Fortress of the Stone Giants (GM Reference)


Rise of the Runelords

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Sovereign Court

Ok, the Pathfinder RPG is out, and Solid Fog took a big hit from the nerf-bat. Has anyone thought of any changes to Mokmurian's tactics to reflect this change?

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I was also frustrated by the giant spiders being too big, and the double HD zombies (compared to their MM/SRD stats.) Had to adjust on the fly.

Another issue I don't see mentioned yet: Enga's tactics say she "fights with her back to the wall so she can minimize flanking." As a Barbarian with Improved Uncanny Dodge, she doesn't have to worry about being flanked. I doubt any of the party members are 17th level rogues.


Reckless wrote:

I was also frustrated by the giant spiders being too big, and the double HD zombies (compared to their MM/SRD stats.) Had to adjust on the fly.

Another issue I don't see mentioned yet: Enga's tactics say she "fights with her back to the wall so she can minimize flanking." As a Barbarian with Improved Uncanny Dodge, she doesn't have to worry about being flanked. I doubt any of the party members are 17th level rogues.

Yes, but does SHE know that?

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
gigglestick wrote:
Reckless wrote:

I was also frustrated by the giant spiders being too big, and the double HD zombies (compared to their MM/SRD stats.) Had to adjust on the fly.

Another issue I don't see mentioned yet: Enga's tactics say she "fights with her back to the wall so she can minimize flanking." As a Barbarian with Improved Uncanny Dodge, she doesn't have to worry about being flanked. I doubt any of the party members are 17th level rogues.

Yes, but does SHE know that?

She knows she can't be flanked. Prove her wrong. I dare you to try. Go ahead.

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Seriously, though, this line should have been left out of the tactics.

Scarab Sages

When converting this adventure to PFRPG, there is a choice to make about the

Spoiler:
dragon Longtooth, namely should he remain juvenile (and gain frightful presence) or drop to young (preserving CR).
Thoughts?

Dark Archive

Tom Baumbach wrote:
When converting this adventure to PFRPG, there is a choice to make about the ** spoiler omitted **Thoughts?

It's a case-by-case basis.

Movie plot spoiler:
Longtooth I felt didn't have to be so uber-powerful where I felt that it was very important to make Freezemaw (white dragon in the next chapter) very powerful.


I dn't think spoiler tags are necessary in this particular thread. The GM reference Threads traditionally have been rife with spoilers.

As a matter of preference, I went with Longtooth as Juvenile in PFRPG. It worked really well, and he does have a fair number of attacks.

And I also do agree that Freemaw needs to whole other level of trouble.


When playing through the Sandpoint raid my PCs where completely paralyzed. They fought and killed the giants and bears at tanners bridge, but did not engage anyone else.

Most of Sandpoint was burnt to the ground and many NPCs where taken by the giants. Teraktinus returned with a stone from the Old Light and Longtooth had his way with the village.

What now? Generally I know how things will work out from here, but what would you guys/gals suggest I do now.

The party has cleared the watch tower at the valley entrance (with two dead PCs) and are now ready to go to the fortress. The alarm at the tower was sounded and patrols are active in the region.

This far I expect Longtooth to be loyal to Mokmurian and motivated to engage the party at the first chance (he is unaware of the party and has not had a chance to fight them yet).

Teraktinus is back at the Kavarvatti camp. Should he be met at the fortress/dungeon? Has his raid earned him a position among Mokmurians closest allies?

What are the implications of Mokmurian getting his hands on the Sandpoint stone?

What should the timeline be for the comming events?

Any suggestions to spice up things and to emphasize the consequences of the party's utter failure at Sandpoint are very welcome!


Converting RotRL to PRPG I noticed the PRPG dragons have higher CR than their same age conuterparts in 3.5 D&D.

What is the official suggestion on converting these encounters? Should I exchange two 3.5 young red dragons (CR7) for two PRPG young red dragons (CR10) or should I just throw in two CR7 dragons in stead?

And WHY are CRs for PRPG dragons so high considering they are no tougher than 3.5 dragons?


