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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
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. ![]()
Seth Gipson wrote:
Ok Thanks! ![]()
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 ![]()
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.
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. ![]()
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. ![]()
Krathanos wrote:
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. ![]()
My Group:
Encounter Details:
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:
Overall Encounter:
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Name of PCs: Solsar Hlaeghymn
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. ![]()
Bracers of Falcon’s Aim
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:
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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. ![]()
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. ![]()
Just remember the Necklace of Adaption listed by darkwarriorkarg will not work against Suffocate. Necklace of Adaption:
Suffocate:
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.
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). ![]()
Suffocation would be a sufficient example for his Contingency to kick in. Since it takes away his ability to do pretty much anything.
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 :) ) ![]()
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)
4) Any hints you could give me about DMing in general and frequent problems encountered while DMing for the first time? Thanks Danny. |