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Goblin Squad Member. ***** Pathfinder Society GM. 4,379 posts (4,394 including aliases). 12 reviews. 2 lists. 1 wishlist. 55 Organized Play characters. 5 aliases.


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Grand Lodge

WagnerSika wrote:
Is Vetra-Kali up to his old tricks again?

Wish I could say that was the inspiration, but it was actually an old Reddit thread from a couple of years ago.

The campaign's on hiatus (I'm hoping we'll get back to it in Spring), so I've got lots of time to figure out the details.

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Back in the day, I'd have defaulted to asking this question on the James Jacobs thread where he answered lore questions and such, but that doesn't seem to be available anymore and I couldn't see anyone take over that. As such, I'm hoping I can post here and ask.

I haven't really had much in the way of monsters aside from diseased rats and some oozes, as I've mostly been using diseased cultists, and lately I've added the the plague bearer template , but the PCs are going to be heading to a temple soon, and the creature that's been causing the ruckus will be revealed to be a leukodaemon. However, I don't have any minions for it.

What are some good monsters that would worship or work for such a creature? If there's a Golarion lore specific series of monsters, even better.

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LordDakol wrote:

Thank you so much for clarifying, James; I apologize that I came off hostile. I had posted about this issue last week and have gotten no responses, so I was feeling very frustrated, but the explanation makes total sense, so I appreciate it.

Honestly, it's not that big of deal; the narrative implications of the backgrounds are what's important, and those can be used without any trouble.

I was hoping to see a feat-esque conversion for the Archetypes of the original, but I'll see if I can figure out something :]

Archetypes? You don't mean the skill feats that each background gives in the guide?

The problem I'm seeing are all the "lore" skills needing alternatives. I suppose the skill feats would just be the "feature" of the 5e background. Coming up with the equipment will be an interesting task too, but I guess everyone can just take starting wealthy by class.

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Askar Avari wrote:
KoolKobold wrote:
anyone got a backup or update for these? they all lead to dead links.

I took a couple of those ideas and made a few of my own for a Siege of Magnimar scenario. Not as clean as my sheets for Xin-Shalast or anything but feel free to make any use of them that you can.

Giant Leaders stat blocks

Looking over the stat block for Doach, wondering how he has Will of Giants without Wis 14 and Iron Will. Is there another version outside of the AP it originates?

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WagnerSika wrote:

I'm running book 6 at the moment and I agree that Richards return to the side of good was done badly. Do you guys have any advice on how to handle it better?

I would like it to be little shock to the PC's that he turns. Maybe some thing happens as a catalyst?
My PCs have installed Richard as a king, maybe Bellinda sends a kidnapping team and they kill Dessiter in the fight so he can't scry on his location?
If the Pcs are present they will most certainly foil the kidnapping but doing it "behind the scenes" seems a bit cheating.

A rescue/kidnapping team sounds good. The final battle has a solar. Have a cleric that's possessed by that solar be part of the team to do an atonement on Richard and rescue him. It also gives a reason for why the solar is present for the final battle besides just having more holy allies. You could also have a half-giant/titan mauler/titan fighter be part of the team, and make it be the child of titan. If you're not opposed to 3pp, it could even be a giant blooded sorcerer with teleportation spells.

As for how it all came to be, the whole Richard's mother thing could still be present in the story. Maybe Richard's mother becomes an angel and was the one who had the solar sent.

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As the person who shared the Reddit post that heavily criticizes the AP, made a revision blog about it, and objectively been looking at it from a designer's point of view, it absolutely has its flaws and ignores a number of rules. Because we're bringing up Book 6, just one thing we can address is the fact that dragons don't have armor proficiency, yet the silver dragon is wearing mithral full plate.

[i]Nonproficient with Armor Worn:[i] A character who wears armor and/or uses a shield with which he is not proficient takes the armor’s (and/or shield’s) armor check penalty on attack rolls as well as on all Dex– and Str-based ability and skill checks. The penalty for non-proficiency with armor stacks with the penalty for shields.

Even with it being mithral, the dragon should have had -4 to all of those things and a 20-foot move speed. In my blog, I said to give her a level of warrior as NPC class levels wouldn't increase CR and adjust ability scores, or you could give her a magic item that gives her Heavy Armor Proficiency, but still. This was an oversight made by the author.