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
The Grandfather wrote:
And WHY are CRs for PRPG dragons so high considering they are no tougher than 3.5 dragons?

The designers of D&D made a conscious decision that dragons should get a lower CR than would actually suit their power level, as to make dragon encounters designed by CR tougher than other encounters of the same CR because they though dragons were supposed to be tough.

The Paizo designers didn't agree with that decision when they created the Pathfinder RPG and changed dragons and their CRs toso the CRs match their power just as well as ever other creature.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

I recently players through Fortress of the Stone Giants myself, converted to the Pathfinder RPG; in fact the party has just defeated Mokmurian and still have to visit the library.

I played Longtooth as a CR 11 juvenile red dragon, and the pair of red dragons in the fortress as CR 10 young red dragons.


Zaister wrote:
The Paizo designers didn't agree with that decision when they created the Pathfinder RPG and changed dragons and their CRs toso the CRs match their power just as well as ever other creature.

I agree with the Paizo folks.

It does not make sense. GMs scale encounters based on CR and know that exceepding APL by +5 to +6 will make for an epic challenge - no need to force that challenge. Also the reward for overcoming dragons becomes small compared to other monsters of similar power (and higher CR).


Zaister wrote:


I played Longtooth as a CR 11 juvenile red dragon, and the pair of red dragons in the fortress as CR 10 young red dragons.

I did the same thing when I converted them.


Tangible Delusions wrote:
Zaister wrote:


I played Longtooth as a CR 11 juvenile red dragon, and the pair of red dragons in the fortress as CR 10 young red dragons.
I did the same thing when I converted them.

So if you were still playing standard 3.5 as written award xp for a higher cr in fairness if you had known/had the option? Should Longtooth be worth cr11 and the pair of reds be cr10? Just curious, especially to see what James and company think...


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The Grandfather wrote:

<snip>

Any suggestions to spice up things and to emphasize the consequences of the party's utter failure at Sandpoint are very welcome!

I would say the party may want to organize help from Magnimar to salvage Sandpoint or offer as a refuge for survivors. Assuming the party did their best, the party can still look heroic by doing well with how efficiently and quickly the basic needs are met by survivors and then assuring everyone that those taken hostage will face swift rescue. They can appoint anyone of significance not taken hostage as a go-between with Magnimar. If they've done well with chapter 2 of the AP, they may have influential contacts in Magnimar to help.

If the farmlands have been secured, or Windsong Abbey are still around, those may be good starting points for refugee camps. Food, water, medicine, and shelter should be paramount, and the party might be able to appoint another contact to spearhead arranging this while the party attempts a timely rescue.
If the party is sincere, apologetic, and quick in these initial efforts, I'd make the timeline of the giant raiding party slow enough for the party to catch up before the stone is returned. I'd suggest then giving them a second crack at the dragon as well, and maybe securing the alliance of a wandering hunting party of Shoanti if the party is still outmatched.
Diplomacy rolls, Knowledge Local, Knowledge Engineering, Performance Oratory, or other rolls as seen fit (with helpful and hidden bonuses for sincere players) can help give the party clues to help raise morale and organize their next moves.


DarkArt wrote:
The Grandfather wrote:

<snip>

Any suggestions to spice up things and to emphasize the consequences of the party's utter failure at Sandpoint are very welcome!

...

We are already beyond that point.

The day after the raid on SP the party left the town and started tracking the giants. They were never able to catch up with Teraktinus and while the party has reached Jorgenfist they have done so a week after the raiders returned.

I imagine SP will be half deserted when the party eventually returns. Most people will have left for Magnimar or Nybor. I imagine returning to a burnt down ghost town will hammer in the nail.

My present concern is with Jorgenfist. What will Mokmurian do now and how fast will he act? How does the survival of Longtooth affect his situation? And where is the most likely place the party will encounter Teraktinus? Which prisoners should be dead when the party arrives at the Black Tower and how do I make their sacrifices more meaningful and memorable?


My players and I are well into FotSG and I have converted all the monsters not available in the PF Bestiary and all NPCs to PRPG.

You can check the conversions out here .

I will apreciate any feedback and help spotting errors.


