The fact that even if a few people can read it and get put out 4 snares at a time is a problem. a problem that can be addressed with a few lines.
To cut off the crafting in batches problem add in
To stop the stacking snares problem.
As an extra thing to stop crazy base defenses for ranger snares in the ranger feat "snare specialist" add in.
And a last line that bugs me in snare specialist that can be read different ways. make it more clear when/ if you gain more formulas as you increase in proficiency in crafting, as you could pick the feat up when you are a master or legendary and get a different number of formulas total depending on how it is read.
It might not be the best way to phrase things but it would hopefully stop anyone having to have a talk like this one with the gm.
I feel it is good to talk about this before the first errata comes out so it gives the devs a good chance of addressing this in the first errata. Most of us will agree to no stacking traps and the like. But there are always people that will see something like this and interpret it to be in there favor regardless of how it is intended, and sometimes those people steam roll the gm to get there way.
Did this sea serpent fight with my group and i know we did a fair amount of things wrong so bare that in mind. party was a wizard me, druid, paladin, and cleric. because of a joke the cleric made he had water breathing precast on all of us as a 4th level spell so it lasts 24 hours. we got to the lake and without ever taking to anything in the forest we went in and walked along the bottom of the lake.
it was a crazy fight and if ran right then we would have had almost no way of winning. also funny to me that the dino druid at huge got swallowed. it was also 1 am on Wednesday and people had to work the next day so it got a little hand waved.
I would like to get the thoughts on dwarf ancients blood. I understand that getting +2 to saves vs magic is very good, but is the cost of -2 Resonance Points worth it. It would make a dwarf that has put nothing into charisma get the first resonance point at level 4. The other side is does that even matter, will magic items not have much effect before level 4.
My party had a hard time with the akata, and from the way they interpreted the logs on the ship, they think the drift rock might have over 100 akatas on it. So they thought of calling backup. now as it was hard to deny them that, i did the best i could in the moment. letting them contact who hired them Eox’s ambassador and had him tell them back up was on its way but will take some time to get there, and to go down to the drift rock and if things get too bad down there to get on the ship and wait for backup to arrive. thus making me skip the part where the ship leaves them stranded.
players have seen enough scifi horror to know not to explore more when they can call for back up.
It all depends on how often those conditions come up for your game like all things it is relative. i can see it being over powered on a psychic caster but that is it. talk with your dm and find out how often those conditions would pop up, at the least some thought should be given to how often it would actually be useful. On the other hand i can see it being banned for a different reason. it is from a module and is made for use in that module.
More of a seed, a planet devoid of life, after an experiment taping into the plane of positive energy goes too well. all the plants grew too fast and sucked out all the nutrients from the soil. all those that were living in the area died from being too healthy. a few survivors are left but they have to keep hurting themselves to stay alive and not pop with positive energy. the positive energy keeps them sustained without food or water. play with it as you want.
My group took the rails off the track then put them together once more and had them hooking up to another track so that two trains would hit each other.
My group has a fiendish vessel cleric who has a free imp familiar, they made this plan up after killing the monk. they told Oppian that the wizard was conducting foul rituals in his home, they were on friendly enough terms with him so he took 6 guards some of them named and went with them to the wizards manor, just before they got there, the imp with a bag of holding went in the window of the second story manor and put dead body's in a ritual configuration. they arrive with Oppian and get the wizard to come out he is confused as to what is going on, Oppian sends up one of his men to look for confirmation that some dark ritual is being done. the man comes back down says yes it is. party is behind oppian and his guard and has the imp act once more using the discord bottle, all but the wizard and Oppian failed, the party bard casts glitter dust on the wizard and two guards they all fail, the fiendish vessel casts lesser confusion. in short order the party wins by much trickery. with that i ended the book, the town lost its GR leadership in two days. they never had to storm the fort. But i was the one running the game, and we don't get that much play time a session for reasons.
My group just got done with this book, but some things i took away from it.
2 you never know what the party will try at the orphanage, mine has a witch that used its prehensile hair hex to kidnap one of them, his name is joey and he has to go around following the party or die...
3 because of the big battle/siege near the end, if you want the party to have easy sacrifices to get a hold of the portal just let them find some knights that are stable at negative hp.
