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![]() #35 Barbarian Feat 8, 1 action called Thrash.
#40 Bard Feat 18 called Eternal Composition
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![]() My breakages were the same. Both Jyoti and one of the stones surrounding Pharasma. I had one of the mounted Generals break at the peg as well. As for the glue. I had no trouble with all but one Jyoti. That one was a pain to reglue. I managed to get some tape on it to hold it in place for over night and it still didn't work. However, when I went to reglue it, it took hold after 10 min and was fine. Must have been too slippery for the glue to take the first time. I was quite surprised to see 3 gold dragons in my case. ![]()
![]() Some great minis in this set but I had more breakages than normal. I had 4 minis that needed gluing - all breaking at the clear plastic stand. This was also the first set I have had (and we got all but 1 of the sets) that I did not get a full set. Missing the Psychopomp Morrigna, which is sad as that was one I was looking forward to. ![]()
![]() Marco Massoudi wrote:
I emailed customer service and they seem to believe the $358.18 number is the correct price. ![]()
![]() Marco Massoudi wrote:
Thanks. My cart still shows the price as 358.18 however. ![]()
![]() Looking at the Half-Orc. Before, I chose it and picked the low-light vision and orc toughness. Now it appears I'll be losing the orc toughness part but have no way to gain that back. However, I do get an additional feat that I would have otherwise not had - so its a bit better in the regards to getting more things. There is an Orc Ancestry feat though that grants low-light vision (Orc Sight), so that is a bit redundant for the Half-Orc now. Though it does provide dark vision if you already have low light. ![]()
![]() I too had a very warped Portcullis, though I live in Oregon. I'll be boiling it as I think I can fix it. My copper dragon also has issues standing but I think I can get the wings forward a bit to help with boiling. Very impressed with the improving quality of the sets. However, 2 of my 4 halfling butchers have some skin color all the way into the hair. My Elf mystic also have some paint slop over from her ears into her hair. ![]()
![]() Really enjoy this set of miniatures. I didn't get an exact count, but we did get at least one of everything. Got 2 pillars and 2 candelabras from the dungeon dressing. We had two breakages, one was the case incentive starspawn. The wing he was attached to the plastic with had broke off, and one of the center part of a candelabra broke off. Both were very easy fixes and able to be glued back on. I too had a hard time getting the eagles on the base, but my husband was able to get them on and keep them on so we didn't have to glue them. I did have to glue the clockwork dragon's wings on to keep them from falling off. Excited to get a sphinx right before my Mummy's Mask group runs into their first sphinx - so great timing :). ![]()
![]() Name: Hazel
The Gory Details:: The party headed out of town and were ambushed by the cult. The first round they were partially surrounded by Khabekh-Shu's Aurora Borealis, funneling the party into two predictable directions. Between damage from the wall, and some crossbows, the cone of cold did our bard in. The party did take her back to town and managed to find someone to cast Raise Dead (by finding a shrine to Shelyn in specific since they weren't exactly on good terms with the church of Nethys there). ![]()
![]() Eleven - CR9: Eleven CR 9
----- Defense -----
----- Offense -----
Sorcerer Spells Known (CL 7; concentration +13)
Kineticist Wild Talents Known
----- Tactics -----
----- Statistics -----
----- Special Abilities -----
Basic Telekinesis (Sp) This ability is similar to mage hand, except Eleven can move an object (even magical objects) that weights up to 10 pounds. Additionally, she can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. She can dip the container to pick up or drop a liquid as a move action. She can also use basic telekinesis to duplicate the effects of the open/close cantrip. Emotional Intensity (Ex) Eleven uses her Wisdom modifier instead of her Constitution modifier to determine damage with wild talents, the DCs of Constitution-based wild talents, the durations of wild talents with Constitution-based durations, her bonus on concentration checks for wild talents, and other Constitution-based effects of all her wild talents. She can’t use any of her wild talents whenever she would be unable to use a spell with an emotion