Regarding NPCs throughout, a lot of class levels were ignored. Not even "this monster with X class is 1:1 while Y class is 2:1 for CR ratio", but some didn't even have class levels at all. Just abilities added to them like it was a template years before Paizo gave us the Simple Templates. There were also creatures that were "advanced", but that math didn't math so they were CR 16, but actually only CR 12, which the author denied because he said he looked at Paizo's quick advancement rules. Unfortunately, that's not good enough.

And spelling errors were definitely an issue. I couldn't help but wonder if this was written WordPad. Not everyone uses Google Doc, or owns Word Document, and being your editor is difficult because you know what the wording SHOULD say. I give a slight pass on that, but only slight.

I agree with Coriat that the whole thing with Richard was very poorly executed and made no sense in the grand scheme. It's the kind of thing you'd see called out by movie critics if this was a film.

I think part of the issue with Book 6 was crunch time. When Books 5 and 6 were coming out, that's when Gary's hard drive failed. He lost practically everything because he hadn't backed it up. The only stuff he had on both books were paper notes he had scribbled everything down on. He was trying to release each book once every two months, and this put him behind significantly. As well, he was in the middle of talks with Paizo staff to commission them (namely Jason Bulmahn) to do feats and class archetypes. As such, the quality shifted quite a bit.

What's unfortunate is this AP was supposed to get a complete facelift for the 10 year anniversary edition, fixing and clarifying all the issues, but obviously that didn't happen.

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Guessing Father Diosenia isn't normally part of the adventure path and just a name that was added.

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I brought this up on the Kickstarter comments, but it's wild to think that it's been 10 years, a whole decade, since Throne of Night was funded.

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Appreciate all the work you've put into this.

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Braininthejar wrote:
kevin_video wrote:
Braininthejar wrote:

Normally moon dogs have greated shadow conjuration.

But the moon dog sisters have it upgraded to shades (which they don't even have sufficient caster level for) at no increase to CR.

Is there some logic behind it, or is it an error?

It's because the moon dogs you're thinking of came out in Bestiary 5, which came out well after Way of the Wicked released. The moon dogs in the adventure path are from the Tome of Horrors Pathfinder Compatible book from Necromancer Games. Way of the Wicked uses Paizo's Bestiary 1-3 and the 3PP Tome of Horrors.
So will they work with shades? or will the illusory creatures crush my party? These are a pair of CR9 creatures each with a semi-real CR 11 summon

I don't think it'll crush the party, but it's +3 DC higher than any other monster of that CR. Tome of Horrors isn't known for its balance. Just use the Bestiary 5 version now that it exists. They're both CR 9. Greater shadow conjuration is still +2 DC higher than a standard monster of that CR, but it's more survivable.

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Braininthejar wrote:

Normally moon dogs have greated shadow conjuration.

But the moon dog sisters have it upgraded to shades (which they don't even have sufficient caster level for) at no increase to CR.

Is there some logic behind it, or is it an error?

It's because the moon dogs you're thinking of came out in Bestiary 5, which came out well after Way of the Wicked released. The moon dogs in the adventure path are from the Tome of Horrors Pathfinder Compatible book from Necromancer Games. Way of the Wicked uses Paizo's Bestiary 1-3 and the 3PP Tome of Horrors.

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I regretted giving my players access to the half-fiend template. Completely wrecked the campaign.

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The bundle is thankfully seeing good results. Already hit the Copper Best Seller. Thank you to those of you who have helped out so far.

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Samurai Sheepdog sent out a request back in April for people to come and submit entries for a charity bundle for Owen Stephens, who is currently battling cancer. Myself and many others wrote up boss encounters for Pathfinder 1e, Pathfinder 2e, Starfinder, Cypher System, 5e, and OSRIC. That bundle is being released today, and will have periodic updates as more is added to it.

Please consider donating. If you can't, please share this around so that others can donate and share. Every bit helps.

Charity Bundle

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Braininthejar wrote:

Came up with a side-quest idea - the boggard tribe had fallen on hard times under Kumanda's leadership, and is seen as weak by other boggards.

In order to allow Zikomo to start recruiting new tribe members, they need a show of strength - killing a marsh giant that the other local tribe worships would be great, but that requires a day-long expedition into the swamp.

