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I am playing a factotum and will soon reach 3rd level when the get the Brains over Brawn ability.
Definition:
Brains Over Brawn (Ex): At 3rd level, add your Intelligence bonus as a modifier to Strength and Dexterity checks and all skill checks that are Strength and Dexterity related.
So the Skill checks are pretty straight forward. What isn't (at least to me) is what constitutes a Dex and Str Check.
I assume it would apply to the following:
Str. Check for breaking down doors/barriers
Opposed Grapple checks (But not the touch attack)
Bull Rush
Overrun
Trip (But not the touch attack)
These are the two that I am not sure of:
Initiative Check
Reflex Save
What are your thoughts on these two? Are there any glaring omissions that would be useful? My PC is basically going to be an Int based fighter. He has the Improved Disarm and Trip. I am thinking of including the Improved Unarm and Improved Grapple as well. I am assuming that if I find a Magic Item that increases Str or Dex and one the increases Int, this ability would effectively stack them. (i.e. A Headband of Intellect +4 and Gloves of Dexterity +4 would effectively give me a +4 (+2 and +2) to my initiative, all my dex skills amd my reflex save?)
Thanks,

MeanDM wrote: Well, veg, it doesn't get much clearer than that. I just deleted a post saying that maybe the other poster was right. Thanks for being on top of the rule situation.
SO, next question is this a good rule. My experience is that if the character in question had a chance of beating grapple checks, they wouldn't be in the situation to begin with. I ran a game last saturday with a creature that had a 35 grapple and was CR13 against 10-11th level characters. Fighter with a 20 strength (high for that level) and +10 BAB is looking at a +15 grapple. No light weapon in hand = dead fighter. Let alone a cleric, rogue or wizard. And for abberations or things with swallow whole, their grapples are usually high for their challenge rating.
Here are some rules we use in my campaign:
1. If the creature is more than 2 size categories larger, I ruled that the person swallowed can use medium weapons. This was under the assumption that the need for light weapons was due to the confines of the creatures stomach. (Think Jonah and the Whale...I wouldn't think he would have been limited to a light weapon there :) ).
2. I would allow magic users to cast spells/use wands, etc. but with a Concentration check (as mentioned earlier) for the movement and confinement.
3. I would also rule that fighters outside the creature can attempt a rescue by cutting there way into the creature. Allow them to make their attack (-4 for targeting a specific spot) with a slashing weapon and giving up actual damage. If their damage exceeds whatever the amount was needed for the person swallowed to escape, they managed to cut the creature open long enough for the person to escape and then it seals itself up again. (as if the person had escaped themselves.
The third rule allows for the saving of the Clerics and Wizards (and even Rogues and by making them give up their damage, your creature gets to live a bit longer and cause more trouble for them.

Kelvar Silvermace wrote:
As a fallback position, perhaps you could agree to limit your spell selection to those in the Player's Handbook? Maybe that represents the generally known spells and stuff from the Spell Compendium is a bit more arcane...err, obscure?
I have discussed this with the DM and the best we can do is agree to disagree :)
I might suggest the 'let's try it and see approach'.
If we do change it, I don't want to replace the casting ability with something totally different, just modify it to something he can live with.
We are already limiting magic to what is in the PHB, with additional spells found during the campaign.
Suggested changess (so far):
1. limited to spells he has seen. Maybe make a Spellcraft check (DC 10 + Spell level?) to add to his list on available spells.
2. Have a fixed list. I can choose my spell when I level and I must stick with it. (Changing it when leveling up)
3. Have the PC make a UMD device check to cast the spell.
Any other thoughts on these?
My thoughts:
1. I like the flavour of this, and it would take a while to build up my spell list,
2. I don't like this one...I think it severely limits this ability to change on a daily basis.
3. SImilar to number one, but I can see this as being less liked by the DM, as once I hit mid levels (and UMD will be maxed out), the check would pretty much be a given. i.e. Level 10, my UMD would by 15 (13 ranks + Cha bonus). I can cast 1 4th level spell and 3 spells of lower levels. If the DC was 15 plus spell level, I would succeed on a 4 or less.
Thanks!