The Grandfather wrote:


I will apreciate any feedback and help spotting errors.

Other than I just spent the last few days doing some of these conversions? :)

A quick once through they looked pretty good, I will look closer at them and see if there is anything.

The only one I wonder about at the moment is the Scanderig and if the second bite would count as a secondary attack or still a primary.

Scarab Sages

The Grandfather wrote:
The only one I wonder about at the moment is the Scanderig and if the second bite would count as a secondary attack or still a primary.

I ran it as primary because it comes from a different appendage... errr head. Whatever. Think of it like having two claw attacks, one on each arm.


Tangible Delusions wrote:


The only one I wonder about at the moment is the Scanderig and if the second bite would count as a secondary attack or still a primary.

RAW a bite is a bite. Since both claws and bites are primary I consider all the scanderigs natural attacks as primary. No need for multiattack, woot!

:)


The Grandfather wrote:
Tangible Delusions wrote:


The only one I wonder about at the moment is the Scanderig and if the second bite would count as a secondary attack or still a primary.

RAW a bite is a bite. Since both claws and bites are primary I consider all the scanderigs natural attacks as primary. No need for multiattack, woot!

:)

That is what I thought too, but always good to get another opinion.

I got a chance to look at a couple. I hopefully won't have missed anything, but re-check my math just in case.

Enga Keckvia

AC Missing magical bonus on Breast Plate and Buckler so I think it should be 2 more at 20. (+7 armor, +2 Dex, –2 rage, +2 shield, +1 size)

Fort save should be 14 (8 base +4 Con +2 Great Fort) or 11 not raging

Galenmir

AC Should be one higher (33)for breastplate +2(+8 armor, +2 Dex, +11 natural, +2 shield, +1 Dodge, –1 size)

With Armor Training speed would be 40ft in Medium Armor

I count he should have 11 Feats, but there are 12 listed.

I count CMB as 25(27 Bull Rush) and CMD 38(40 BR)

Maybe spacing out, but the damage looks like 2 handed damage. Should instead be (d8+16) and PA (d8+24)
Also he should only have 3 attacks with a BAB of 13
I also get +28 to hit or +30 with heroism

Hurek and Durek

Did weapon training get left out of their stats? I get +22 to hit with the ranseur? (9 bab, 9 Str, +2 Ranseur, +1 WF, +1 WT) and an extra +1 damage (13 str, +2 Weapon, +2 WS, +1 WT)

I also get an extra +1 to hit with the Claws and bite +18 (9 bab, 9 str)

I also get a CMB 19 and CMD 32 (33 vs disarm/sunder from WT)


Tangible Delusions wrote:


I got a chance to look at a couple. I hopefully won't have missed anything, but re-check my math just in case.

Thanks for taking the time.

Tangible Delusions wrote:


Enga Keckvia

AC Missing magical bonus on Breast Plate and Buckler so I think it should be 2 more at 20. (+7 armor, +2 Dex, –2 rage, +2 shield, +1 size)

Fort save should be 14 (8 base +4 Con +2 Great Fort) or 11 not raging

I missed the increased AC from breastplate in PRPG and the original adventure had missed the enhancement bonus on the buckler.

The saves have now been corrected too.

Tangible Delusions wrote:


Galenmir

AC Should be one higher (33)for breastplate +2(+8 armor, +2 Dex, +11 natural, +2 shield, +1 Dodge, –1 size)

With Armor Training speed would be 40ft in Medium Armor

I count he should have 11 Feats, but there are 12 listed.

I count CMB as 25(27 Bull Rush) and CMD 38(40 BR)

Maybe spacing out, but the damage looks like 2 handed damage. Should instead be (d8+16) and PA (d8+24)
Also he should only have 3 attacks with a BAB of 13
I also get +28 to hit or +30 with heroism

With Galemnir I also missed the new breast plate AC.

Speed corrected acording to Armor Training

I removed Weapon Specialization. The feat count is now correct.

CMB should be +27 (+13 BAB, +11 Str, +1 size, +2 heroism]

I know some players will disagree, but I rule heroism affects CMB on account of the following:

PRPG p. 199 wrote:

When you attempt to perform a combat maneuver,

make an attack roll and add your CMB in place of your
normal attack bonus.