4 if you have necromancers a good place to purge the number of undead they have is at that siege.
just what i have seen from my groups play of the book.
My party has only 3 players so gm gave us a npc that we made together. It is a witch and as we were looking at familiar we picked monkey and then the archetype sage, the rest of the party is not that smart so likely we will be following the monkeys advice. So we picked the name monkeys paw. I hope things won't go badly for us.
my party never got to fight him. our gm was too frustrated with how powerful we were even at just the end of book 5. he saw each of the 4 of us as being able to take him down in one turn. party had a aether kenitisist, archer magus, fighter, and me the summoning archanist. after 5 sessions in a row of use taking no damage and killing everything on the first turn that kind of broke him.
fast bomb allows you to make more then one bomb attack a round. but does not itself give you a bomb attack. you treat your bombs now like a normal thrown weapon for how many attacks you can get out of it
so because you have 3/4 base you get
I am currently playing one in rise of the runelords and i dont find the need to summon more then twice a day even rushing through things with no breaks. I suggest getting the feat summon good monster and get some archons and keep using the aid spell they have at will. for the the errata has not mattered at all and at this point going on book 4.
so umm. has anyone had to deal with a group that was very clever with dealing with the gray garrison.
seeing how the building is made of stone, a character that had a pet earth elemental from some source be it a companion or a summon, then putting invisibility on it some how, could just go up to the top floor using earth glide invisibly then go inside the building and use the rod of cancellation to touch the wardstone. effectively making the only one in the room or even building, while the players are across the street waiting. then what does Areelu do, does she just see a small earth elemental with the wardstone shattered. do the players still get mythic some how. this has not happened yet in my game but how to handle this corner case.
This more or less has the players out think themselves from getting mythic.
Everyone picked there class without knowing what others picked so we have a odd group of being all ranged. No base healer as well
Elf eldritch archer magus
Infernal healing will have to do for low level healing. And summoned monsters or mount for tanks/targets to go without a standard front line. Worked out well so far.
All winnable crew gotten. As the party got more ships they got promoted to Captain. I tried to get my group to build a fleet early that way. So book 5 does not hit them so hard. Only person left from starting crew was fishguts by the time we finished book 6. Even made friends with pepper from how they saw it and invited her to a party in book 4. Thus in a round about way leading them to skip all fleet battles.....
Something that can go differently then as written as it did for me.
2 scry and die on the fleet. if you let the party know the name fo the admiral leading it and/or the name of her bodyguard it is a simple thing scry and find out when she sleeps, go invisible teleport and kill bodyguard then her. using cloak of dreams to make bodyguard fall asleep. then go around with overland flight with inadvisability and grabbing something from the other captains to scry on them for next time. while also planting as many castings of fire seeds using holly berry's inside of the ship at night. thus killing a fair amount of the non combat crew and setting the ship on fire from the inside. thus a party of 4 can take on a armada of 50 or so ships and win.( well a high level caster can do this by themselves to any military force not prepared for it. ie scry, fly, greater invisibility, teleport, evocations of some kind, teleport out, do that a few days and watch common military forces die)
thus the last book can turn into one short session with no need for a fleet battle. in fairness yes i know that devil has see invisibility but there are only 4 of them and i missed that in there stat block. You can take this as a warning of how to avoid this or as a easy way to resolve the book as you will.
another idea/warning only the hurricane king has a Amulet of Proof against Detection and Location in the book, so scry and die is something you can do on his first officer who the party has seen before. risk would be things could attack from behind.
well Errant Mercenary. they were level 11 and i ran the encounters as written but they jumped past a few of them with short ranged teleports of different types. the party started out as just 3 people so gave them 25 points, a few books latter let them have a npc heal bot. the wealth by level got a little screwy because two of them turned into item crafters, with a familiar that had the valet archetype so could quick craft 4,000 gold in one day. With that and seeing how they are on a ship with a fair amount of down time for travel, well it changes things. Even with me only giving them magic items and loot that was written in the book, even then they missed out on a fair amount.