We are starting up a new campaign and I wanted to play a Factotum (New core class featured in Dungeonscape) They have some pretty cool abilities that focus on skills, their intelligence scores and inspiration points. (A pool of points that they get for each encounter that they can use to enhance their abilities...add Int bonus to save or damage for instance, adding Int bonus to AC, etc.)
One of their abilities allows them to cast spells from the Wizard/Sorceror list as spell-like abilities. They have access to all spells, but they have the following limitiations:
1. Must choose them at teh beginning of the day
2. Cannot memorize more than one instance of a particular spell
3. Can only have 1 spell memorized of their highest available level, the rest can be made up of any combination of lower level spells.
4. They have to spend an inspiration point to cast them, so they effectively can only be cast within an encounter.
Inspiration Points: 2 points to spend at 1st level, 3 to spend at 2nd level, 4 to spend at 5th level, 5 to spend at 8th, 6 at 11th, 7 at 14th, 8 at 17th, and 10 at 20th
Casting Spells:
Arcane Dilettante (Sp): At 2nd level, you acquire a vague understanding of magic. You know that with a few weird hand gestures and an array of grunts and bizzare words, you can conjure up something that looks like a spell. By spending 1 inspiration point, you can mimic a spell as a spell-like ability.
At the start of each day, choose a number of spells from the sorceror/wizard list based on your factotum level (1 spell at 2nd level, 2 at 4th, 3 at 7th, 4 at 9th, 5 at 12th level, 6 at 14th, 7 at 17th, and 8 at 20th level). The maximum spell level you can use, according to your class level, is also shown on the table (0 level spells at 2nd, 1st level spells at 3rd, 2nd level at 5th, 3rd level at 8th, 4th level at 10th, 5th level at 13th, 6th level at15th, and 7th level at 18th). You can select any sor/wiz spell up to that level, but you can preapre only one spell of your maximum level. Your caster level equals your factotum level. The DC is 10 + spell level + Intelligence modifier.
Once you have used a spell, you cannot prepare again until rested for 8 hours. After this time, you can choose new spells and lose unused spells from previous day. Cannot prepare same spell multiple times to use it more than once in the same day. Cannot use spells that have an XP cost and must provide for material components of the spell. You can enhance spells with metamagic feats but you must be capable of using a spell of the modified spell's level.
So finally, after all that, here is my issue. The DM is ok with the class, with the exception of the casting ability. The fact that the Factotum would have access to all Wizard/Sorceror spells rubs him the wrong way (as no other class really has that...A Wizard could achieve it if he found all the necessary scrolls and scribed them I guess.)
So I need to come up with an alternative to present him. One that he doesn't find as over-powering.
Suggestions???
I am planning on taking the Master of Masks prestige class (Complete Scoundrel) and I have a question about one of the abilities.
To summarize:
Mask Specialist (Su): Starting at 3rd level, you innately enhance the abilities of any magic mask you wear (such as the mask of the skull, DMG 262). If the mask creates an effect that requires a saving throw, the save DC increases by 2. If the mask grants a bonus on skill checks, that bonus is increased by 2. Otherwise, the mask's caster level is treated as two higher.
This ability has no effect on the persona masks you create and use.
So, my question is this...are there even any other magical masks out there. The mask they mention ("Mask of the Skull") seems to be the only mask it the DMG.
Am I missing something, or do they seem to be relying on DMs to create new magical items to fit this?
Is there another Source book out there with additional masks?
Thanks!
Doug,
I understand where you are coming from, but (and correct me if I am wrong) according to the SRD online, the requirement for Craft Wand is Caster Level 5th, not Spellcaster level 5th
Does this not change things?
The way I see it (and I will have to clear it with the DM) is that it refers to Caster Level only.
If it does, then I will qualify for Craft Wand as soon as I am 5th level and can take it as my next feat. (Assuming I have taken Practised Spellcaster prior to this.
If it doesn't, then I would qualify for this at 10 level. I will be Cleric 3/Bard 2/Master of Masks 4/Mystic Theurge 1
2 levels of Master of Masks would raise my Bard level to 4 and 1 level of Mystic Theurge would raise both my Cleric and Bard level to 4 and 5 respectively.
Thoughts?