Damage and #attacks was not edited from the original adventure. You are right the heavy pick appears to have 2-handed damage and one attack too much. #attacks has now been reduced to 3 and damage is now 1d8+14 (accounting for Weapon Specialization being removed).

I have calculated to hit like this:
+13 BAB, +11 Str, +3 enhancement, +1 WF, -1 size, +2 heroism = +29. I imagine you might have missed the size penalty.

Tangible Delusions wrote:


Hurek and Durek

Did weapon training get left out of their stats? I get +22 to hit with the ranseur? (9 bab, 9 Str, +2 Ranseur, +1 WF, +1 WT) and an extra +1 damage (13 str, +2 Weapon, +2 WS, +1 WT)

I also get an extra +1 to hit with the Claws and bite +18 (9 bab, 9 str)

I also get a CMB 19 and CMD 32 (33 vs disarm/sunder from WT)

I forgot including Weapon Training to damage, but not to to hit.

To hit= +21 (+9 BAB, +9 Str, +2 enhancement, +1 WS, +1 WT, -1 size)
Dmg= +18(+13 Str, +2 enhancement, +2 WS, +1 WT)

The claw/bite to hits are correct, you forgot about the troll's size penalty.

Thanks a lot TD. I have corrected the errors you mentioned. If you find anything more make sure to let me know :)


Tom Baumbach wrote:
The Grandfather wrote:
The only one I wonder about at the moment is the Scanderig and if the second bite would count as a secondary attack or still a primary.
I ran it as primary because it comes from a different appendage... errr head. Whatever. Think of it like having two claw attacks, one on each arm.

You are quoting Tangible Delusions, not me :)


The Grandfather wrote:


Thanks for taking the time.

I'm using these too, so thank you for doing it in the first place!

I spaced out on the size modifier to hit. I knew it had to be something but I guess I watched way too much basketball over the weekend.

Here are a couple more things I noticed (again double check me just in case)

Lamia Clerics

I have their saves at F13/R13/W20 from using the Bestiary stats which I think changed from 3.5

Another change from 3.5 is that they use under-sized weapons so the flail damage should be d8 instead of 2d6

Typo in the touching evil were you are missing an "o" in rounds. Also under Xanesha you have her listed as AP3 instead of AP2.

Conna

You have greatclub as her meelee attack instead of her +1 shortspear.

You also have a per day on her 0 level spells.

Not an error, but maybe a note on scorching ray and burning hands that they are acid versions of the spells?

Headless Lord

I have his AC being 33 because of Armor Training. (1 extra Dex bonus)

BAB should still be +8 I think, and you don't have CMB and CMD filled in (I had 18/30)

I also had its to hit as 17 (8 BAB, 9 Str, +1 Weapon Focus, +1 Hatchet, +1 Aura, -1 Size, -2 Two Weapon)

And also not an error, but you usually include Power Attack stats which I also find very handy.


Tangible Delusions wrote:


Lamia Clerics

I have their saves at F13/R13/W20 from using the Bestiary stats which I think changed from 3.5

Another change from 3.5 is that they use under-sized weapons so the flail damage should be d8 instead of 2d6

Typo in the touching evil were you are missing an "o" in rounds. Also under Xanesha you have her listed as AP3 instead of AP2.

The saves are actually fort +14, refl +13, will +20 (lamia HD 3/6/6, cleric 6/2/6, abil.mod. 3/3/6, feats 2/2/2)

You are correct on the other points.

Tangible Delusions wrote:


Conna

You have greatclub as her meelee attack instead of her +1 shortspear.

You also have a per day on her 0 level spells.

Not an error, but maybe a note on scorching ray and burning hands that they are acid versions of the spells?

Conna has gained Disrupt undead as her 7th cantrip.

The other issues have now been adressed.

