Ancient Dream Dragon

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Is anyone to help explain how this area works? I'm mapping out area A16-A17 of Citadel Dinyar. The way the map and the room descriptions are very confusing.

Is A17 and gate to the East the main entrance to the Citadel?

How does the drawbridge work to access the tower that is A16?

A16 looks like it's in a some cave? Where is the path going from the door?

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To the different ranks of the Thrune Agent stack?
Thrune Loyal Agent
Thrune Trusted Agent
Thrune Bound Agent

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I believe your biggest hurdle with 2 PCs, even when those PCs are powerful, will be action economy. Single boss fights are going to be heroic, but with multiple enemies, its either going to be a lot of nothing because the baddies can't hit/effect the PCs, or the PCs are going to get worn down by attrition. For these reasons, I agree with Erpa that a DMPC would be helpful more than providing the 2 PCs with Mythic levels.

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To clarify for myself, a character standing at the doorway of a 20 ft x 20 ft room would take 2 or 4 Perception checks to scan the room for traps?

The +1 DC on the Perception check(s) looking at the farther half of the room.

How much time is used if the character then Takes 20 on the room? Is that even possible if there are any traps in the room or are they automatically triggered?

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Sorry if this was asked before...

Does this Bestiary allow a 1E GM to run Kingmaker 2E AP at the relative same power level as a 2E GM would use? Are the 1E creatures in this bestiary balanced to the author's expectation of difficulty?

I understand there were some balance change between the PF editions. I'm hoping to clarify this isn't just a straight up swap where 1E PCs are either going to find this with cake-walk fights or possible TPK fights.

There is also mentions of hazards/traps. What about skill checks commonly throughout the non-fight portion of the AP? Or will those need to be manually adjusted by a 1E GM?

I've always wanted to run this AP, and happy that this edition was released. I've heard good things about it so far.

Thank you!

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Use the giant template for Big Gogmut?

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Yeah, the next book has a dragon doing dragon things. That poor town.

In my campaign, a PC ranger decided that 1v1 with the dragon using his bow was a good idea. Insert focused dragon = poor ranger barely escaped with single-digit hp.

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If it were me, if K fails his save against a planar effect (highly unlikely with his saves), I'd let the effect happen for a round. At the start of the next round, probably timed to the start of the player's turn that used the effect, K pops back automatically because of the pull from the Eye. Explain it as such. The PCs Spellcraft should be high enough to understand what happens from the effect. It gives the players a bit of satisfaction that a powerful spell worked, albeit temporarily.

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This was from a home-brew game long ago. The characters were adventuring in the snow-capped mountains, I forgot exactly why they were there, but I'll never forget their encounter with a large wyrm. As they traveled, they spotted a white dragon fly overhead. They tracked it back to it lair, prepped their fire spells and cold defenses for the fight, snuck in while it slumbered, and attacked! It was then they noticed the dragon's pinkish eyes as it breathed fire in defense, It was then they realized their mistake... they were fighting an albino red dragon!

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Does Cackle extend the duration of Bouda's Eye when the Witch also has the Evil Eye hex?

Bouda's Eye A bouda’s gaze can bestow ill fortune on her enemies. This hex can affect a creature within 30 feet that the bouda can see. The target takes a –2 penalty on one of the following (bouda’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. The hex lasts for a number of rounds equal to 3 + the bouda’s Intelligence modifier. A successful Will saving throw reduces the duration of the hex to 1 round. Once per day when the bouda uses this hex, she can impose two different penalties on the target instead of just one. If the bouda takes the evil eye hex, it increases the number of different penalties she can impose on the hex’s target by 1. At 8th level, the penalties imposed by this hex increase to –4. This is a mind-affecting effect.

Evil Eye The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

Cackle A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

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Ok, let me ask a different similar question....

Does anyone know the source book this particular map of Senara comes from?

Senara

This map is different than the map of Senara included in The Inferno Gate.

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Does anyone have an updated (corrected) map of Senara? I'm hoping that I can find a map without the underground aqueduct shown. I saw this asked earlier in this thread but there was no response. I was able to find an "alternate" version of a map of Senara, but unsure if this will work. My group is starting Book 3 probably at the start of the year.
Alternate Map of Senara

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Converted into link:
How easy is it to convert 1e adventures into 2e

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Are you referring to RETURN of the Runelords? RotRL has been used to refer to RISE of the Runelords. :)

The devs design for timelines has always been the published year of an AP series matching the Golarian year equivalent. However, it's completely up to you if you want your campaign to match this design.

Rise of the Runelords was released in 2007, which as you indicated, is set in AR 4707.

Jade Reagent was released in 2011, and is set in AR 4711.

Return of the Runelords was released in 2018, and is set in AR 4718.

Hope this helps.

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Any update soon for PF1E site? :)

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Personally, I never really tracked any sin points in my campaigns. Instead asking the players just before entering Runeforge what they thought would be their character's most influencing sin. I wouldn't tell them why I was asking until they entered the first wing.