Ok...well let's move on to the nitty gritty.
What does it actually take to make a wand? (GP,XP,Time)
The SRD states:
Base price = spell level x ƒncaster level x ƒn750 gp.
So is the Base price just used to determine all of the other factors?
So Raw Materials is basically Spell Level x Caster Level x 375 GP?
Would XP be base price X 1/25? Could we break that down to Raw Materials /12.5?
And if time is 1 day per $1000 of base price, could this also be dropped to 1 day per $500 raw materials?
SO...
RM = SL x CL x 375
XP = RM/12.5
Days = RM/500
So let's do an example.
Cleric making a Cure Light Wounds Wand at lowest caster level vs. at caster level 5 (to max out the bonus)
Lowest Caster Level
RM = 1 x 1 x 375 = 375
XP = 375/12.5 = 30 XP
Days = 1
Caster Level 5
RM = 1 x 5 x 375 = 1875
XP = 1875/12.5 = 150
Days = 2
Does this seem right? All of this seems reasonable. 1 extra day and a bit more cost to get a wand that would ultimately do 300-650 points of healing vs. one that would do 100-450.
What about a 4th level spell at minimum vs. maximum?
Cure Critical (4d8 + 1/level, max 20)
Caster Level 4
RM = 4 x 7 x 375 = 10500
XP = 10500/12.5 = 840
Days = 10.5
Caster Level 17 (the Maximum for my build)
RM = 4 x 17 x 375 = 25500
XP = 25500/12.5 = 2040
Days = 25.5
so signifigantly more $ and time, but end up with a wand that does 1050-2450 vs. 550-1950. A significant difference.
So do I have all of this correct?
Thanks!

I was hoping on having my charcater tkae the Wand creation feat and need some clarification.
I will explain my character concept first, as this lends itself to my questions.
I am currently a Bard 1/Cleric 1.
By 5th level I will be Bard 2 and Cleric 3.
I am then taking 4 levels of Master of Masks (From Complete Scoundrel)
- this gives me an increase of 2 levels in a current spell casting class and I am going to use it for Bard levels).
This will open up Mystic Theurge for me and I will take that for 6 levels and then finish off with 6 more levels of Master of Masks (Increasing my Cleric level by 2).
Add into this the Practised Caster Feat (Once for CLeric and Once for Bard) at at 20th level I end up as
Cleric 3/ Bard 2/Master of Masks 9/ Mystic Theurge 6
My Ceric level for spell casting would be 11 and for Bard 10
My Caster Level for Cleric would be 15 and for Bard 14 (+2 to this with the proper Mask from Master of Masks).
So now the question. The prerequisite for Wand Creation is Caster Level 5th.
Does this mean I need to be able to cast 5th level spells, or does it refere strictly to caster level? If it is refereing to Caster level, then would the Practised Caster (+4 to caster level, but not higher than total HD) count for this? If so, am I correct in this meaning that I qualify for this feat at 5th level if I take Practised Spell Caster before then? I would be a Cleric 3/Bard 2 with a Caster Level of 5 in one of the 2 classes.
To delve further, 2 of the Masks from Master of Masks (Archmage and High Priest) offer the following benefit:
Your caster level is treated as two higher for the purpose of casting divine(/arcane) spells (up to a maximum of your character level). If you have no divine(/arcane) spellcasting ability, this effect grants you no benefit.
Does this mean that if I am wearing said mask when crafting a wand, I can use it to increase the caster level of the wand?
Let's end this here for now. After I get some clarification on this, I will post another asking for some clarification of actual use of the feat.
Thanks!

So all of the suggestions really helped and the party was forced to beat a hasty retreat via teleport and dimension door. One of the power gamers (maybe a mis-use of the term, but he has been playing for 20+ years and he is the one that always comes up with tricky tactics) actually described the encounter as horrifying :).
So now the party is back up on the main level and I am debating on whether I should let them rest and regroup fully or not (I have no doubt that the aforementioned player has been devising a new strategy over the past week). If I decide to shake things up, I can see 2 options. (Well 3, but the third is a mixture of 1 and 2)
1. Have Flycatcher attack them for returning without the Seal of Law or Moreto's head. He deson't seem to be the sanest creature and he could read this as the PC's having double crossed him.
2. Have Moreto and the 3 Mogrhs pursue them. Question: If he cast levitate on himself and the 3 Morghs, how long would it take them to navigate teh caverns to get to the top? Other than levitiate, I see nothing explaining how Moreto got to the upper levels besides good old fashioned climbing.
3. A mix of 1 and 2. Basically this could play as a free for all, taking some of the onus off the party ot defeat everyone.
Need some clarification around this ability...
Pierce Illusion (Su): You have the ability to penetrate illusions and disguises at will. When ever you see an illusion or disguise spell of any sort, you immediately make a Will save to see through it.
So does this effect all Illusion spells? I am looking at the list and some things stand out like Blur, Displacement, Invisibility, Mirror Image...even Silence is of the Illusion school.
Or would it be limited by those spells whose Savings throws are Will disbelief and theclass ability is beneficial in that they don't need to actually interact with the illusion?
I am divided on this as I can see some different side to this:
1. unless the spell says that there is a way to disbelieve the illusion, then this ability doesn't kick in. (So for example, they don't have a chance to penetrate invisibility).
2. But if I use this, then it means that the ability would not work against blur, mirror image, etc. and it seems like it should.
Help! :)