That's pretty good. In Book 7, you're tasked with getting a hydra for the cave. That could also be a show of strength instead of using minions.

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kevin_video wrote:
Braininthejar wrote:


Argossarian is a CR 13 young adult silver dragon who has no wealth on him whatsoever because his horde is somewhere else entirely. As such, my suggestion would be to have "some" of that 11,600 gold the PCs normally wouldn't be able to access,

Problem is, that would also buff his dragon form, and the party, while experienced in rpg, is new to Pathfinder. I don't know how good they will be at fighting by the end of the module.

It just occured to me.
The party is very unlikely to figure it out or want to use it, but Grumblejack's backstory technically qualifies him for the first sacrifice.

You accidentally quoted things too many times.

It would buff the dragon in his original form, but it's honestly only something you'd give him if he needed it in his humanoid form. That said, this might get Ezra to help because a dragon is difficult to take on, and an undead can only do so much. It's just assumed that the dragon is in its original form always. You could also make a custom item that reduces his size to Medium so he can get around. Make it a monster version of reduce person. It's a 3PP spell, if you're okay using it. Wouldn't be that much of a stretch that ancient beasts like dragons would have access to "ancient" magic.

If your group figures it out, and decides to sacrifice Grumblejack for the ritual, they wouldn't be the first to do that.

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WagnerSika wrote:

1 My group had not much trouble with the escape. 25 point buy and 2 extra skill points helped. Even though _none_ of them took ranks in Disable Device they managed to get out. They had Grumblejack to help as well. It was a bit hairy but they managed to kill most of the guards without alerting the keep.

2 I used the material in book 7 and some suggestions here on the boards. The flesh golem (book 7) and the Gates brothers (Kevins idea if I recall correctly). Also I beefed up some enemies, like Odenkirk and commander Havelyn. Also did you remember to give all the story awards littered throughout? I missed a few and gave the players the xp later. If I would do this again, I would ditch XP altogether and just level them whenever appropriate.

3 Maybe the cultist confused Pale with White? They are almost the same color.

4 Good question. My players (or me) never noticed that. Maybe they had slaves throw them in the acid pit (C2), or just carry them outside.

5 Have you perused the book 2 thread already? My players killed Ezra immediately so I did not have that problem. Remember that Ezra is insane, the temptation to attack might just be too much for him to wait until the optimal moment. Also why not have him attack at the same time as Richard? Nice three way fight there.

6 I guess so. But do what ever is coolest.

The oozes were a nice shock to my party. If your party tactic is to always rush a room en masse this is a good lesson for them. You can have some minions hang back and then drag them back with reach weapons. When they are woken they are immune to the aura. Besides its DC 21 :) The oozes are non-intelligent, they do not know how to coup de grace. They attack the helpless PC grabbing and constricting and the pain wakes them up.

The individual book threads were really helpful for my GMing. Also Kevins really good blog entries have good ideas that I used a lot.

Appreciate the name drop and shoutout to my old blog. And, yes, the Gates brothers was mine.

Grand Lodge

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Braininthejar wrote:

A question about the dragon.

Normally when you transform with polymorph, your equipment melds into your new shape. But for Argossian, the dragon form is his base one.

Does it mean that while he's running through the narrower parts of the horn, he's butt naked and reduced to punching things? That's a way less challenging battle.

(also likely to get the spiral clogged with a solid block of meat, if the party kills him there and he reverts to his base shape)

If you choose to have him naked and bits hanging out, that's your call. Usually the transformation adds basic clothes. But, no, there's no armor.

Could always have the party kill him and his dragon corpse potentially crush them. I've experience that kind of game before (colossal red dragon archmage).
Argossarian is a CR 13 young adult silver dragon who has no wealth on him whatsoever because his horde is somewhere else entirely. As such, my suggestion would be to have "some" of that 11,600 gold the PCs normally wouldn't be able to access, as something he can make use of. He has no armor, but has access to 1st and 2nd level spells. My suggestions would be for him to wear a ring of spell knowledge with mage armor in it, and page of spell knowledge for shield of faith. That's 2500 gp and gives +6 AC for two 1st level spell slots. As for change shape, it's any animal of humanoid. Lizardfolk are humanoids with two claws and a bite. Could turn into one of those, or even a sasquatch for slams. Could always have another page of spell knowledge for a 2nd level spell that'd cost 4k gp, and pick your favourite. I'd probably go bull's strength of bear's endurance, but resist energy is good for those fire-based spells. Whatever you add, just make sure the PCs can only access a minimal amount of it, if anything.