component, and if she ever gains immunity to charm, compulsion, emotion effects (even if such immunity extends only to a subcategory of these effects like fear effects or compulsion effects from creatures of certain alignments), she loses all her kineticist abilities. This includes effects that she previously activated that normally last until the next time her mind burn is removed, though she still keeps all the penalties from mind burn. Eleven can always choose to ignore such immunities when she would normally gain them, but once she decides whether or not to ignore an immunity, the choice can’t be changed. Force Ward (Su) Eleven constantly surrounds herself with a ward of force, gaining 4 temporary hit points. These temporary hit points are lost first, even before other temporary hit points. If an attack deals less damage than temporary hit points she still has from force ward, it reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or miss. These temporary hit points regenerate at a rate of 1 per minute. By accepting 1 point of mind burn as a standard action, Eleven can increase the maximum number of temporary hit points provided by force ward by 2 until the next time her mind burn is removed. If she uses this ability multiple times, the increases stack. For every 2 points of mind burn she accepts in this way, her force ward’s rate of regeneration increases by 1 hit point per minute. Whenever she accepts mind burn while using an aether wild talent, she siphons some of the energy from the aether flowing through her and her force ward recovers a number of temporary hit points equal to 4, up to its current maximum. Eleven can dismiss or restore her force ward as an immediate action, but doing so doesn’t change the number of temporary hit points available, and the temporary hit points don’t recover while this ability is inactive. Gather Power (Su) If she has both hands free, Eleven can gather power as a move action. This creates a loud, visible display in a 20-foot radius centered on Eleven, and it allows her to reduce the mind burn cost of her blast wild talent by 1 point (as long as she uses the talent in the same round). If she gathers power for a full round, she can reduce the cost by 2 points (minimum 0). If she does this, she can also gather power as a move action during her next turn to reduce the cost by 3. If Eleven takes damage during or after gathering power but before she releases her infused blast, she must succeed at a concentration check or lose the gathered energy. The DC is equal to 11 + the amount of damage Eleven took. If she fails this check, Eleven must accept the number of mind burn points she was trying to reduce. Kinetic Blade (Su) Eleven can transfer pure energy into any object held in her hand (this object does not prevent her from using gather power). She can use this once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with this object. This does not provoke attacks of opportunity. The kinetic blade deals Eleven’s kinetic blast damage on each hit and then disappears at the end of her turn. If used with a magic weapon, the attack does not use the magic weapon’s bonuses or effects and simply deals the telekinetic blast damage. The kinetic blade doesn’t add the damage bonus from mental overflow. Kinetic Cover (Sp) As a standard action, Eleven can select one face of a square within 30 feet of her and move telekinetic force to block that face, providing total cover from that direction. This face must be supported by ground and cannot support more than 5 pounds of weight. Telekinetic force is translucent. The cover has hardness 0, AC 5, and 8 hit points. Eleven can have up to 5 covers in existence.
Mind Burn (Ex) Eleven’s mind strains when she overtaxes herself. She takes a -2 penalty on Will saves, Wisdom checks, and Wisdom-based skill checks for each point of mind burn she has accepted. She can accept 1 mind burn per round for a maximum of 3 points of mind burn total. These penalties can’t be healed by any means other than getting a full night’s rest. This manifests as nosebleeds. Pushing Infusion (Su) The momentum of Eleven’s kinetic blast knocks foes back. She can attempt a bull rush combat maneuver check against each target damaged by her infused blast, using her Wisdom modifier instead of her Strength modifier to determine her bonus. This infusion can push a foe back by a maximum of 5 feet. Eleven can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. Psychic Strike (Sp) Eleven can overwhelm the minds of those nearby. She can target one creature within 30 feet that