Tangible Delusions wrote:


Headless Lord

I have his AC being 33 because of Armor Training. (1 extra Dex bonus)

BAB should still be +8 I think, and you don't have CMB and CMD filled in (I had 18/30)

I also had its to hit as 17 (8 BAB, 9 Str, +1 Weapon Focus, +1 Hatchet, +1 Aura, -1 Size, -2 Two Weapon)

And also not an error, but you usually include Power Attack stats which I also find very handy.

The correct BAB is +10. CMB is +20 CMD is 32.

The attack modifier is +19 damage is +15. I had forgotten about the aura and the axe enhancemetn bonus.

Saves have also been changed to fort +11, refl +6, will +9.

I have also done some corrections to Mokmurian. Most important changed his arcane bond back to the hawk familiar and removed an excess feat (Spell Focus).

Thanks for the feedback. I had made a longer more detailed reply but it got lost in cyberspace. Sorry :)


The Grandfather wrote:


Thanks for the feedback. I had made a longer more detailed reply but it got lost in cyberspace. Sorry :)

Thanks again for posting this. I used it last night with the Scanderig, Runeslave, and the Hounds.

Sovereign Court

Shouldn't Longtooth have 7 feats?


Twowlves wrote:


Shouldn't Longtooth have 7 feats?

Yes he should. Based on common Red dragon feats I have given him Vital Strike.

Thanks :)


Tangible Delusions wrote:

Thanks again for posting this. I used it last night with the Scanderig, Runeslave, and the Hounds.

I am happy someone else can have use for it :)

Sovereign Court

The Grandfather wrote:
Twowlves wrote:


Shouldn't Longtooth have 7 feats?

Yes he should. Based on common Red dragon feats I have given him Vital Strike.

Thanks :)

He should also have another spell of each level, I think. Does his Amulet grant him +1 to his CMB?

I'll go over all of these in time, and take notes. Obviously, I have started at page one, LoL!

(Also, you have Blink as a 2nd level spell on Conna's sheet)


Twowlves wrote:
The Grandfather wrote:
Twowlves wrote:


Shouldn't Longtooth have 7 feats?

Yes he should. Based on common Red dragon feats I have given him Vital Strike.

Thanks :)

He should also have another spell of each level, I think. Does his Amulet grant him +1 to his CMB?

I'll go over all of these in time, and take notes. Obviously, I have started at page one, LoL!

(Also, you have Blink as a 2nd level spell on Conna's sheet)

I took many things straight from the source without thinking of if having any errors. I have come to realize that was very naive. When I do the next conversion I will have to be more thorough.

Whatever you find I will correct in the moster conversions. I am glad to have you on this one too :)


Twowlves wrote:


He should also have another spell of each level, I think. Does his Amulet grant him +1 to his CMB?

It has been corrected and Longtooth got the spells back I removed.

Amulet added to DMB/CMD

Twowlves wrote:


I'll go over all of these in time, and take notes. Obviously, I have started at page one, LoL!

Cool! I look forward to see what you find.

Twowlves wrote:


(Also, you have Blink as a 2nd level spell on Conna's sheet)

That's a source error. I have changed it for blur, which has a similar effect.

Sovereign Court

Glad to be of some help! I'm not going to do much checking on the conversion of totally new monsters, at least not right away. Going down the list, so far I'm up to the Ogre Cattle Rustlers, and this is what I've found:

Longtooth: He needs his Frightful Presence Aura (120' DC 18). Also, you gave him Detect Magic as a cantrip, but he can do it at will as a dragon. What to replace it with? I dunno, Prestidigitation sounds sufficiently Dragony to me.

Stone Giant: They get Improved Rock Catching, not just "Rock Catching". Same goes for every Stone Giant NPC.

Teraktinus: Thrown rock damage should be 1d8, not 2d8 (personally, I think the Bestiary is in error, but it's that way for all the giant write-ups, conflicting with the "Rock Throwing" entry in the back of the book). No CMB or CMD is listed (I get CMB= +22, CMD = 34). Also, he has a Hide Shirt, which isn't in Pathfinder (yet?). Should that be a chain shirt instead?

Ogre Cattle Rustlers: Again with the Hide Shirt. Also, they have rage points listed instead of rage round/day (which I calculate as 17/day).