Even stranger part was the next session when i went to wrap up the book with just having the pirate counsel meet. they voted on things like what was expected. then at the end they presented the information they got from the end of the book. so i took the interaction the hurricane king has for that from book six. as well as a expected personality of the party is new and knows nothing and are pathetic. the party did not like that and the shaman used its teleport hex with split hex to move the cutlass magus and the two weapon fighting kukri using slayer to both side of the hurricane king, so they are flanking. as the surprise round they got out there weapons. rolled for initiative slayer went first then hurricane king. slayer does a few crits and sneak attack doing massive damage, and yes i rolled as appropriate for the hurricane kings gear just got unlucky, the kings turn, move action stand up. provokes attack of opportunity. they slayer and magus hit him and he dies. he only got to stand up. I had two people from book six with him at the meeting, they both only got one action then went down. the slayer picked up the crown and asked if there were any objections, one pirate lord had one. then the shaman did baleful polymorph and asks if there was any more. no one said anything.
so my party now has a newly crowned hurricane king.... at technical the start of book 5... to make matters funnier in book three with the race the slayer made a bet with tessa fairwind and if they win she would marry him for one year. they win the race with a score of 55 where the scale only goes up to 11. I then had tessa walk around the table to the slayer ie the new hurricane king and had her say "so what do you want to do now husband?" my group loved that part, i also thought it worked as she does not want to be the king but wants a fair amount of say in what goes on.
They then use the time after that to do scry and die method on the major plot point of book six. thus ending my run of this adventure path. the party finishing the last two books with one session per book. i did skip some things along the way but all the major plot points were covered. I leveled them up at the speed of plot, meaning when the book says they should be level x for this part i leveled them up for it, mostly this happened with the at the end of book they should be level x.
I also say this as a kind of warning that can mess up the last two books. ie party goes to harrigan's island early killing him thus negating most of book 5, and no need to build a fleet. also party decides to kill hurricane king at meeting making them the new king, and scry and die on the plot point of book six.
Gming had my party send out invites for the party in the last book. The sent some to Harrigan pepper and others. Had those two refuse peppers refusal in his hand writing. They scryed her and saw her condition. The party was a few days away, so after it they scryed her and found Harrigan talking to her. So they used find ship with some wood from the wormwood they got earlyer. Got to the island to rescue pepper. Changed the plan and killed 5 different encounters within one turn the foes not getting a single action, then did in Harrigan with him not able to act.
So they basically jumped to the end of the book took out the threat before they even saw it as one. That is all before the pirate counsel meets. Taking the party one day of travel.
I know a far amount of that is on me for allowing it. But I wanted to share, and show how far things can go off with this book.
Found something strange with the d20 site for mythic feats. It tosses in 3rd party stuff without saying that it is 3rd party. If you click on the feat and scroll down a little you can see what book it came from. Just a reminder for everyone to double check to make sure what they picked out is legal.
Neat thing i found for item crafter ideas, get a familiar make it valet archetype. add 5 to the dc to make a magic item to add 1000 to what you can do in 1 day, leaves you with making 4000 in one day, add in a mythic crafting feat makes that 8000 in one day, have it be dwarf adding favored class bonus to how much he can make a day, 200 per level with one craft at best making 2200 more progress a day. leaving us with this
16800 worth of crafting in one day. i just thought it was neat. and all of this is assuming best case for everything. which it more then likely wont be.
staff of power 235000 gold / by 16800= 13.9 so lets just say 14 days to make it. sorry this was just fun to do.
I would like a ruling on something that does not come up often. how would you interpret the trait helpful halfing that makes aid another a +4 bonus to start, with the cavalier order of dragon which also looks like it makes aid another turn into a +3 bonus to start. would they stack, would i only get the bigger bonus, would you not like to deal with it?
(cavalier/investigator/marshal)the idea of this build is to use body guard feat to up party's ac by between 8 and 10 as a aoo. while i can use a move or swift action to up the to hit or ac of party by the same amount. and using the cavalier tactician ability to give everyone harrying partners to make the bonus stay for 1 turn rather then one attack.
I can understand if you would not like to see this in your game it is kind of crazy. the weakness of it is does not help outside of melee, so does not help if getting attacked by spell casters or ranged, also does not help the party's spell casters or ranged too much.
some crazy things to keep in mind, that i found out the hard way, still fun though.