she can see; that creature must succeed at a Will saving throw DC 18 or take 1d6+3 points of damage and become shaken for 1 round. She can use this ability 8 times a day. Telekinetic Blast (Sp) Eleven can throw a nearby unattended object up to 20 pounds at a single foe no more than 30 feet away as a ranged attack. If the attack hits, the target and the thrown object each take the blast’s damage (2d6+5 points damage). Eleven can also choose to deal damage to both the object and the target as if she had thrown the object herself. Eleven substitutes her Wisdom modifier for her Strength modifier if throwing the object would have added her Strength modifier on the damage roll, and she does not take a -4 penalty for throwing objects that weren’t designed to be thrown. She can use the object’s special effects (including effects from its materials), and if the object is a weapon, she must be proficient with it and able to wield it in one hand; otherwise the item deals damage as a one-handed improvised weapon for a small creature. Telekinetic Haul (Sp) When using basic telekinesis, Eleven can move an object that weights up to 400 pounds. When using her telekinetic blast, she can throw an object weighting up to 400 pounds, but this doesn’t increase the damage. If she accepts 1 point of burn, the maximum weight increases to 4,000 pounds and the duration increases to 4 minutes. Sources: Core Rulebook, Faction Guide [FG], Horror Adventures [HA], Magical Market Place [MM], Occult Adventures [OA], People of the Stars [PotS], Ultimate Campaign [UC] and Ultimate Equipment [UE], Ultimate Magic [UM] Favored class (sorcerer) bonuses went to hit points. Based on a story told by the direction of Stranger Things on an interview, I was tempted to give Eleven glitterdust. One day, the actress of Eleven showed up on set covered head to toe in glitter, saying she had no idea how it happened. The director said they scrambled to get her cleaned up since "Eleven doesn't sparkle", though they did laugh about it afterward. ![]()
![]() Name: Takany
The Gory Details:: The party made it to the model of the city with Sceaduinar sitting up on the spire. No one noticed him and he amusedly watched them carefully look through the model to find the various statues. One person finally saw him but not for what he was. In order to see if it was more treasure, the magus tossed a rock, hitting him square on. Combat ensued. I hit the magus with Enervation for 1 level. The second casting of it was on the paladin. Then, with the magus hitting him hard with spells, Sceaduinar did his last casting of Enervation on the magus again. I rolled a crit and confirmed. Maximum levels rolled... Turns out Enervation can be deadly. ![]()
![]() I've also signed up at the urging of my husband. I love to write, and have done lots of various types of fantasy stories for many years (none published as of yet). I'm relatively "new" to tabletop rpg, starting briefly with 4e and some 3.5 about 7 years ago. We discovered pathfinder shortly after and have been playing that since. I signed up to learn more about writing in this particular style with the hopes maybe one day getting something published. So add me to the list of interested in the publishing side. But I wouldn't mind a few tips in the other either. ![]()
![]() I had Marrowgarth do a one time flyby and then head toward Gallowspire. The party encountered her at the edge of town. They all prepped for a fight and then waited for her to come back but didn't. It was rather amusing to go against the expectation. They eventually encountered her later when they came in further into town. If the paladin was the only one to have a crack at her and take her down, I would definitely go with a Wyrmwraith. Could be a way to show just how powerful Tar-Baphon's influence is in the region. If you think it will be a good fight (but not overwhelming) for your party, I'd say go for it. ![]()
![]() Here's my take on the iconic swashbuckler. Mirror Universe Jirelle: While Jirelle rarely shares her backstory, what she never tells is that she enjoyed sinking the Bloodcrow and putting an end to her mother. Since then, Jirelle has been taking jobs as a mercenary in order to earn enough coin to finance her own ship and crew. (She has 24 platinum toward the cause currently.) While she may seem friendly, Jirelle has learned that people talk when you get friendly with them, and especially share in drink with them. But when it comes down to business, she will either talk her way into surprising you, or intimidate you until you surrender. Mirror Universe Jirelle CR 4
