
Jay Walsh |

Just ran the encounter with 3 of these things in the shrine of demigorgon in the room with the bridge.
The stats on these monsters are horrible. AC 23, 24 with dodge, 27 through threatened squares, pounce, invis, dispel magic, DR 10/cold iron, SR 16.
Writers you should be shot :)
Easy TPK. The only reason my 4 person party won was because I didn't play these things to their stats and instead used their chaotic nature to have them attack random members instead of all 3 on the psychic warrior which would have killed him in the first round of combat. The other 3 members would have been easy picking, especially since the group only had 1 cold iron weapon.
How can these be CR5?

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Funny, my peeps murdered them post haste...I believe the harem lasted all of 1.5 rounds. One of them would have teleported out, but got zapped right before she could.
STAP has some hardcore critters in it, and an optimized party (or a larger than average party) will still chew through most of them without breaking a sweat.
For real meanness, check out Turin the Mad's Olangru build and templates deathbugs....shivers...

Jay Walsh |

Funny, my peeps murdered them post haste...I believe the harem lasted all of 1.5 rounds. One of them would have teleported out, but got zapped right before she could.
STAP has some hardcore critters in it, and an optimized party (or a larger than average party) will still chew through most of them without breaking a sweat.
For real meanness, check out Turin the Mad's Olangru build and templates deathbugs....shivers...
The group I run is pretty stock.
8th Psionic warrior (Dwarf)
5th Rouge / 3rd Swashbuckler (Halfling)
7th SOR / 1 Dragon Heart Mage (Human)
8th Cleric (Human)
The enlarged PW with the war axe is pretty tough but all 3 demons surprising him from invis in the first round took him to 14 hps. With an AC of 24 he needed a 12 to hit them, 16 with mobility in use. Thats less than 50% hit chance on a CR 5 monster, 3 levels lower than his! I had one of them teleport the rouge up to the bridge because if I had chosen the PW instead the other 2 would have murdered the rest of the party.
Is your party more than 4 PCs? Can you tell me their classes?
Thanks

Gururamalamaswami |

I think that, in part, your party build is punishing itself. A pyschic warrior is tough but is not a full BAB fighter. Your sorcerer gives up a level of spellcasting as a Dragonheart Mage and gets a puny breath weapon in return. A straight-up wizard has access to 5th level spells.
The CR system is designed (optimally) to work with a fighter, a cleric, a wizard, and a rogue.
How is your party's cleric designed? Is he a healbot or can he turn on the Divine Favor/Divine Power/Righteous Might combo and kick some ass?

Jay Walsh |

Swashbuckler ? ROTFL.
Yes there is a feat in the complete scoundrel that allows you to stack sneak attack dice with swash levels. The Rouge wanted to try two weapon fighting after playing a bit and the swash was a good way for this to happen. It also gave him more AC and his INT to damage without loosing anything important rouge wise, oh and a FTR base attack bonus.

Jay Walsh |

I think that, in part, your party build is punishing itself. A pyschic warrior is tough but is not a full BAB fighter. Your sorcerer gives up a level of spellcasting as a Dragonheart Mage and gets a puny breath weapon in return. A straight-up wizard has access to 5th level spells.
The CR system is designed (optimally) to work with a fighter, a cleric, a wizard, and a rogue.
How is your party's cleric designed? Is he a healbot or can he turn on the Divine Favor/Divine Power/Righteous Might combo and kick some ass?
He is generally a heal bot but he can turn it on. The problem is being the only healer and with 4 PCs things like the CR 5 demon force him to heal almost every round.
Oh I forgot to mention the PW is PW 4/ FTR 4, he took 4 levels of fighter and specialized in the war axe.
I think the boss demon and construct might TPK and I am worried. The 3 CR 5 demons could have killed them outright.