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Braininthejar wrote:
Does Gary visit these threads anymore or is it old news for him?

Gary avoids everything online since the debacle with Kickstarter and not coming through with Throne of Night back in 2015.

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Dragonhelm wrote:
I fear, though, that with the OGL debacle and the upcoming ORC license, we may not see much more PF materials for 5e. I hope I'm wrong.

I'm always worried about this and hope that it won't end up being the case.

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Inchoroi wrote:

I'll be buying this solely to show that there's a market for it, even though I don't see myself running this particular AP (although I've been wrong before).

I've also converted and ran Rise of the Runelords and I'm converting and running Curse of the Crimson Throne right now in 5e! It can be done.

You don't happen to have those available online, do you? Like as a Google Doc?

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I haven't updated my blog in some time, but from time to time I'll get a question from someone who's currently playing the adventure path. This happened yesterday, and the GM was in Book 3 dealing with Izevel the medusa petrifying everyone. I'm sure there are more ways to deal with gaze attacks, but I put down nearly two dozen ways to deal with her in this entry.

Ways to deal with Izevel the Accursed.

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Here4daFreeSwag wrote:
Good to has a free 3pp adventure, Throne of Night, player's guide out there for PF1e, kevin_video- plus all the other links too. ;)

lol Yeah, you'd almost think I was the one who wrote this thing. It's unfortunate that it ended up on our shoulders to finish things up. Still, want to do my part so other people can enjoy this for what it should be.

For ease of use, instead of making people jump from link to link, it's true that I did compile everything together on one Google Doc. I even added the reddit posts. Also, the person who wrote the reddit posts, might (no promises) do another one, but this time based on the map the Kickstarter people were given exclusively. Apparently, there might be a few questionable things on that.

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Reminder that I made a Google Doc with all the links and important information separated for ease of use. I also added the new Reddit posts to it.

kevin_video wrote:
Finally went through all 30 pages and created an official "resource document" of all the pertinent information on this forum thread regarding the AP.

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The review and fixes for Book 2 is now out, and it's in four parts (all linked in Part 4 of the entry, funny enough, and it links back to Book 1 as well).

It's just as thought out and blunt about how Gary put things together, as the review as Book 1. It was a good read about how the errors and questionable plot elements seem very on-point at this stage for Gary's writing.

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Reddit user Zorothegallade has gone over books 1 and 2, done a review, and listed all the fixes that need to be made to each stat block, and there's a few. The review is rather long so each were broken down to a number of parts, linked for your convenience.

Throne of Night Book 2 review and fixes.
Part 1
Part 2
Part 3
Part 4

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Reddit user Zorothegallade has gone over books 1 and 2, done a review, and listed all the fixes that need to be made to each stat block, and there's a few. The review is rather long so each were broken down to a number of parts, linked for your convenience.

Throne of Night Book 1 review and fixes.
Part 1
Part 2
Part 3

Grand Lodge

This was brought up on Reddit, but no one seems to know so I figured it'd be best to ask here.

The Gallows Rope wondrous item from Mythic Adventures says "...any time the wearer is reduced below 0 hit points he gains DR 10/— and fast healing 5 until he regains consciousness."

So, the question is, if you have Diehard, since you would still remain conscious, does this magic item simply not work for you? Or is there a loophole that you'd still gain the healing until you would normally gain consciousness?

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Honestly never thought I'd be posting here again, but here I am. Came across a recent (Oct 1st 2022) review on Reddit for Book 1 of Throne of Night, and it also has corrections for NPC and monster stats. After the pages upon pages of errors from Way of the Wicked, and other people commenting errors in Book 1, this person broke it all down and found way more issues than most of us discovered. Honestly shocked that there was this many with just the first book. I'll be curious to see a review for Book 2.

The review is well done, and points out some plot line flaws with the drow side of things, saying "FMG forces the idiot ball on yet another villain.", which, the reviewer isn't wrong. Drow are arrogant, but they're not stupid.

