktoad Village and the only survivors were the goblin party, as they weren't present. Now Poog is planning on conducting a massive assault on Sandpoint as revenge.

This wouldn't be so much of a problem.....if he didn't amass a horde of skeletons.

Namely, he has in his horde the following: a troglodyte skeleton, a few human skeletons, Guffy as a skeleton, and Pa Munchmeat as a skeleton, all because I foolishly gave a bit too much obsidian as treasure (he's a 5th level cleric, so he can control up to 20 HD of undead via animate dead/lesser animate dead).

Now. The big question. How could I best run an assault on a town like Sandpoint?

Any advice is welcome. And yes, like I said, I was foolish to give him this much obsidian.


I'm currently running a homebrew expansion to We Be Goblins, and was planning on having the PCs' fellow goblins challenge them to dares between each adventure. Has anyone come up with custom goblin dares, and if so, would they be interested in sharing some of them?