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Sovereign Court

Quote:
Can I further reduce the cost by allowing them to only be used by members of my faith/alignment or only those with ranks in knowledge (religion) supposing they have to recite some relevant holy passage?

I think one of the books mentioned something about this, since technically you aren't giving it a pre-requisite since you already meet them that a GM should not allow it.

However you are able to craft a slotless item as a slot-using item without a problem.

I am not certain on pricing them up but I think that they would remain the same price since as you said, the price may have been waived therefore the cost would be the same if you happened to craft them as a slot-using or a slotless item.

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MC Templar wrote:

Wow... first TPK.

That is one nasty TPK.

Nualia is a killer on her own, and with Bruzhamus as well.
That is extremely nasty.

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The maximum dexterity is the lowest of the numbers quoted for maximum dexterity of armour or shields..

For example: Tower Shield - Max Dexterity is +2 modifier
Full Plate: +2 Max Dex.

Even if you had a Tower shield and leather armor equipped you would still only have a max dexterity bonus of +2

They do not stack to give more. The lowest figure is the cap for your dexterity based skills and abilities.

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Seth Gipson wrote:

There are enough 12+ modules that have been sanctioned for PFS play to get you to 16 at least, perhaps even 18.

I dont remember how high you get go in PFS play exactly, since new stuff is always being sanctioned, but it's more than enough to get at least 1 character high enough to play though Spires.

Ok Thanks!

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Hi There,

My question is regarding the adventure path sections that involve levels 12 and above.

I know that you can play your own home characters in a home game to give yourself credit as if you played a Pre-Gen.

However I thought that all Society characters effectively retired at level 12, barring the odd level 12+ modules etc.

How is a character supposed to qualify, for example, the level 16-18 Spires of Xin-shalast section of the adventure path, when technically they have already retired.

Hope you can shed some light on this,

Thanks

Sovereign Court

Hi There,

Rapid Shot gives you the ability of a 2nd attack when using a ranged weapon

Rapid Shot wrote:
When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

When this is combined with haste on a 4th level fighter or even a 5th level fighter before gaining iterative attacks his full attack action.

Basing this on Level 4 Fighter 16 Dexterity his attack modifiers would look like this:

+6/+6/+6 for his full attack action.
Since his rapid shot gives him a -2 on all ranged attacks made that turn
But his haste gives him +1.

Haste grants an additional attack at your highest bonus

Haste wrote:
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)

Even if you were a level 1 fighter affected by haste it would allow the 2nd attack.

But you must only use it as a full round action, which included your Movement and Standard Action. Meaning if you wanted to make a full round attack action you must use both of them to gain the bonus attacks.

Hope this helps.

Sovereign Court

In the SRD it still lists the uncanny dodge as the loss, I think it intends for improved uncanny dodge as its listing

However it could be that it works like the sneak attack extra die if you wouldn't end up with uncanny dodge it would grant you uncanny dodge (just like uncanny dodge's ability to grant improved uncanny dodge if you already have a class that grants uncanny dodge) and its replacing the loss of uncanny dodge and any bonus to upgrade via levels to the purpose of determining Rogue level needed to sneak attack.

Long shot and extremely unlikely the 2nd way but still interesting philosophy.

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Krathanos wrote:


In the end, I'm proud to say that it was my character who bombed Karzoug into oblivion. Before the battle, I belittled him for not being a proper scientist. So when I lobbed my last three bombs at him, I shouted "QUOD!" *boom* "ERAD!" *boom* "DEMONSTRANDUM!" *boom* *splat*

Good times.

I think you mean, Quod Erat Demonstrandum.

"which had to be demonstrated"

Never the less, well done on taking him out, a group I know didn't manage to get to him, they died on Most High Ceoptra. They lacked the arcane spellcasting support they needed to take her out.

Took them 3 years to get to that point all to fail... They still enjoyed the campaign, just hoped they would finally kill Karzoug.

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My Group:
Tim the Human Magister 2 [Absent]
Vespa the Halfling Druid 2
Tokugawa the Human Samurai 2
Solsar the Wrath Sin Magic Specialist Wizard 2
Ulric the Assimar Paladin 2
+ Shalelu

Encounter Details:
The group proceeded to clear the rooms around the Catacombs, but before moving on up towards the pits and Khoruvus they decided that they had moved too far ahead and wanted to clear down the path they had saw earlier, to ensure that they would not be ambushed by any stray sinspawn or other nasty things.