Well I finally feel like I gave the PCs a run for their money.
As predicted, the party made it down the grotto (can't remember the exact name for it) using Wind Walk. The first waterfall made them turn back into solid form to pass through and it was there that the group was attacked by the Wind Warriors. The battle was pretty much a minor annoyance for the party, but it did cause them to expend a bit of their magic to end it. (Most important is the cleric using his sudden maximize ability).
They then proceeded down the rest of the way and had to turn solid one more before they could enter the Star Chamber. Here their impatience got the best of them as they saw lights ahead and decided to sneak up instead of turning back to mist.
(Note: The encounter was modified using suggestions on another thread, so the party was going to be facing an improved Moreto, 3 Shadow Morghs and and low level NPCTrue Ghoul adept)
They came upon a camp site with a ornate tent and a dining table set up. At the dining table sat a Ghoulish figure (the Ghould adept) who invited them to sit and talk, but he party remained aloof. The ghoul intorduced himself as Moreto and stated that he was happy to see them as it had been a long time since he had had an intelligent conversation. The cleric/church inquisitor in the group noticed that the Ghoul seemed somewhat nervous.
Meanwhile, inside the tent the true Moreto was buffing himself up as much as possible under the assumption that things would probably turn bad. And that it did...
The Scout of the party was uneasy about the whole situation and noticed movement across the hall (the 3 Shadow Morghs) and screamed out a warning. The party reacted and the Ghoul tried to confuse them by attempting to accuse them of treachery. Moreto then walked out of the tent uner the cover of Greater Invisibility. To his surprise, the Church Inquisitor pointed right at hima nd yelled "There's another one" (Confusing to the rest of the party who saw nothing.
The Morghs moved into the fray and quickly attempted to start grappling some of the PCs and Moreto opened up with a Sudden Maximized fireball. (The Shadow Morghs high reflex and Evasion made this a perfect tactic.)
The party rallied and the Wizard attempted to use an area dispell magic having the Inquisitor guide him to where Moreto was. Unfortunately all he managed to dispel was his Minor Globe of Invulnerability and one of the buffs on a PC.
Moreto followed with a Sudden Empowered Fireball which dealt quite a bit of damage as well. The next dispel attempt only got rid of Moreto's casting of Indominability, so he was still doing fine. The Morghs continued to wreak havoc and even managed to paralyze a couple of the PCs (one of them saved by a casting of Resurgence (I think this was the spell...it allowed for another savings throw on the PCs next turn).
Moreto then used his wand of enervation and criticalled the Paladin, taking 4 negative levels and pretty much ensuring that Turn Undead was not going to be a factor.
The party quickly realized that they were in deep trouble. Their holy warrior was no longer as effective, they still could not see Moreto and the Morghs were doing some serious damage with their paralysis and the fact thet they kept healing a bit each round.
The wizard cast teleport and managed to get himself and two others out of their and back to where they had camped last. The Church Inquistor managed to cast a Planar exchange with an Avoral who managed to then Dimension Door the other two people out (2 trips of dimension door)
So all in all, I believe that 2 of the party were paralyzed, 1 got taken to negative hit points and another lost 4 negative levels and for the first time they had to actually run away.
Now they are back upstairs and I assume they are either going to attempt to rest or simply gather their wits and try to attack Moreto again.
So 3 possible scenarios (suggest more if you think of them!):
1. Let them rest up and try again, with Moreto doing the same.
2. Let them attempt to rest and have Flycatcher attack them for not coming back with Moreto's head (he is somewhat crazy)
3. Let them attempt to rest, have Moreto attack them, then have Flycatcher and his Phase spiders jump into the fray as well. (Maybe throwing in the Dread Wraiths if one side seems to be winning too easily)
Thanks,
Larry