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----- Offense -----
----- Tactics -----
----- Statistics -----
Combat Gear flash powder (2)(APG), cure light potions (2); Other Gear +1 studded leather, +1 mithral rapier, mwk dagger, cloak of resistance +1, mwk backpack, belt pouch, flint and steel, hip flask with mead, soap, sunrods (2), trail rations (3 days), 24 pp ----- Special Abilities -----
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![]() My husband was the one to introduce me to the game (as well as a few friends of mine who had been trying to get me to play for years). I am now not only a player but a GM as well (we all take turns). I have been gaming with my husband since I started, and we have also gamed with other married couples. The best advice has been already said: don't play favorites - treat the significant other as you would any other player. I often use dice rolls to help me pick targets for my monsters as a GM if there is no obvious tactical choice and there are multiple valid targets. ![]()
![]() I too went with the Adivion and the Professor knowing each other. He even showed up at the funeral at the start as one of the attendees. After HoH, I had Kendra move to Caliphas with Adivion helping her get resettled (and even a romance develop between them). It helped that one of my players was moving after book 1 so I had her character go with Kendra to Caliphas. We role played that side of things so her character got to know Adivion's good side. Spoiler...: That character soon rejoined the party (as the player moved back in town) by the start of Book 5. It was quite amusing to see the reactions everyone had as the other 2 characters knew Adivion was behind things and all the 1 character knew was that Adivion was a great conversationalist and was going to marry Kendra. ![]()
![]() The Double Tree is on a big property and the farthest part of the hotel is a bit of a walk to the center part of the hotel where the con is held. It wasn't too bad though (I stayed in one of the farther parts of the Double Tree), but could see how it would be compared to a walk from a different hotel nearby to the Double Tree itself. I can't recall how close the other hotels are but I do know there are several in that area since its near the airport. ![]()
![]() I've ran Carrion Crown, the first 2 books of Rise of the Runelords and am in the process of running Legacy of Fire and Mummy's Mask. I am currently playing in Curse of the Crimson Throne and Wrath of the Righteous. My favorite will likely always be Carrion Crown - likely due to it being my very first game as a GM and the PCs that were in it were very memorable. So many fun stories that we still share today. I'm thoroughly enjoying all of the various stories so its hard to list out which are better than the others for me. That said we are looking forward to continuing through our list of APs we want to play (Skull & Shackles, Reign of Winter, Giant Slayer, Iron Gods, Shattered Star, Hell's Rebels, Hell's Vengeance and likely many more to come). ![]()
![]() I have a cat who is also addicted to plastic bags. Her favorite game however, is to play with the new garbage bag. She can hear us unfold one from the opposite side of the house and comes flying. The other is a 16 lb kitten who thinks he's a shoulder cat. He'll give you a two second warning by staring at you before he leaps up and puts his paws on your shoulder. Doesn't matter where you are sitting. ![]()
![]() That is a good point. In this case, I went with him having used it for his higher Con (which is why he doesn't have the component anymore. It takes time to gather that much diamond again :)). The limited budget kept me from having it available for the combat but felt it worked as a good flavor spell. ![]()
![]() Stat Block:
Grigori Rasputin CR 17 XP 102,400 Male middle-aged human psychic 18 NE Medium humanoid (human) Init +0; Senses telepathy (100 ft), true seeing; Perception +23 Aura unholy aura (DC 22) ----- Defense ----- AC 27, touch 19, flat-footed 27 (+8 armor, +4 deflection, +4 insight, +1 natural)
----- Offense ----- Speed 30 ft.
----- Tactics ----- Before Combat Within the Thrice-Tenth presbytery (area H6), Rasputin enjoys the benefits of the World Engine's unholy aura and insight bonus to his AC. When faced with combat, Rasputin casts entropic shield, freedom of movement, levitate, moment of prescience, and true seeing. Once enemies are in sight, he casts antilife shell and spectral hand to enable him to use touch attacks beyond the field's perimeter.
