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Andros, High Priest of Sarenrae wrote:

So I have a few map / direction questions that you can all help me with...

** spoiler omitted **

Thanks!

The elevator takes the PC's to area D1 on the Engi Deck. They can avoid it by destroying the second door that can be found in the Gremlin caves. My party didn't bother trying this however, and if they had tried I'd probably say no simply because it is the hull of a spaceship.

Otherwise the second door can be opened from the engineering deck side. There is a tunnel that goes off to the North West, and its a disable device to remove the barricade there.


So I have a slight issue with my game. Trett stole all the research material of one of my PC's after they took him down into the ruins with them. He then pointed the party in the direction of the warehouse, hoping that they'd do all the dirty work for him which they did. Party turned off the relay, and at this point Trett is planning on kidnapping an android girl the party rescued (a side quest) before running back to Starfall.

However I'm a little stumped on what Meyanda would do now. Obviously she'd send people to investigate, and was thinking of ending the game with her and her minions attacking the town rather than carrying on with the dungeon since I think the AP uses crawls a little too much. But she needs some minions to fill out her ranks. I was thinking of a Gutdragging Lurcher, which is what one of the Skulks turned into after the party just never bothered with them again and so one ate the others bc hunger. Maybe some stuff from the Darklands? Or I can use some Goblins I have "renting" out the junkyard.

Not sure though. Any idea's for creatures?


Wonderful, thank you.


Hi, I'm playing a cleric of Hanspur in the Second Darkness campaign and roll a lot of animal based necromancy on him as he makes contracts with the thing he kills and considers the contract void if the creature could have contemplated the terms in the first place. Also my DM runs it so that while necromancy is frowned upon I get a lot less hate from the church of Pharasma is I keep it to animals.

Anyway so far I have two bloody skeletons under my control at the moment, the first is a constrictor snake and the other is a pet dog called peaches that the paladin paid me to reanimate (as all his dogs keep dying). Now when reading the animate dead spell it said a creature brought back as a skeleton looses all special attacks which would include the snakes constrict attack. However I didn't see anything, or at least am unsure if animating a creature loses attack based special qualities like grab on the snake or trip on the riding dog.

Here's the snake before it became a skeleton: http://www.d20pfsrd.com/bestiary/monster-listings/animals/snake/snake-const rictor-anaconda

Does anyone know if they keep these attacks or not? It would help quite a bit if they did since my snake takes on single targets most of the time. Also while I'm here I might as well ask is there any set rules for uncontrolled undead if you go over your HD limit on the spell?


blackbloodtroll wrote:
Potions of Sky Swim would be highly effective.

My GM runs a pretty harsh, low gold game. So it'll pretty hard to acquire them. I think we only have a words of power sorcerer in terms of magic as well.


Okay, thank you for the quick reply! I was mostly concerned because he was leaning towards it only giving me 15f, and if that was the case there was little reason to take a level of barb.

I'll defiantly look into the narrow frame/mount indoors stuff. He's a beast rider so I can get a better mount for indoors activities in a couple of levels.


So, I'm playing in a game next week and we can only pick from the core races. However I've played with the GM before, and in our old game we had a very ineffective merfolk bard. This game he jokingly said I could play another race if it was a merfolk. I decided to take him up on the offer, for simple entertainment and to break the human meta-fest.

Anyway, I'm running a merfolk cavalier, order of Cockatrice. I took strong tail which gives me a 15f movement speed. Now, I'm wondering what affect does armor have on this? It already seems slow enough, but my GM is pushing for a reduction to 10f. Is that right RAW or what?

Also if I took a level of barb for fast movement, would it be reduced by the armor or does it just stack onto the movement I already have?