I need some more advice. :)
I have been advancing the CR of most of the encounters of AoW so far (we are currently in the middle of A Gathering of Winds) due to the fact that we started with 6 PCs and at one point had a cohort as well). I admit I goofed on a quite a few of the CR advancements, but I feel I am getting better at it.
The one thing I know I failed to do was increase the treasure levels as well. It really hasn't hurt the party when it comes to their ability to deal damage, but I know a couple of them have mentioned in passing that they haven't really got any cool magic items/treasure.
I know there is a chart in the DMG detailing the approximate wealth of a PC by level. How do I audit the characters to see where they are in comparison? they may have spent money on potions, scrolls, etc so I am unsure if I should not worry about that and simply total up the worth of any magic items, treasure they have at this moment and use that as a comparison?
Then, assuming that there is a discrepancy, should I simply start adding in random items, etc to exisitng creatures/chests?
And going forward, if the Scaling the adventure states that I should increase the treasure accordingly, where do I find guidelines/help in doing that?
Thanks

Well I think that the party will reach Moreto tonight, so here is the strategy I am planning on using:
Player's strategy (Based on what I know they usually do):
They will use Wind Walk to travel down the pit/grotto (whatever it was called), using white sheets to make it a 80% chance that they will be mistaken for mist.
DMs Strategy:
1. I was thinking of reducing the 80% to 50% based on the fact that they would be white mist travelling though an area filled with red mist 9Due to the colour of the water).
2. In 2 key areas I was going to force them to change into solid form by adding waterfalls to travel through (as it can't enter water) Area 1 would be where the wind warriors attack them, Area 2 would be just before they enter the Star Chamber to meet Moreto
3. I was going to introduce a low level True Ghoul servant to initially meet and talk to the party. Loreto would be invisible. The reason that I am not using Illusion is that the one character is a Church Inquisitor who can see through illusions even without interacting with it. If the conversation goes well, Moreto will appear to finalize the details (doubtful given the pious bent of the group), otherwise it gives Moreto a chance to buff up and adds the very great possibility that the Cleric will use his Sudden Maximized/empowered Bolt of Glory on the low level servant.
4. I am taking the advice given above and modifying the Morghs to be more elite.
I think that these 4 changes should make the encounter more interesting and memorable for the party (or it jsut may kill them all :( )
Questions (if people know off the top of their head)
1. Is the Church Inquisitors ability to pierce illusions a supernatural ability? (This would mean that the CI would have to be in solid form to use it.
2. If the party buffs up prior to going into gaseous form, do the spells stay in effect? (i.e. if they had resist fire cast on them and then were subjected to a fireball, would it still help them out)
I will post tomorrow to fill you in on what went down tonight.
Thanks
I don't have my books here either, but it comes down to 2 feats in Complete Arcane. It is called Sudden Maximize and Sudden Empower that allows you to apply these feats once per day. And I don't think they take up higher spell slots when done with this feat (I believe that the idea is you trade off the liability of using a higher spell slot with the liability of only being able to do son once per day.
Brings me to my strategy of ensuring that the group meets some of Moreto's minions first. Maybe even introduce an 'Aide' for Moreto...another True Ghould but of lower level, basically a red herring (or red shirt :) ) who would meet the party first on Moreto's behalf and probably get blasted under the assumption he was Moreto :)
An additional option is a spell (beleive it was in the Spell Compendium) that prevents you from being dropped below 1 hp...might be a good safeguard from that one spell).
Thanks,
Larry