----- Statistics ----- Str 9, Dex 11, Con 19, Int 26, Wis 14, Cha 17
----- Special Abilities ----- Detect Thought (Sp At 2nd level, a psychic can use detect thoughts as a spell-like ability once per day. She can also expend any unused spell slot of 1st level of higher to cast detect thoughts. If she does so, she uses the level of the spell slot expended to determine the Will save DC. Stitched Soul (Su) Rasputin's soul is stitched to his body with threads of fate, and he clings tenaciously to life. He gains Diehard as a bonus feat. In addition, when first reduced to a number of negative hit points equal to or greater than his current Con score, Rasputin dies, but he springs back to life 1d4 rounds later as if the target of a resurrection spell. If killed a second time, the Mad Monk again comes back to life 1d6 rounds later, as if the target of a raise dead spell (upon his return, he loses 50% of his remaining unused spell slots as if they had been used to cast spells). Only after Rasputin is slain for a third time do his soul's stitches finally unravel from his corpse, releasing his malignant spirit into the ether. Telepathic Bond (Sp) At 9th level, a psychic can use telepathic bond as a spell-like ability once per day, using her psychic level as her caster level. She can't leave herself out of a bond created in this way. She can also expend any unused spell slot of 4th level or higher to cast telepathic bond. Casting the spell using a higher-level spell slot gives no benefit on its own, but the psychic can apply metamagic feats that would increase the spell level to the appropriate level.
Book Sources:
Citations Advanced Players Guide: Expanded arcana feat, Spells (cloak of dreams, sleepwalk) Occult Adventures: Psychic class, Furious spell feat, Spells (microcosm, dream voyage, psychic crush IV, psychic thrust VI, id insinuation IV, oneiric horror [greater], ectoplasmic snare, oneiric horror, telepathic projection, telekinetic projectile) Reign of Winter #71: Rasputin Must Die: Nagant M1895 revolver Ultimate Combat: Metal cartridges Ultimate Magic: Spells (waves of ecstasy, curse [major], forbid action [greater], force punch, forbid action) Thoughts on Creation: When trying to figure out which class to pick, I was mainly drawn to the psychic. I could see how mesmerist would be good due to his historical description as a charismatic man and the mention of his stare, but I wanted to do something different. With psychic being an intelligence based class instead of charisma, I decided to swap around his mental stats from the original stat block to make intelligence the highest of the three mental stats followed by charisma and then wisdom. It still captures the charismatic man, but also shows that he is very smart. A good quality for a con man. For his feats and spells, I tried to emulate his original feel as well as make sure all the important spells were still available that was utilized in the Adventure Path. I tended toward a lot of mind-affecting spells as well as some damage dealing spells that fit the manipulation of life theme (be it mental or physical). I had a hard decision between two Psychic Disciplines as I liked the feel of both Self-Perfection and Dream. I ultimately went with Dream as it fit the manipulation of others better. Though I was sad to lose akashic form as a bonus 9th level spell. It made me laugh to think that it would be 1 more time the PCs would have to kill him. That said, I made sure to give him wish as a 9th level spell due to Brandon Hodges mentioning that miracle can "work miracles" in regards to his higher Constitution score. One of the things that Rasputin was known for was helping heal Alexei. With him not being an oracle and no longer having access to healing magic, I decided to give him full ranks in heal and utilize the spell unlock faith healing. I also gave him craft alchemy along with sleight of hand in order to manipulate any "illness" Alexei may or may not have had. For Rasputin's equipment, I wanted to keep it similar to what he had in his original stat block but needed to replace the cassock as it was not beneficial to him now that he was no longer an oracle. With the loss of the ectoplasmic armor, I decided to go with bracers of armor +8 and a lower version of the amulet of natural armor. I kept in mind that magic items would be very difficult to obtain considering magic on earth is quite a bit rare (to perhaps non-existent depending on who you ask). While all the magic items were wondrous items (which fit with his craft wondrous item feat), he did not have all the necessary spells - in particular barkskin. With a high Use Magic Device skill, and the assistance of some of his contacts, I figured he obtained the necessary scrolls to make his own magic items that he currently has on him.
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![]() Completed: Carrion Crown as first time GM Had a lot of fun and players still recall stories from it. Started but did not complete: Rise of the Runelords as GM. Group fell apart. On Hiatus and will resume: Curse of the Crimson Throne as player. Currently GMing: Legacy of Fire, Mummy's Mask. Currently Playing: Wrath of the Righteous. Plan to GM next: Reign of Winter Plan to play in future: Iron Gods, Giantslayer (likely more but those are on the plan list at least). |