Olangru |

Gururamalamaswami wrote:I think that, in part, your party build is punishing itself. A pyschic warrior is tough but is not a full BAB fighter. Your sorcerer gives up a level of spellcasting as a Dragonheart Mage and gets a puny breath weapon in return. A straight-up wizard has access to 5th level spells.
The CR system is designed (optimally) to work with a fighter, a cleric, a wizard, and a rogue.
How is your party's cleric designed? Is he a healbot or can he turn on the Divine Favor/Divine Power/Righteous Might combo and kick some ass?
He is generally a heal bot but he can turn it on. The problem is being the only healer and with 4 PCs things like the CR 5 demon force him to heal almost every round.
Oh I forgot to mention the PW is PW 4/ FTR 4, he took 4 levels of fighter and specialized in the war axe.
I think the boss demon and construct might TPK and I am worried. The 3 CR 5 demons could have killed them outright.
Kill zem ... kill zem all.
They've had plenty of clues, information and loot to be so poorly prepared at this point. Toy with them, torment them, toss some into the cooking pit, make them strap on girdles of gender bending. They're not "dealing" with dumb carnivores ... they're dealing with me. And I don't play nice. >:)

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Heh. ..
My group was anything but stock...lemme see here..
Nomad/Elocator
Cleric / Radiant Servant of Pelor
Ranger/Psion/Pyrokineticist
Monk/Drunken Master
Ranger/ Dervish
Warmage
Plus, IIRC, a Wizard cohort and Ardent/Elocator cohort.
All of them overpowered as far as stats go, and with full access to most of the 3.5ed books.
So, 6 PC's plus 2 cohorts (don't remember if both were there or not), with more power than normal.
Your group, OTOH, has non-optimized combat guys, and weakened spellcasting. Fir every encounter from here on out, you're going to have to look very closely at the #s, and likely tone down the CR.

Erevis Cale |

He is generally a heal bot but he can turn it on. The problem is being the only healer and with 4 PCs things like the CR 5 demon force him to heal almost every round.Oh I forgot to mention the PW is PW 4/ FTR 4, he took 4 levels of fighter and specialized in the war axe.
I think the boss demon and construct might TPK and I am worried. The 3 CR 5 demons could have killed them outright.
Yes, it seems you have a problem of an unoptimized party. From what I see they don't think ahead at all (wasting 4 lvls of PW on a +2 to damage, are you kidding me?) and therein lies the problem.
You either can tone down ALL of the future encounters or get them to make better characters.
Also, Rouge is a lipstick. Rogue is a class.

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The Bar-lgura are pretty overpowered for a CR 5 IMO. Let's look at the dispel magic at will and the ability to abduct people for example: Most parties are going to use magic to boost their capabilities, the Bar-lgura can attempt to de-buff the party every turn. With their SR, DR, and their other resistances they're really loaded with passive defenses. As long as they avoid flanks or avoid fall attacks from fighter types they can easily afford to de-buff every turn. Unless the party somehow knew they would be facing demons on their trip to Farshore it's unlikely they stocked up on cold-iron weapons. This means that the moment the cleric tries to align a weapon the Bar-lguras should immediately attempt to dispel it.
Their teleport ability could be used as an instant kill. What's to stop the Bar-lgura from grabbing a PC and teleporting them five miles above the island? A DC 18 Will save? Even if you don't want to instant kill them with cheesy tricks they can easily break up the party, grab the fighter and teleport him back to the start of the fogmire, or even the sea road, grab the rogue and teleport him to the other side of the island, and then teleport back and finish off the mage and cleric at their leisure.
I believe they're quite over powered and it was only because our group had 6 PCs, 1 cohort, and our DM being nice by allowing us to rest inside the temple that we were able to survive this mission.

Sir_Wulf RPG Superstar 2008 Top 16 |

I'm confident that most of my players would tear that encounter up. Most carry cold iron backup weapons, the sorcerer keeps a few "no SR" spells on tap, and they expect to deal with creatures immune to various energy types. Sure, they can teleport, but teleporting a PC away from the party requires the demon to survive two rounds of abuse without doing any damage himself.