Gathering of Winds module:
I have a question about how to make Moreto last more than 1 round :)
The party has their tactics down when it comes to exploring and fighting the bad guys, so I know what is going to happen, I am just trying to come out with a way in which it could be a bit more interesting.
Here is what will probably happen:
They will cast Wind Walk on themselves to get down to the bottom of the grotto where they are to fight Moreto. One of the party is a CLeric 4 / Church Inquisitor 9. Once he sees the ghoul, he will cast Assay Spell resistance (Swift action) and then cast a Sudden Maximized, Sudden Empowered Bolt of Glory (2 feats from Complete Arcane and his 6th level Domain Spell). If I am doing my math right, this will do 13d12 (Due to being an Evil Undead) maximized and empowered (full damage x 1.5) for a total of 234 points of damage. No Save. Zilch.
The only thing I can come up with is that he has a dispel magic ready, or a ring of counter spell with it in it. Any other suggestions? I know that this would still leave the party fighting 2 Mohrgs and the Spectral SPirit of Moreto, I jsut hope to make it a bit more interesting.
Thanks,
Larry
Rules question now :)
When adding HD to a creature (let's pick adding 8 HD), how do you determine what its saves increase by? Adding Class levels seems straight forward. Feats and Ability scores are based on Total HD, attack bonus is based ont he chart found under improving monsters and I know it tells you what are considered 'Good' saves based on the creature type, but I am unsre how this translates into increased saves.
Thanks,
Larry
Guys and Gals,
This has all be very helpful and hopefully my party will be excited about the gaming session tonight. They are resting in the WHispering Cairn tonight and Flycatcher and his 2 Phase spiders will be paying them a visit soon enough :) ).
One more, creature specific, question before I try to be more concise and ask rule-oriented questions.
One of the suggested Scalings is to advance the 6 Wind Warriors by 4 HD. What it doesn't say is what the Advancement Scheme is for the Warriors. I am sure that it is in the original Dungeon magazine (Dungeon 124) but I don't have that with me. WOuld anyone have it available so that I could advance these guys during my lunch (we play tonight right after work and I have a feeling that my party will get to them tonight).
Thanks,
Larry
Here is another one. The module states that NPCs should be oncreased by the same amount that the average party level is over the recommended level for the adventure. (With the exception of specific changes that they recommend.)
I took this to mean that Flycatcher, the Shadow Spider sorceror 3 (CR 13) should increase by 2 levels to make him a CR 15.
I simply added 2 levels of Sorceror to make him a 5th level Sorceror.
I gave him an increase of +1 to his BAB and to his Will Save.
I added 5 HP + 12 HP for his 22 CON
I gave him 1 extra 1st level spell per day and 5 level 2 spells per day and chose 2 second level spells for him.
Do you think this is the right way to go, or should I look at adding a Cohort of some sort? The flavour of the module is to have him sneak in and kidnap a PC/Cohort and use that as leverage to have the PC's battle teh Ghoul in the lower level.
Thanks,
Larry
Magagumo wrote: Well, no matter the creature type or its stats, you always add 1 to a stat for every 4 HD. That being said, it would be breaking the spirit of the rules to give the black pudding a +1 Int (technically, you add +1 to "nothing", not 0, so it never increases above "nothing. Likewise, you can't give undead a COn score by adding a stat point), and I would personally recommend upgrading its Strength or Constitution. Ok...sounds good. Question on base Elder Black Pudding. Its BAB is 15 (HD x 3/4) and it's strength is 26 (+8 bonus). So why is it's Slam attack at +19 instead of +23?
I assume the + 12 to it's damage is from 1.5 x Strength bonus?
Thanks! This has been very helpful. I am feeling that the party is not really being challenged and I am afraid that will get bored.
And now for a harder one
The module suggests that you advance teh Elder Black Pudding by 8HD (Currently a 20HD creature)
So looked at the entry for Black Pudding (10 HD) under advancement and it says up to 30 HD is gargantuan. So I read this to mean making the BP a 28HD creature would NOT increase its size.
That being said, I did the following:
+2 to CR (+1 / 4HD added)
HP = 5.5 (Average for D10)x10 + 9 (Con Bonus) x10 = +145
BAB should go up by 6? (8 HD increase x 3/4)
No feats or Skills because it has No Intelligence score.
Here is where I am stumped.
What about ability increase? And if they get these, could I give it an Intelligence of 1 and then give it a feat?
Is that all I do? It states for a regular Elder Black Pudding that "the save DC for the elder black pudding’s acid attack (DC 29) is adjusted for its additional Hit Dice and higher Constitution score. " Should the save be even higher given the fact that it is now a 28HD creature? If so, is there a formula?
Sh
Ok ..let's start with what I hope is an easy one.
In the module, they are about to encounter a Kolyarut Inevitable. The module suggests giving the Inevitable 1-2 levels of fighter.
So I am assuming I would do the following with the Inevitable from the Monster Manual
+2 to its BAB/Grapple and therefore +2 to its Vampirc Touch, Enervation Ray, Longsword, and Slam Attack
+2 to its Fortitude Save
+2 feats from the fighter bonus feats (I was thinking Improved Initiative and Weapon Focus (Touch) (is that even allowed?)
+ 11 HP (2 x 5.5 + 0 Con Bonus)
Increase its CR by +2 (For 2 fighter levels)
I think that is it...everything else stays the same?

