Jeraa wrote:
Ah, perfect. Thank you!
The Bestiary entry for the weasel familiar lists its skill modifiers as: Skills Acrobatics +10, Climb +10, Escape Artist +3, Stealth +14; Racial Modifiers +4 Stealth, +8 Acrobatics However, when I calculate them from scratch, I get:
I stumbled across this trying to determine where the weasel's one skill rank lived, after reading the rule about familiars using either their ranks or their master's ranks, whichever is greater. What am I missing?
I think Zyrxog has a big enough ego that he'd be embarrassed that he had the PCs in his lair but failed to complete the job of eliminating the "small minds". I think he would try to find an opportunity to strike the PCs on the surface. Maybe he recruits some more drow first to keep an eye on his brood.
To understand the impact of all 4 characters making 4 checks I dusted off my statistics and validated with a simulation. 4 mummies is a CR 9 encounter. Let's assume a standard APL 9 party made up of a fighter 9, cleric 9, rogue 9, and wizard 9. Let's also assume that in addition to their class bonuses for will saves, each also has a +5 bonus due to ability scores, magic items, buffs, etc. This means that the will saves for the fighter and the rogue are +8, and for the wizard and cleric are +11. By my calculation the wizard and the cleric survive 4 consecutive despair checks 41% of the time, and the fighter and the rogue survive 4 consecutive despair checks 18% of the time. What's worse is that the whole party remains in tact (everyone passes all 4 checks) only 0.5% of the time, and a TPK occurs (all four characters fail at least 1 check) 23% of the time. Seems kinda harsh. Am I missing something?
A party of four characters walks into a room containing 4 mummys. All four characters are within 30 feet of the monsters. Is each character making 4 checks vs. the mummys' despair aura for a total of 16 checks? "Despair (Su) All creatures within a 30-foot radius that see a mummy must make a DC 16 Will save or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy's despair ability for 24 hours. This is a paralysis and a mind-affecting fear affect. The save DC is Charisma-based." If so, it seems to me that a group of mummys has a good probability of paralysing an entire party. Thanks in advance. I'm having difficulty in finding a rule reference on this.
Aelryinth wrote:
I like this. Thanks for the help.
Thanks for the feedback. Yes, it is the idea to balance the coolness of the dwarven ability with giving the PCs a challenging encounter. So where a stone giant might normally be a good level 8 challenge (4,800 XP / CR 8), should I instead treat him as a 3,200 XP / CR 7 monster and add levels / pets to bring the encounter back to a CR 8? The design question is then how much do I discount the giant's CR to account for the dwarven ability? I'm liking the non-giant pet/friend idea. Could get the PCs thinking "Ha, this giant can't touch me. But on the other hand his bear is a real pain."
I'm running my players through an all-dwarf campaign, i.e., they're a party of 5 dwarven characters all from the same Barrow. The adventures so far have been loosely-coupled around protecting the interests of the Barrow and the dwarven king. The group is all level 5 now and I'm working them towards playing a conversion of G1-G3 Against the Giants that I'm working on. I'm planning on taking them there once they reach 8th level. Play last weekend got me thinking. In their current adventure they chewed through a band of ogres easily, primarily due to their dwarven training ability which gives them a +4 dodge bonus vs. giants. The ogres struggled to inflict any damage on them. When I take them through Against the Giants, should I increase the encounter difficulty to compensate for the dwarven training? Would a CR 1 increase be sufficient? Or CR 2 or more? I considered putting some type of effect in place to negate that training, but that seems too heavy-handed to me. Any advice would be appreciated. |