Overall, a good review and worth the read.

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Believe me when I say, I pray he comes back too. He was a good friend who suddenly disappeared from the internet one day, and I miss him very much.

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Loudspeaker wrote:
Jeffrey Swank wrote:

Hey peeps, not to resurrect an old thread, but my group will be undertaking this adventure in a month or so, so took the info presented here and made a single reference document. I have not yet edited it, but feel free to check it out, download it, or comment with ideas. I am setting it on the Island of Kortos outside of Absalom...the Red Hand pushing out or recruiting the centaurs and harpys into their army.

Red Hand of Doom Pathfinder Encounter Conversion

Hey man, i know its a few years later but i was wondering if you still have the google doc with the pathfinder conversion? i read it a while ago and its just what i need, but the link doesn't work anymore. Thanks!

He might come back, but unfortunately he's been gone from the site for about a year.

While it's not completed, you might have to rely on this one or this one. There's also a few Reddit posts of people doing their shot at it.

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Good to know. Appreciate the response.

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Is this flip-mat good for the original version of the module too, or just the new one?

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James Jacobs wrote:
Purple Dragon Knight wrote:


As the shipping date draws near, I was wondering if the Kingmaker Adventure Path Special Edition hardcover was written entirely for 2E or if 1E skill DCs were provided? I purchased the 1E Bestiary Add-On but I am uncertain if some amount of 2E to 1E conversion will be required when I run the adventure. Any information on this would be greatly appreciated; thank you.
It's 100% written for 2nd edition. If you want to run this version in 1st edition, the Bestiary provides all the stat blocks for monsters and NPCs and traps/hazards you don't already have in 1st Edition's Bestiaries #1 through #6, but all other content (skill DCs, treasures, etc.) are things the GM will need to adjust as they go.

There's also a 5e version, correct? Or is that just the Bestiary?

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I didn't initially think to post it here, and only posted it on Book 6, but for those DMs still running the game, it'd make sense that I put the link here as well.

Here is the link to the online document (which can be downloaded) containing all the known errors in Books 1-7 of Way of the Wicked.

These were gathered by multiple DMs who posted on Reddit, all the things they found wrong. It's about 53 pages in length.

These are also separate from my own entries, especially the ones where I rebuilt some of the NPCs from the ground up.

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WagnerSika wrote:
Wow, that's rough. I do agree with many of the criticisms. I have redone almost all of the major NPCs so I did not really notice all the mistakes. And it did not make any difference if some skill points were in error on some soldiers. I disagree about the story being bad. While not brilliant it is easily on par with Paizo APs that I have read or played. The AP does require a lot of work on the part of GM, but at the same time I really enjoyed the work. It felt like I was making a good thing better, not that I was salvaging bad work.

Same. I liked it for what it was. It had its hiccups, for sure, but that's what happens when your hard drive crashes and you lose everything that's not written down on paper. Humans a fallible, unfortunately. It's also partly why we have a Book 7.

We all know I've done dozens of blog entries on various changes that should be implemented in the game, whether stats are wrong, or CR should be lowered or increased for NPCs that don't make wealth or are too well build for feats, etc. I'm sure if Gary had done things with Hero Lab it'd have been easier, but even that isn't perfect.

I will agree with one thing that was noted in the reddit post--it's a product of its time. Had it been written when five of the bestiaries had been written, with the sixth on the way, as well as more core books such as Ultimate, Combat, Intrigue, etc, the AP would have been done differently.

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That's a great find. While I was looking for a conversion, I came across a not so nice reddit post about the AP in general, which I posted on Book 6. The main thing I wanted people to be aware of was all the errors for the monsters and NPCs so that they can adjust their own campaigns accordingly. I didn't realize it was quite that bad. I knew it wasn't great as over the years I had emails Gary with my own corrections for the later books, but seeing it all laid out like that... Wow.

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Wow, this is a lot of errors over the course of seven books. It's good to note though, so anyone running this can make adjustments to their own games.

That said, the person who did that also wrote an epic reddit post about the AP, and was not exactly kind. The title of it speaks just how much this book hurt them. Literally, the final paragraph describes that the AP affected their mental health negatively.

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Douglas Muir 406 wrote:

Question:

Did anyone ever do a 5e conversion for this?