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Roonfizzle Garnackle wrote:

I took a peek! I'm WELL past book one (Just started the final assault yesterday), but these are well done, and DON'T HAVE A GRID!! As someone who's fought tooth and nail to get a grid to line up in a VTT... and given up more times than I want to think about, it's a big positive.

Edit: Some of them have grid lines from cobblestones, this makes me sad, as I was excited.

(Still) Very Well Done!

I'd agree with you, however, it's not like narchy didn't actually add all that information in the map itself to make it super easy to line everything up. And don't all VTTs have a grid overlay, usable with that provided information? :-/

Great job narchy!

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Yes, this helps. Thank you.

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Where is Fort Estazano located? I can find that it's near Longacre but I can't find any reference in what direction and how far. Does anyone know where to find this info? I feel like I'vd scoured Book 1 and couldn't find it. Searching online has been fruitless, too! Thanks.

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I'm still running 2 PF1E games (Rise of the Runelords, Hell's Vengeance). Both online. Rise is every other week. Hell's is weekly. Both groups will continue into another PF1E AP when they're finished with these. Rise is currently in Book 6 and will run Shattered Star next. Hell's is unknown at this time as we're still in Book 1.

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How does the spell shadowbard interact with a Thundercaller Bard with the Thunder Call ability? Does this mean the bard can use Thunder Call twice (once by him and once by the shadowbard) each round?

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You could siphon loot from another area to include in the Vault. Or as I played it, the Vault other treasures were looted with Baraket. The gloves were left behind because didn't detect as magic, appearing as normal gauntlets (artifacts can be fickle like that). Allow the players to find a well hidden message in Thassalonian that suggests these gloves are more than they seem. This message was overlooked by the previous looting party. Gave my PCs a nice hook to investigate this interesting item.

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This is wandering into house rule territory, I like just averaging it out. If the dragon's breath weapon recharges every 1d4 rounds, I make it available every other round. 1d4+1 or 1d6 = every three rounds. While it removes the possibility of back-to-back breath weapon rounds, it is one less thing I have to spend time to roll and note the time. Minor same time during the combat, but removing even a minute helps speed up combat. And it also stops that horrible feeling knowing the dragon can't breath for 4 more rounds and combat will probably be over by then.

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The Adventure Paths PDFs come with an Interactive Maps PDF that allows switching between Player and GM-only views.

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The Fetish ability of the Bouda archetype replaces the Familiar class feature of the Witch. Does this also prevent the Witch from selecting a Patron?

Bouda Archtype
This ability replaces the familiar class feature.

Witch Patron Spells
Patron Spells: At 1st level, when a witch gains her familiar, she must also select a patron.

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Awesome! It's working now! Thank you!

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Using Windows 10 and Firefox 88.0.1 (64-bit)

When I click the + for "Add this post as a favorite", the webpage snaps to the top of the page. This happens on any post on different webpages. I also tried logging off and signing in my Paizo.com account and restarting Firefox (I'm always in incognito mode).

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Isn't Alaznist mythic with an ability to make certain mythic spells force "disadvantage" on the targets?

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Corrected link
Random Character Generator

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They could have very easily renamed it Old White Dragon. Very lazy. Like the medium-sized cyclops on a large base, or the gnome on a medium base.

Further, no explanation for the price jump on this set.

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Khouri P. wrote:
So sad none of these links work anymore.

The link in Joana's post above still works.

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Suggestion...

Add a stipulation that the Aid Another DC 10 must be successful for the primary character to use the Aid Another's die roll. Usable only with skill checks (not AC or attack bonus).

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Hi All!

May we have an update to the Community Use Logos? These haven't been updated since Aug 2019. In particular, there are 2 Adventure Path logos missing for 1st Edition: Return of the Runelords and Tyrant's Grasp.

Thanks.

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Anguish wrote:
I've used Topaz Gigapixel AI to upscale lots of maps for use in Roll20 with generally excellent results. The only complaint that remains is how the artists frequently think a grid is a mere suggestion and instead place lines tauntingly close to where they should be, but sufficiently distant enough to merit removal.

Thank you for the suggestion. I'll try it out since they have a demo version.

This is an example of what I mentioned earlier. If this program works, I'd be willing to pay for a license. Prefer to pay Paizo for better maps, but it is what it is. :)

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I'd be willing to pay extra for those downloads even though I already have them.

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Zapp wrote:

This issue has persisted since the start of PF2.

You must be new to PF ;) We've been receiving low-res maps since Paizo started releasing APs 12 years ago.

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Is there going to be an update to PF1E soon? It's been a moment. :)

Loving the new GM screen page! Been using it with every game!

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My party just completed their encounter with Azaven and picked up the staff of hungry shadows. After some debate, I'm curious how Azaven was able to use this item without the having magic circle from evil memorized, or even bargaining with the devourer. The written tactics suggests he calls forth the creature as soon as he knows his wing is under attack. Now the player with the staff wants to use it (it fits well with is Dirge Thundercaller Bard).