I also thought there were errors in the total HP for classed critters, assuming you didn't add in favored class bonuses. Upon running the math, I see that you did add them but not separately. I do like it listed separately than Con bonuses, just because it makes the math easier to follow. I'l move on down the list during lunch and see what I can see.

Thanks for the hard work!


Twowlves wrote:


Also, he has a Hide Shirt, which isn't in Pathfinder (yet?). Should that be a chain shirt instead?

The Hide Shirt is listed in the RotRL AP player's guide so I would keep them wearing it even if it isn't in the Core Book. Chain Shirt's stats didn't change from 3.5 to Pathfinder and I would assume the same for the Hide Shirt.

Sovereign Court

Ok, a few more:

Cinderma: AC should be 27 (+4 for Hide Armor), all her attacks are 1 point too high (she's Huge, not Large), her CMB and CMD look like they should be +23/33.

Harpy Monks: Monks give me a fit. It looks like their BAB should be +9, or +11 with a flurry of blows. Do their claw attacks ever get the benefit of a flurry BAB? Also, they should have Fatigue as an option for Stunning Fist under Ki pool, and I think their CMB and CMD are off too (+14/25?)

Conna: She seems to have 1 too many feats. Speaking of which, why does she have Empower Spell? The only spells she knows that she can Empower is Burning (Acid) Hands and Shocking Grasp. And her CMD seems to be too high (35 vs 32).

Galenmir: Improved Rock Catching, and thrown rock damage again (1d8 not 2d8). I also can't figure out his total to hit bonus, CMB and CMD again. It seems like he should have +27 to hit, +25 CMB and CMD of 37. Does he have Heroism active or something?

Enga: her total rage rounds should be 27, since temporary bonuses to Con don't add to the total. Her speed should be 40', I think.

Hurek and Durek: Vital Strike should be at +21 to hit, not +18, and Vital Strike + Power Attack should be just 1 attack, not two. Also, they seem to have 11 feats instead of 9. And shouldn't their claw damage be +9? VItal Strike should be +18 damage, not +17.

That's all I have for now, I'll keep digging later.


Corrections made where needed. Good feedback. Too tired. Will comment tomorow.


Twowlves wrote:
Longtooth: He needs his Frightful Presence Aura (120' DC 18). Also, you gave him Detect Magic as a cantrip, but he can do it at will as a dragon. What to replace it with? I dunno, Prestidigitation sounds sufficiently Dragony to me.

Done and done.

Twowlves wrote:
Stone Giant: They get Improved Rock Catching, not just "Rock Catching". Same goes for every Stone Giant NPC.

Done.

Twowlves wrote:
Teraktinus: Thrown rock damage should be 1d8, not 2d8 (personally, I think the Bestiary is in error, but it's that way for all the giant write-ups, conflicting with the "Rock Throwing" entry in the back of the book). No CMB or CMD is listed (I get CMB= +22, CMD = 34). Also, he has a Hide Shirt, which isn't in Pathfinder (yet?). Should that be a chain shirt instead?

-Boulder damage changed to 1d8.

-Base Atk +11; CMB +22; CMD 35 (I think you missed the +1 deflection bonus)
-Hide shirts are integral to RotRL so I kept it. However, I use the CotCT version.

Twowlves wrote:
Ogre Cattle Rustlers: Again with the Hide Shirt. Also, they have rage points listed instead of rage round/day (which I calculate as 17/day).

I get 4+5(Con)+2x3(lvl)=15 rounds/day

Twowlves wrote:
I also thought there were errors in the total HP for classed critters, assuming you didn't add in favored class bonuses. Upon running the math, I see that you did add them but not separately. I do like it listed separately than Con bonuses, just because it makes the math easier to follow. I'l move on down the list during lunch and see what I can see.

I have run through all the classed monster hp. Favored class hp have been listed separately. All classed monsters have been given max hp for the first heroic class lvl.

If there is still a weakness in the conversion I think it might be skill points and armor check penalties. I know some of them are correct :) but I am affraid some of them might be off. I will look into it at some later date.