Doug M.

Not a complete conversion, but many people online have done at least Book 1. Here's one example.

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artguy wrote:
running for 6 people and wondering how to balent it better?

It's actually not bad for 6 people. If it's a creature, give it the Advanced Simple Template. If it's an individual NPC, add an additional level. If there's multiple people, adding an additional 1-2 additional NPCs in the group and add one more NPC class level.

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Sphen86 wrote:

I know this is an old thread, but does anyone who ran this remember roughly how long it took?

Several posts say 5 hours, a few say 7. But anyone else who remembers, I would love to know.

I managed to run it in 5 (we had 6 hour slots at a convention), but I also only did the absolute mandatory parts and my group ended up abandoning one of the fights by just banfing away once they saw how difficult it was going to be. If you have a group of 6 and they're all optimized for each encounter, you can do it in 5 easy. If you have less than that and they're not optimized, but they can escape encounters, and also don't care that their chronicle sheets will have a bunch of stuff marked off, probably about the same amount of time. It's very much YMMV.

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JuliusUK wrote:
I have just run this for a home group. There doesn't seem to be a way to report the Bonus Chronicle sheet on Organised Play. Is that OK?

Yeah, you don't have to worry about the sheet. It's just something for anyone who's does all three of the adventures. Neat little perk.

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Kevin Mack wrote:
Hi not sure this is the right place but Kevin_video I seem to recall you having talked to the artist of both this and way of the wicked (I believe same artist for both) was wondering if there was anywhere he had art for way of the wicked up or art prints?

Yes, Michael Clarke did the art for both adventure paths. Other than his website, which is mostly Throne of Night art, he didn't have a lot of art for Way of the Wicked uploaded anywhere besides the now defunk FMG website. There are websites that share the art, mostly because they're doing a playthrough online, and the GMs need visual representation for the players.

I shared as much of his art as possible on my Pinterest page.

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NielsenE wrote:
WotR was also already sanctioned, check the product pages.

That's fantastic. I guess it's just Hell's Vengeance that we're not getting then, which is fine.

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All that's left now is Tyrant's Grasp.

I know Wrath of the Righteous and Hell's Vengeance are also ones people want, but pretty sure it's been said a few times that those two aren't getting anything for chronicles. Which, if it's done this way, with Variable Rewards, should be fine.

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Majuba wrote:

It's been done, but not by section, only for campaign mode.

LINK.

This is amazing news!

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WagnerSika wrote:
I noticed the Nereid grace max Deflection bonus is +6 at CL18.

Yeah, I don't know if that's an errata or what. The +6 limit is definitely in the online versions of the spell. I don't have a copy of the 1st printing, which might not have had a limit.

Regardless, it's druid/witch 1, so it has to be a magic item. Belinda couldn't cast that on herself unless it was through a wish.

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Sc8rpi8n_mjd wrote:

Hello!

It seems that after Google Drive updated their policies last year, the link on the document went dead.

Here you have it:

Link

Appreciate that.

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WagnerSika wrote:
If you can somehow justify it, you could have the Princess be a devoted worshipper of Arshea and take the Celestial obedience and get Cha to AC as armor bonus.

Mitra is essentially three gods. You wouldn't need to make her a worshiper of Arshea if only because that deity technically doesn't exist in this campaign, but you could reflavour Mitra to allow Arshea's feats.

As for monk or paladin levels, it's one of the reasons people were negative towards Gary going sorcerer 20 for the princess instead of sorcerer/dragon disciple. Not that all of her abilities were spelled out either, and the DC's are definitely min-maxed to a degree. But, that somewhat balances out what the PCs would do.

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WagnerSika wrote:
AsherPAF wrote:
JohnHawkins wrote:
** spoiler omitted **...
Can I ask where you're getting the +15 deflection bonus from for Bellinda? I can't see how anywhere! Thanks
In an earlier post he says
JohnHawkins wrote:
She also has a permenant Nereid's grace spell in effect , done via a tattoo which several of my pc's also use so she gets charisma to AC AS A deflection bonus.
Probably somehow gotten with the Inscribe magic tattoo feat.

I wondered if that was the case, but the spell has since been changed so that the max is +3. It can't get as high as +15 any more. An item might do that, but it'd be stupid expensive.