I am hoping to get some assitance from more experienced DMs. I am running the Age of Worms adventure and I have found that I need to scale all of the modules now for 2 reasons:
1. The party is made up of 5 PCs (and 1 cohort)
2. The average party level is 2 levels above the recommended level for the modules they are on.
(an aside question...if the module says it is designed for 4 level 10 PCs, and our party is made up of 5 PCs with an average party level of 12 + a level 10 Cohort, do I attempt to increase the encounter by 2 (for the party being 2 levels higher) or 3 (for the party being 2 levels higher + 1 more PC then recommended))
When it comes to adding class levels or Templates, I find it reasonably easy to understand. It is the adding Hit Dice that I find confusing at times (even working through the example in the Monster Manual)
What I am looking for is an experienced DM who would be willing to enter into an Off-line discussion where I could send him/her examples of what I have done to increase the encounter and they could offer criticism/assistance on what I have done.
Any takers?
Thanks,
Larry
Can a player apply both Sudden Maximize and Sudden Empower feats to the same spell? This has become the favourite trick of one of my PCs...casting a Sudden Maximized, Sudden Empowered Awaken Sin spell that does a great amount of damage. I admit I am none to familiar with Metemagic feats, and that these can only be used 1/day, but I would think that the casting time or something would be affected.
Thoughts?
Thanks!

I am not sure if it is simply my inexperience, or whether it is the fact that 2 of the players in my game have been playing for over 20 years (as opposed to my 2+ years), but these guys are breezing through the games so far (fought in the 4 team free-for-all and against Pitch Blade).
They are a mized group (5 plus cohort, lowest 2 are level 7, highest are level 11). I even tried upgrading the way the 'scaling the adventure' sidebar stated...I raised all NPCs up a level and added a 4th Archer, an Extra Gnoll and an extra Barbarian).
The free-for-all was a gimme in that I followed the tactics as presented and the PC's team oly became a real focus once they started attacking the NPC's.
The Barbarians were another story. The only thing they really accomlished was dropping the wizard. He had approached to cast a spell and realized he couldn't get within range of it (our house rule is once you count out your movement, you can't take it back) and put himself in charge range.
After that it was pretty much over. The combinations of spells and potions that the party had cast had pretty much put their AC around 30 for their main fighters and the cleric was dishing out a huge amount of damage and basically mowed through them.
The party has only experienced 1 death (an Advanced Octipin tore through the Paladin) and the closest they came to real disaster was because they pushed through the mind flayer's lair when they should have really retreated. They ended up running from that fight and coming back later.
So I guess I am asking for advice...I am not sure if the veteran players are abusing their knowledge (for the flow of the game, I tend to take them on their word as to their bonuses stacking), is the adventure too easy (i.e. should I go beyond what the Magazine says for scaling?), or am I just a crappy DM? :)
I advanced the Froghemoth at the same time as the other NPCs...I added 8 HD and had a mage cast the maximum Stonesking on him. On paper he looks positively scary. I worry that if I advance him even more based on how the party did in the first two fights that I am going to turn it into a TPK. I just don't want the players to feel bored.
Advice appreciated.
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Does anyone have access to the Player's Handbook 2 to clear up something for me. We have it in our group, but we are having a hard time tracking down who took it home ;)
What I am looking for is if it has (a) a savings throw or (b) is subject to Spell Resistance.
The player casting it swears it does not, but I just need to confirm. It just seems very powerful. The player is a thief/magic user and he used to to basically chop up the Dorw cleric in the HoHR. He was invisible, so he got sneak attack, took the 5 points damage to get the extra 3D6 damage. It was very effective, just disappointing in that he made what should have at least been a tense encounter a bit of a wash.
On the 'up' side, the party has gotten somewhat cocky and have been pushing on through the Mind Flayer's lair without resting or retreating. They keep it up and I have a feeling that the MF will make short work of them.

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The group I am DMing are currently in the lair of the Mind Flayer and I need some assistance on the upcoming battle.
I am relatively new to D&D (last couple years) and I am playing with a group that have been playing for 20+ years, so things tend to not go my way when it comes to tactics. It always seems that what ever tactic I (or Dungeon) introduces to them, they come up with a way around it. (I can't tell you how many times they capture the bad guys to question them and catch me unprepared :) ).
Well I am starting to pick up on their tactics, so I forsee a situation that will probably come up and want some input. In the Mind Flayers final lair, it states that the room is 60 feet tall, with basically 2 ways in...the main door (ground level) and a balcony (45 feet from the floor, no obvious way down).
When the party enters, the Mind Flayer is supposed to be levitating 40 feet over the pool. My question, can the party not simply dispel the levitate spell and watch the MF fall 40 feet? Does his Spell Resistance apply to dispelling his Levitate ability? His levitate ability is at will, does this mean as long as he can concentrate on it, it can take effect, hence no dispelling?
Also, if he is levitating at 40 feet, he can really only go up and down, correct? So for his Mind Blast (60 foot cone), wouldn't the party have to be almost directly below him to be in range?
Any input would be appreciated...
thanks!
Thanis Kartaleon wrote: As Delveg has already noted, UMD is based off of Charisma, not Intelligence. :)
I am not sure if I've ever mentioned Charisma in my posts...as stated:
'Behemoth' wrote: (planning on maxing it out at each level, so 14 + Int + Synergy at 10th level).
Thanks a lot...this helps.
My main focus was on wands and scrolls. Given the limited Spell selection of a beguiler and the fact that I am unsure of what our party composition is going to be, I wanted to have the option of developing a bigger offensive capability. A wand of Magic Missle or Fireball, etc. will come in handy.
The other explanations around emulating a class ability, race etc. were interesting. My thought is that I wouldn't even get into this sort of thing until I was at a much higher level (assuming that's when we would find items that would have these requirements), at which point my UMD will be pretty high (planning on maxing it out at each level, so 14 + Int + Synergy at 10th level).
I can't help but picture my Gnome holding a Holy Avenger and whispering over and over "I'm a good paladin, I'm a good paladin..." :)

