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1 person marked this as FAQ candidate.

So the party fought an advanced troll who was quickly reanimated by the wizard as a bloody skeleton and thats when myself and the gm had differing opinions on its stat blocks. The advanced template adds stats to the base form and the point of interest is cha (for bonus hp for undead)
The gm's stance is that the advanced template adds +4 cha to the trolls base score of 6 which is equal to its skeleton version at a 10 cha but he doesn't apply the rule for the other stats str dex and so on.

It just confuses me that he's ok with it having a silly str and dex score but it's the end of the world if it gets bonus hp.

So my official question is there any breakdown of how multiple templates stack in an instance like this?


Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Provided they have them premade can access them then yes, but they wouldn't be able pick one off their list and "cast it".


I forget what the formula is for npc's but it's something like 5 of them with 1 level of a npc class equals a cr 1, so depending on the npc's you have in there you could adjust it that way also.


the party's level is static what changes is the cr of the encounter.

if the party has NOOOoooo way of defeating the dragon, say 4 level 3 characters vs a cr 9 dragon and all the extra npcs Have to be there to help dps/tank the dragon then adjust the cr to something more suitable say a 5 or so but if the dragon is closer to their level then just leave it and have it ignore the npc's.

side note Most npc's will/would wet themselfs at the scene you described, don't forget the fear aura.


I've been running for years and the idea of running 8-9 people scares me, Max for me is 5 people and that's a like herding cats that got into the drug cabinet. about three games ago someone was derailing the game by consistently rules lawyering at me and he got yelled at for his trouble he doesn't do it anymore, the more people you have the less friendly it becomes and things like this are more apt to happen imo.

I don't have any advice on how to correct your problem in Nice way, Imo I would just flat out tell them that it isn't working and go back to your original players but be prepared for whining and crying.


my skull and shackles games is up to a total of 9 deaths and we just started book #4, I will give them a Little wiggle room But if you don't make them wince every once and a while well frankly they will walk all over you and no one will enjoy it.

Point in case a lev three rogue kept antagonizing a level 5 npc fighter (who was indifferent to the party and was leaving) and drug him off his skif by making a ranged grapple check with a whip. (I was feeling generous and the rouge REALLLY wanted a piece of this guy) so after a couple of rounds of dragging the fighter along the dock the whip gets cut and the now rather PO'ed fighter walks up to the rouge and vital strikes/crits with a greatsword for 5d6+12 , I don't remember the exact damage but it was about 5-8 points beyond dead... everyone at the table cringed but He asked for it.

In short I'm fair to my players but they know if they do something stupid it can cost them a character.

I also believe in teaching players to avoid A/O's like the plague, I don't worn them beforehand unless they haven't played dnd 3.5 or pathfinder before. After they provoke I ask them what they should have done instead.

of and as far as falling, it's 33 feet per second, so 6 seconds to a round so 198ft in one round, unless they had a ring of feather fall or have feather fall mesmerized well, Imo your being nice to them.


good choice, Don't cut them any slack and be sure to throw plenty of racist npc's in his way.


wraithstrike wrote:

The problem is the player, not his race. I would tell him that consequences have actions. I mean in-game actions such as coup de gracing people with information.

As for him trying to seduce a lot of women have his reputation spread so they know who he is. If you think he will commit crimes in human or fox form, and use the alternate form to hide then remind him that divination spells do exist.

THIS^


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personally I'm a big fan of giving them rope to hang themselves with, Let him play a kitsune and then have him running for his life.

It's your game it's your call, I have ZERO issue telling a player I have an issue with something as it doesn't fit with the campaign and leaving it at that.


ferrinwulf wrote:

Just finsihed Rickety Squibs last night. To say as wriiten its a bit underwhelming is an understatment.

I did find it pretty hard to run to be honest and had to kind of force the encounters to work, not good. My problem was that the party wanted to do their own thing each day and not stick together only seeing each other in the taproom in the evening, one is carving a figurehead, another is lending his service as a cook and another was shopping for supplies and getting crew so there was no real time to have the encounters run as they were.

Unfortuatley it turned into a boring rail road. The Naga was forced on them on the 2nd morning and the wasp encounter was really difficult to get right as during that day one player was in the taproom cooking, another was in the market area and another was carving a figurehead outside. In the end I had to have to dockwokers cowering under a cart with 3 wasps coming to attack them to get the party together.

I think I made a mistake this time round and should have ditched the encounters and just played out the first day then have the players tell me what they would do for the rest of the time there and work out events based around this maybe something similar to the work/task on the wormwood in book one to speed up play. I can't really see the need to have 5 long days in a small village waiting around for the ship to be more than half an hour game time to be honest and the fixed encounters are a bit bland and don't really make much sense.

Bad idea, oh well you live and learn.

Anybody else have a similar problem?

Rickets went very smoothly for my group, they picked up a replacement pc day one form rickets to replace the bard that had just died from and I asked them what they did each day and they happily cast spells for scribing scrolls only hop at the chance of the presented encounters while being at less than full strength.

I did not apply the young template to the naga to keep things from being to easy one player almost drowned and the new charater finished it off while it was fleeing with 2 hp left. (keep in mind I have some advanced players)

The highlight came when the half orc subdue rouge decided to face off against captian pegsworthy alone by informing him that it was HIS Island and came up with the idea of using a whip to drag the captian off the boat as they were trying to leave and was handed a vital strike crit for near 60 damage for his trouble. the rest of the party let pegsworthy leave well those that weren't paralyzed from the giant wasps that is. I don't think i have seen players laugh so hard at a character death before

Oh one last thing, the late bard character had a monkey familiar... and guess what caught ghoul fever on the island near the end of the first book along with 2 of the pc's, I cracked up when it failed it's last fort save and a ghouled monkey started running around in the middle of the night in the crew quarters.