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Since this is the Advice forum (not the Rules forum), I'll offer my house rule on the subject. I allow a potion crafter to craft many potions in the same day, up to 1,000 gp. However, the potions crafted must be the same. I ignore the 250 vs 1000 rule, staying with the standard magic item creation limit.

For example, a crafter could create 20 potions of cure light wounds (base price 50g each) in a single day. But they could not create 10 potions of cure light wounds and a potion of cure serious wounds in a single day.

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Artofregicide wrote:
Yeah, if you don't like horror this is very much the wrong AP. You'll have to rewrite large swaths of it and change many of the themes...

While you're not wrong, I do like Bjørn Røyrvik's creative alternative to the horror aspects of the game.

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An enemy successfully casts mislead adjacent to a PC rogue with see invisibility and Combat Reflexes feat. The rogue is entitled up to 5 attacks of opportunity per round. Does the rogue get 2 attacks of opportunity, one each against the illusion AND the enemy, or must the rogue only get 1 attack of opportunity against either the illusion OR the enemy? If the latter, does the rogue decide which to attack or is it determined randomly, similar to mirror image?

TIA

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The timing is perfect! If my party survives their current encounter, they will be going to this wing next.

They decided to split the party, and now fighting both the nightshade and Azavan. The ranger is dead (nightshade; 3 attacks) and the cleric is unconscious (8 hp, 85 non-lethal; Azavan; after confirmed crit from disintegrate but saved from aegis of recovery and buffering cap). 3 characters(arcanist, dirge bard, and 2-weapon fighter) remain...

Askar Avari wrote:

Quick update this time; here's Book 5 Part 9: The Halls of Wrath.

Part Nine: The Halls of Wrath

K1 Iron Guardians (CR 16)
- 4 PCs: 2 Iron Archers (unchanged)
- 5 PCs:
- 6 PCs: 3 Iron Archers (unchanged)

Loot changed to:
2 diamonds worth 5,000gp per iron archer

K3 Barracks and Training Hall (CR 17)
-1 Warrior of Wrath and 1 Wrathspawn Halberdier per PC

K4 Fleshwarping Lab (CR 16)
- 4 PCs: 6 Warriors of Wrath
- 5 PCs: 5 Warriors of Wrath and 2 Wrathspawn Halberdiers
- 6 PCs: 7 Warriors of Wrath and 2 Wrathspawn Halberdiers

K6 Hall of Testing (CR 18)
- 4 PCs: Highlady Athroxis and Glabrezu (reference stats for Yerrin-ku, Book 5 Part 1)
- 5 PCs: Highlady Athroxis and 1 Advanced Glabrezu
- 6 PCs: Highlady Athroxis and 2 Glabrezu

Note: Highlady Athroxis wields a +1 adamantine sadistic fauchard. If you’d prefer not to include a runeforged weapon in her gear, swap it for a +1 adamantine flaming burst fauchard, then lower her AC by 1 and her initiative by 2.

Stat blocks behind the link as always. Note that I haven't playtested these stat blocks, as my party absolutely crushed the CR 9 and 10 soldiers I was using and didn't fight Athroxis at all, but I think they'll hold their own with the advantage of superior numbers.

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This was elaborated on by James Jacobs previously.

Inconsistency of Xin's Seven Virtues of Rules

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Shattered Star is the next in the series, 2nd AP of the Trilogy.
Rise of the Runelords -> Shattered Star -> Return of the Runelords

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That's a cool and nice twist in your game. But you're PCs are going to be in for a surprise...

Pinnacle of Avarice:
There are auras at PoA that are quite painful. The Sihedron medallions and rings are meant to protect the PCs from those auras. They're going to have some interesting times there.

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What happened to...?:
What did your party do with the Sihedron Medallion from Naulia.

Artifact:
To answer your question directly, the artifact would allow scrying at will. With that in mind, I've played Karzoug are arrogant enough that he wouldn't pay them any heed in books 1-2, then start checking in on them periodically in books 3-4. Once they get through the Runeforge and into Xin-Shalast, it would be at least daily, and eventually constantly when they enter Pinnacle of Avarice. When the party finally encounters him in the Eye of Avarice, he should be expecting and prepared as much as possible against everything the party should be able to throw at him. With a 35 Int, Karzoug should be more prepared than Batman.

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Mr. Nelson,

I just found out about your Director's Cut of End of Eternity. Is it still available? Any of the other books?

Spoiler:
ckdragons at gmail.com

Thank you.

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My interest would be Adventure Paths. I believe we have enough rules already. Paizo would have my money if they 1) produced more PF1 APs, 2) produced PF2 APs with notes on how to convert the encounters to PF1, and 3) produced PF1 rules and spell compendiums (like 3.5 did previously, break them up by class).

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Is the Thunder Call ability stopped by Spell Resistance since it mimics sound burst? Thunder Call is supernatural while sound burst is spell-like.

Thundercaller

Sound Burst

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Holy Train Wreck, Batman! This thread completely derailed, and carnage is spectacular!

Seriously, thank you for the input. :)

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