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I have a question about the Sodden Hold and the room with the Giant Octopus. I am doing this from memory, so bear with me. :)
The room above hase a well with a barrel floating in it. Usually a person would sit in said barrel and someone in the room below would lower the water until they are in the room below. I am assuming that if this happens, the octopus is gone out a drain (mighty big drain for a Giant OCtopus, but that's besides the point.
As the PCs can't do that, they are going to have to go down the hard way. The description says that the PCs would emerge at teh bottom of 40 feet of water. I guess I am confused on how to describe it. The column that the ladder and vavle are on cannot be the well that the PCs come down, as there is a top to this column within the room. Do you think they are coming in from the side of the room?
Am I correct in assuming that no matter where they are coming from, the main thin is that someone has to get to the ladder, climb out and drain the water (or kill the Octopus and proceed at their leisure?)
This leads me to the next question. On paper I am having a hard time imagining how the encounter with the Giant Octopus is not going to be devastating. The PCs (6 of them) will be under water, the Octopus can make 8 grapples and then wait for the drowning to begin. It seems likely that a lot of PC deaths will occur. If you've had a group play through, can you explain some of the tactics they used to survice this?
Thanks!
I've never made a PC that has had the need to use this skill and I am still a bit sketchy on how it works. Could someone give me a good primer on Use Magic Device?
Background:
Gnome Beguiler
Int: 17
Level: 1
Not sure if there is anything else needed to know. I basically want to have my beguiler to be able to provide a bit wider magical support via scrolls and magic wands.
Thanks!
I had to have the doppelganger replace the fighter in our group as everyone else has magic or abilities that would have made it pretty hard for them to be emulated.
The good thing is the person playing the fighter is always up for a littel bit of player conflict and she is still relatively new to D&D, so she sometimes forgets to cleave or to put herself into flanking positions :)
I wasn't even thinking about having her leaad tehm into traps, etc! That's a great idea...we should be hitting Sodden Hold in about 2 more sessions, so should be fun...

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The party in my campaign is just starting the HoHR module. They have made it to the Free City, met up with Eligos and are now staying at the Crooked House.
I have conspired with one of the party members to have their PC replaced by the doppleganger.
The part I may have an issue with is this. One of the PC's has just achieved the 3rd level of Church Inquisitor and, as such, has received the Pierce Illusion class ability. The ability is descrbied as:
Whenever the character sees an illision or disguise spell of any sort, he immediately makes a Will save to see through it. He need not interact, or touch, the illusion, visual contact is enough to grant the Will Save.
So...my question is: Does the Doppleganager's ability to assume my PCs form count as either a Illusion or Disguise Spell?
If No...problem averted.
If Yes, possible solutions? I know the module states we shouldn't punish PC's for discerning the ruse early, but I don't want the whole thing to go to waste :)
Thanks
I am running my party through the Encounter at Blackwall Keep and they are close to finishing up in the Lizard folk Lair.
My question is around the Slow Worms within the different potions. My party has snapped up the potions, so I need some help on how to handle it.
The side bar states that when drinking the potion, the PC's can make a Spot check (DC dependant on whether the liquid, or container is clear or not) to see if they notice they've swallowed something. How do I know what the potions look like to determine the DC?
Also, if infected the worms do some CON damage every day (If they fail their Fortitude save). How do I explain this to the PC affected? WOuld they have to make a check to notice they aren't as healthy (as their HP and Con decline, or would they know something was up the first time they fail their saves?
Thanks!
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