They proceed up to the doors leading to Erylium. They wanted to check to see if they could hear sounds at the doors, making a very good perception check and learning that there was something inside.

But the group then proceeded to make their way into the room "stealthily" but managed to roll very low on the stealth. Erylium hearing them, goes invisible and shouts her message and then appears above the M.R cutting her wrist.

The Sinspawn provides enough distraction to allow her to go invisible again while the party deal with killing it and her summoned Earth elemental. She then proceeds to try hitting the druid with her command spell. When the druid made her save, the party decided they had enough of her going invisible and started hitting her very hard. Reducing her to 4 hit points, she then goes invisible again (barely avoiding death, the party at this point shuts the door noticing that she could easily escape if she chose to, but not willing to allow her to do so.)

Now trapped she chose to remain invisible, but this caused the players to get annoyed with her and attempts to bring her out of her invisibility by desecrating her "kingdom". This managed to bring her out of her invisibility long enough to get Hold Person cast on the paladin and her to get her down to 3 hit points. She then escapes to invisibility again and the party at this point is really annoyed with her, and start throwing the gold and silver dust they found in Tsuto's possessions, attempting to have it stick to her.

They managed to co-ordinate enough that she was trapped in a corner, so if she moved, she would be caught by the dust and highlighted by it. Still low on health she wants to sit there and recover but a sucessful intimidate check forces her hand in attacking the druid with slumber, who fails the check and falls asleep. The paladin breaks out of Hold Person, and along with Shalelu and Solsar's Magic Missile kills the Quasit and loots her, annoyed that they had to spend the 15+ rounds attacking her, when the rest of their foes seem to fall very quickly.

Post Combat Notes:
She is extremely annoying for the players to kill, but she found my players very difficult to hit, since the moment she reveals herself, even out of range of the melee players, she was being taken to low health and that she would be killed instantly.

Overall Encounter:
My party was able to avoid being caught by the wrath effects of the water, but if they had been affected, then the battle would have gone the other way very quickly.

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Name of PCs: Solsar Hlaeghymn
Class/Level: Wizard 2 [Thassilon Sin Magic Specialisation: WRATH]
Adventure: Burnt Offerings (Glassworks/Catacombs of Wrath)
Catalyst: Sinspawn Crits
Story: The party after killing both Erylium and Khoruvus decided that they had finished exploring the catacombs, the party paladin believed that the Minor Runewell was an evil artifact and no-one should be messing with it, and managed to persuade the party in not messing around with it until they came back with B.Quink who could possibly know how to deal with this artifact.
The Wizard in his endless and insatiable hunt for knowledge started arguing with the group stating he must know that if any summoned sinspawn follows the summoner's commands... He very quickly found out the answer, since none of the languages the sinspawn spoke matched his chosen languages... After taking 2 rounds of attacks (without attempting to flee from the first round's damage, [First round: 8 damage from 2 claws] [2nd Round: Claw 1 crit [8 damage], Claw 2 crit [9 damage]. The poor wizard didn't stand a chance since he was already injured in previous encounters and hadn't been healed to full...
He went from his current total of 10 [of 18] leaving him on -15 (-1 below his con).

It was his own choice to try this without the party nearby (splitting the party), until they heard the dying wizard's screams, the party then killed the spawn and looted the wizard, earning only a sigh of annoyance from the paladin, who then decides to bury the wizard, but hasn't yet decided where.

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Bracers of Falcon’s Aim
Aura faint transmutation; CL 3rd
Slot wrists; Price 4,000 gp; Weight 1 lb.

DESCRIPTION

Each of these crimson leather bracers is emblazoned with the image of a soaring golden falcon scanning the ground for easy prey.

They continually grant the wearer the benefits of the aspect of the falcon spell, though without the spell’s physical transformation.

CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, aspect of the falcon; Cost 2,000 gp.

Opinion:
So powerful for its price, and when you consider the effects of the spell, it makes you wonder why it was able to be so low a price.

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To be honest, fire resistance increases slightly.
To the point of a few monsters being immune, but mostly you will be fine.

Don't worry too much about fire spells too much in Runelords.
The one off occasion where things are immune will be few and far between.

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It is highly unlikely that Shalelu would accept any offer by any goblin as she has a high hatred of Goblins. But the offer of peace from goblins wouldn't last long, Goblins are a naturally violent race and tend to lead very short lives, and even if Gogmurt did manage to enforce such a rule then his life wouldn't be a long one, therefore making such a treaty useless.