Twowlves wrote:
Cinderma: AC should be 27 (+4 for Hide Armor), all her attacks are 1 point too high (she's Huge, not Large), her CMB and CMD look like they should be +23/33.

-AC corrected

-To hit corrected
-Base Atk +10; CMB +23; CMD 35 (I think you missed the deflection bonus from her ancestral spirit)

Twowlves wrote:
Harpy Monks: Monks give me a fit. It looks like their BAB should be +9, or +11 with a flurry of blows. Do their claw attacks ever get the benefit of a flurry BAB? Also, they should have Fatigue as an option for Stunning Fist under Ki pool, and I think their CMB and CMD are off too (+14/25?)

I read you!

-BAB is +11=+7from harpy HD +4 from monk. Flurry BAB is +13
-Claws do not gain FOB BAB
-Fatigue added
-Base Atk +11; CMB +16 (+18 to disarm); CMD 31 (+33 vs. disarm) (from 3rd lvl monks use their class level for CMB/CMD)

Twowlves wrote:
Conna: She seems to have 1 too many feats. Speaking of which, why does she have Empower Spell? The only spells she knows that she can Empower is Burning (Acid) Hands and Shocking Grasp. And her CMD seems to be too high (35 vs 32).

-That extra feat might be eschew material from sorcerer class?!

-I thought the same but desided she was planing to use empower with scorching ray when she reaches 8th lvl :D
-CMD 35 due to deflection and dodge bonuses

Twowlves wrote:
Galenmir: Improved Rock Catching, and thrown rock damage again (1d8 not 2d8). I also can't figure out his total to hit bonus, CMB and CMD again. It seems like he should have +27 to hit, +25 CMB and CMD of 37. Does he have Heroism active or something?

-Boulder abilities corrected

-Base Atk +13; CMB +27 (+29 bull rush); CMD 40 (42 vs. bull rush)(heroism has been calculated inte attacks/CMB/CMD, accounting for the +29 to hit)

Twowlves wrote:
Enga: her total rage rounds should be 27, since temporary bonuses to Con don't add to the total. Her speed should be 40', I think.

-Rage points corrected

-Engas movement is reduced to 30 ft. due to medium armor

Twowlves wrote:
Hurek and Durek: Vital Strike should be at +21 to hit, not +18, and Vital Strike + Power Attack should be just 1 attack, not two. Also, they seem to have 11 feats instead of 9. And shouldn't their claw damage be +9? VItal Strike should be +18 damage, not +17.

-Vital Strike and Intimidating Prowess have been dropped (brain fart on my part)

-Claw damage is already +9. However, bite damage when wielding ranseurs has been reduced to +4 due to natural attacks are always secundary when used with manufactured weapons.

I have also given Xanesha a revision in both AP2 and AP4.

Sovereign Court

You are right, I always miss deflection bonuses to CMD for some reason. I also brain farted on the ogre rustler's rage rounds (I added 4x2 for level instead of 3x2). I haven't checked ANY skills or armor check penalties, but when HeroLab Bestiary is released, I'll plug in as many as I can and let the computer do that for me.

What is the difference between the Hide Shirt from RotRL and CotCT? I don't have either with me at lunch (when I get to go over these).

Shouldn't you be in bed? 4 hours of sleep might explain how some of these sneaky errors got there in the first place!


Twowlves wrote:


...

What is the difference between the Hide Shirt from RotRL and CotCT? I don't have either with me at lunch (when I get to go over these).

Shouldn't you be in bed? 4 hours of sleep might explain how some of these sneaky errors got there in the first place!

Tonight I get 3 hours top!

I think the main diference between the two hide shirt versions is that it is medium in RotRL and light in CotCT.
It was explained that the RotRL version was an error and the CotCT version was en "erratum" on that.

Right now I am thrashing away at AP1 (have just finished Erylium) and hope to have it ready in a couple of days; and NO i will not stay up till 3:30 AM tonight :D
I admit I stayed up late tonight because it was fun, but since you need them so soon I thought it would be well worth it to hurry it along, so you would have a chance to look the through before you sttart on AP2.