In the first challenge at the start of the book, the pc's have to pick one of them to undo the sails. they picked the squirrel familiar of the shaman, i let it slide because it was funny. i ran contest, thinking of the speed of both, and even without rolls the squirrel won, having climb speed helped out a lot.
in the third challenge, where they defend the ship. while the giant was still in his cage and covered, the ship captain used the heavy ballistia on it, and from then on ran to the other two ballistas on that side of the ship. the giant got to act twice....
the result for the race can be a little strange, with result of 11+ being overwhelming victory, my group got a 55 race score. makes it hard to say how far ahead they were and if the last event of trying to summon from the scroll would happen if you cant see the target.
My groups shaman has just found out he can cast awaken. and now always keeps 2 castings of mats on hand. they also have kept the ring of animal friendship. i feared what would happen when the giant octopus attacked. So just to confirm i asked them at the end of the third book,
"you get to the island, a giant octopus attacks what do you do?" me
"it rolls will, ring of animal friendship" shaman
now that part is set up the true question. how would you handle "the eel" when he slips off a ship and a giant awakened octopus is guarding the bay.
i can see a few things, 1 they fight, 2 octopus does not see him. 3 octopus wins because the eel is not buffed and who sees a giant awakened octopus guarding a bay coming. the last part of the adventure changed greatly.
over all it does not matter for the xp, i advance based on where they are in the story.
and as a side note, they plan on getting raptors and making them the island guide after awakening them. so yes they plan on going to raptor island some time.
This is for those that have made silly mistakes playing any set of the card game.
Playing deck 1 of wrath, and for the first 2 senereos we got down to only 4 turns left or so. we thought it looked a little low, When setting up for the third one we counted the blessing deck and found that we only had 20 cards in the blessing deck.
I could not find another thread with this idea, just wanted to make one.
Strange idea, assuming you can use the lyre to build a ship. and as far as i know you still must have 1/3 the cost in mats on hand. could you use a ship or many ships to be broken down and remade as a more expensive ship?
and as this is for skull and shackles why not use the infamy disrepute sub system that is there. yes it will eat up a lot of disrepute but heroism can be used by a non caster.
my group of four has played the other two sets many times. we are never close to death and have never lost out of the 6 times we have gone from 1-6 in rise and skulls. only come close to having the time run out.
got to play it with my friends 4 of us. we managed to play the first two base set. took us 5 hours for 2 of them. the easiest ones i would think. we were hanging on by a thread the whole time both in near death and time out. I would cure for 5 as the shaman when my turn came to our summoner, by the end of his turn he had 3 cards in his deck.
this is a much scarier set... the terror...the terror....
Just a though. so you can only take a number of burn points a day equal to 3+ con mod. each time you take one point of burn you take level in non lethal damage. now comes the change up, if the burn non lethal damage would heal normal both with magic and without. normal healing would be 1 point of non lethal per level per hour. and any magic healing would heal equal amount of non lethal and lethal damage at the same time.
so without magic healing each point of burn takes one hour to heal naturally. but you can still only have a number of burn points per day = 3+con mod.
now given that some games have it be the 15 minuet adventuring day, if natural healing was available it would not matter, if magical healing is possible it would use up some resources from the party be it a cure spell or a aoe healing some resources is used up.
other games have it be hours between fights,(days does not matter for this) so downtime would matter a bit more, each hour would make it that much easier to fight same goes with magic healing. but the thing is you can still only take an amount of burn = to 3+con mod a day.
bottom line if natural healing and magical healing is allowed for burn damage it does not change how many times a day it can be done.
sorry if it seems all over the place, just trying to put in my thoughts on this as best i can.
My group is playing the card game and I asked if they wanted to do the real thing. They said yes. Thing of it is they are three players so I am tossing in Ranzak the goblin as an extra npc to hopefully fill them out. Also doing it because on our second run through of the rise of the runeloards I played the goblin ranzak and one of the players hated him. So giving the player a chance to see him die. I think it will make his day. Ranzak says he is a raider where it says class best fit I could find was rouge.
my mind was on the melee and skill monkey roles, with the barbarian/alchemist, with a bit of casting of sorts. not to overcharge one role, like say a fighter barbarian would be.
also i find the idea of a four armed character fun. most likely archtypes will be alachemist trapbreaker, and barbarian Invulnerable Rager.
I can post as often as is required. i have a job that is just sitting around all night by myself giving me time to post on my phone.