Overall though there is nothing from the later books that would be heavily affected by having a goblin tribe up and running, and could even be a potential threat against Sandpoint later in the story for your campaign if you decided to run it as written above with Gogmurt being overthrown and most likely killed in favor of a more aggressive leader.

Shalelu:
Shalelu continues to have a presence throughout the
Rise of the Runelords Adventure Path; as with Sheriff
Hemlock, Ameiko Kaijitsu, and Father Zantus, you
should use her as a recurring NPC to keep the PCs
invested in the region. She can become an ally of the
group, even joining them in their efforts against the
goblins for a time if you think they need a little extra
help. She might even develop a romantic relationship
with one of the PCs, especially if one of them is of a
like mind and shares her love of the natural world and
hatred of the goblins who squat in its tangled places.

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Taken from Burnt Offerings:
He was a cleric of Lamashtu in the
service of Runelord Alaznist, but unknown to her,
Xaliasa was also a secret assassin pledged to Karzoug.
Working as a double agent eventually drove Xaliasa
mad, and he came to be known to his minions as the
Scribbler. He was thought to have perished in the
currently inaccessible lower levels of the catacombs
when Thassilon fell and Alaznist’s empire sank under
the sea. Yet not all of his allies perished—his quasit
minion Erylium survived.

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There is not an awful lot of foreshadowing going on in the first few scenes.
In the AE version of ROTRL most foreshadowing events are mentioned in the pages.
Plus in some parts can give you hints on what to foreshadow.

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Just remember the Necklace of Adaption listed by darkwarriorkarg will not work against Suffocate.

Necklace of Adaption:
The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.

Suffocate:
This spell only affects living creatures that must breathe. It is impossible to defeat the effects of this spell by simply holding one's breath—if the victim fails the initial saving throw, the air in his lungs is extracted.

The Ioun Stone however will work against the spell.

Plus as marvin_bishop says Karzoug will indeed know of your player's actions and will prepare suitable countermeasures for any very nasty combos.
Just remember he is the big bad evil guy, who has lived for 10,000 years.
He is ridiculously smart, far smarter than any of your PCs. Use any tactic you want, since he should give the players a feeling that they are out of their depth but shouldn't be impossible if they come up with a decent (unused) strategy.

Personally, I would be cautious against Feeblemind, definitely prepare something against that, since while Karzoug is a very strong wizard, he has a penalty to his save against it and will stop him of being any use.

Possible Help:
Give him some sort of instant counterspell method like Ring of Counterspell. Just replace his Ring of Freedom of Movement.

EDIT:
Checked his stat block:
Immortal (Ex) Secrets from ancient Thassilon and the realm
of Leng have allowed Karzoug to sustain his life indefinitely.
Unless slain by violent means, he is immortal. He gains the
+3 bonus to his Intelligence, Wisdom, and Charisma scores
for having lived beyond venerable age, yet retains the youth
of a young man and does not gain the penalties to Strength,
Dexterity, or Constitution. This immortality also grants Karzoug
complete immunity to disease and to all forms of madness
(including confusion effects and feeblemind).

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Suffocation would be a sufficient example for his Contingency to kick in. Since it takes away his ability to do pretty much anything.
While suffocating you are unable to do anything except trying to gasp for breath. So in this case I believe it would trigger.

This spell extracts the air from the target's lungs, causing swift suffocation. The target can attempt to resist this spell's effects with a Fortitude save—if he succeeds, he is merely staggered for 1 round as he gasps for breath. If the target fails, he immediately begins to suffocate. On the target's next turn, he falls unconscious and is reduced to 0 hit points. One round later, the target drops to –1 hit points and is dying. One round after that, the target dies. Each round, the target can delay that round's effects from occurring by making a successful Fortitude save, but the spell effect continues for 3 rounds, and each time a target fails his Fortitude save, he moves one step further along the track to suffocation. This spell only affects living creatures that must breathe. It is impossible to defeat the effects of this spell by simply holding one's breath—if the victim fails the initial saving throw, the air in his lungs is extracted.

It would lead to his death if he failed the save vs suffocation. (VERY unable to act :) )

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Thank you, this will be most helpful.

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Hi, I am new to DMing and would like to ask a couple of questions.

1) How is APL calculated in situations where is fewer players than 4. (Specifically 2 players)
2) How would this corrolate to CR of encounters.
3) What sort of CR would be appropriate for 1-2nd level characters in a scenario with 2 players, and what level of BBEG would be appropriate as a final boss?

4) Any hints you could give me about DMing in general and frequent problems encountered while DMing for the first time?

Thanks Danny.