Sovereign Court

Thanks! But fortunately, the way AP2 starts off, I wouldn't need much in the way of conversions until the very end, maybe the next session. In other words, get some sleep! I'm tired for you!


The Grandfather wrote:


I think the main diference between the two hide shirt versions is that it is medium in RotRL and light in CotCT.
It was explained that the RotRL version was an error and the CotCT version was en "erratum" on that.

I never noticed hide shirt was listed as medium armor, I just assumed in was light armor!

The Grandfather wrote:


-Engas movement is reduced to 30 ft. due to medium armor

I thought barbarian movement wasn't reduced by medium armor?


Tangible Delusions wrote:
The Grandfather wrote:


-Engas movement is reduced to 30 ft. due to medium armor

I thought barbarian movement wasn't reduced by medium armor?

Medium armor does not make barbarians lose their fast move ability, but it doesreduce their movement. Otherwise Enga's move would only be 20 ft.

Sovereign Court

I just noticed, every single giant with Rock Throwing should have +1 to hit with them.


Twowlves wrote:


I just noticed, every single giant with Rock Throwing should have +1 to hit with them.

Fixed

Scarab Sages

Just thought I'd share my group's experience in the last part of "Fortress of the Stone Giants":

Right before the big battle w/ Mokmuran, the party encountered the "Shining Child of Thassilon". With it's blinding attack, it blinded two of the four players of the game (the warrior and the rouge). The cleric and sorcerer did not have any "Cure Blindness/Deafness" spells/scrolls/magical items available.

Logic would normally dictate that the party withdraw and heal its injuries. Alas, logic and player actions rarely go hand in hand. So the party proceed to clear the dungeon with two of the four players completely blind. Not only did they complete the module blind, but they kick Mokmuran's ass soundly. So, it does appear that a blind man may miss the broadside of a barn, but can certainly hit the broadside of a Stone Giant Necromancer. ;)

Tarrintino


Just wanted to say thinks to Grandfather and everyone else for converting the monsters to Pathfinder. Great work that saved me a lot of time and middle-of-combat fudging. Thank You!

My players have arrived at the Fortress region, and there is now a bit of confusion as to how to handle getting inside. The party consists of a Fighter, Druid, and Witch, and there isn't much illusion, stealth, or charisma to do some of the clever ideas that might normally get a group inside. I think they found the spoiler that leads to Enga, so that should get things rolling again.

PS Is the map scale off? Seems like a very small valley?


The Grandfather wrote:

Converting RotRL to PRPG I noticed the PRPG dragons have higher CR than their same age conuterparts in 3.5 D&D.

And WHY are CRs for PRPG dragons so high considering they are no tougher than 3.5 dragons?

Only the youngest dragons have higher CR in PF than in 3.5; the older they get, eventually 3.5 takes over CR-wise. For instance, great wyrm dragons are CR 18-23 in PF, while they are CR 21-27 in 3.5.

Besides, CR for dragons in 3.5 was, according to the designers, artificially low because it was assumed (without it being written anywhere in the MM) that parties fighting a dragon would go in prepared, with full knowledge of the type of dragon beforehand.


Fergie wrote:

My players have arrived at the Fortress region, and there is now a bit of confusion as to how to handle getting inside. The party consists of a Fighter, Druid, and Witch, and there isn't much illusion, stealth, or charisma to do some of the clever ideas that might normally get a group inside.

My druid wildahaped into a bird to scout the fort, saw the caves, and led the party to them hoping that they would find a way in, which they did of course.

Wildshape is very good for stealth as well as its other uses.


pjackson wrote:
Fergie wrote:

My players have arrived at the Fortress region, and there is now a bit of confusion as to how to handle getting inside. The party consists of a Fighter, Druid, and Witch, and there isn't much illusion, stealth, or charisma to do some of the clever ideas that might normally get a group inside.

My druid wildahaped into a bird to scout the fort, saw the caves, and led the party to them hoping that they would find a way in, which they did of course.

Wildshape is very good for stealth as well as its other uses.

Yeah, druids are great at reconnaissance (wild shape, speak with animals, commune with nature, stone tell, tree stride, etc.).

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