Gururamalamaswami |

The bar-lgura's abduction actually has an Achilles' heel built into it. While abduction is a supernatural ability, it relies on the bar-lgura to use it's greater teleport SLA.
Bar-lguras have not been given the Concentration skill. Using an SLA provokes an AoO.
Seriously, what is your sorcerer's spell selection like? Are these guys splitting up the party and doing their own thing in combat or are they working together?

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If they have cold iron then this encounter does become significantly easier. An AC 23 or 27 shouldn't be too outrageous for the average 9th level fighter. It's still pretty tough for a 5th level fighter though.
A Bar-lgura might only need to survive one round of beatings, they would be facing a full attack though, and seeing as the average fighter should be boasting a +14/+8 or better at this point, if the demons can't use that DR 10/ cold iron or good they'll very quickly be turned to paste.
Which is fine if they thought to bring cold iron weapons. If they didn't then the PCs are screwed as it's not likely that they're going to be able to get to the corner store to get some. These monsters require the PCs have the right equipment.

Orthos |

While I'll glare at Erevis for telling you to "get them to make better characters" - let players play what they want is my motto - I feel it important to point out that you as DM will need to tone encounters to your group's capabilities, especially in a game like STAP. If the group is not, either by accident or design, top-notch as far as optimization and capabilities go, many of the encounters will need to be tooled down.
As DM your job is to consider what your players, your group is capable of and adjust the encounters to be challenging but survivable. In a game like mine, using Gestalt variant and with half the players heavily optimized and the other half simply playing extremely powerful classes, that usually means ramping things up. In your game, since most of the players are playing more sub-par classes as far as capabilities go, that means toning things down a bit. Reducing the Bar-Lguras' HD or DR, or cutting one of the harem members out would probably have curbed the encounter enough.
You'll want to be about four or five estimated encounters - a session or so, if your group tends to go through more than that in one sitting - ahead of your players and gauge what things you'll need to beef up and what you'll need to tone down.

Jay Walsh |

While I'll glare at Erevis for telling you to "get them to make better characters" - let players play what they want is my motto - I feel it important to point out that you as DM will need to tone encounters to your group's capabilities, especially in a game like STAP. If the group is not, either by accident or design, top-notch as far as optimization and capabilities go, many of the encounters will need to be tooled down.
As DM your job is to consider what your players, your group is capable of and adjust the encounters to be challenging but survivable. In a game like mine, using Gestalt variant and with half the players heavily optimized and the other half simply playing extremely powerful classes, that usually means ramping things up. In your game, since most of the players are playing more sub-par classes as far as capabilities go, that means toning things down a bit. Reducing the Bar-Lguras' HD or DR, or cutting one of the harem members out would probably have curbed the encounter enough.
You'll want to be about four or five estimated encounters - a session or so, if your group tends to go through more than that in one sitting - ahead of your players and gauge what things you'll need to beef up and what you'll need to tone down.
Thank you for the comments. I know I am going to have to tone things down, its going to me figuring out the balance to keep the encounters challenging and fun. Yes the fighter has a cold Iron weapon but he is the only martial character in the party and they did not know they were going to be fighting demons so the halfling and priest do not have them. Choosing to use the Dragonheart Mage PC was a roleplaying choice and was not chosen for optimization. The breath weapon and the choice of "cold" damage type is hurting him for sure. He mainly uses Haste, acid orb, and then breaths cold. The PW enlarges himself, and usually dumps power points into extra damage, he now has hustle which allows him to full attack on a charge, he can walk up walls, and call armor. A lot of the monsters have been immune to sneak attack so the halfling's damage curb is hurting.

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Generally, treat any 3.5 encounters as 1 CR lower (a CR 5 encounter in 3.5 book is equivalent to a CR 4 in Pathfinder). Your party doesn't look optimization-heavy, so I doubt you will face any problems with PCs being too powerful for their opponents.
And if you want to bump monsters up, there is a quick and dirty method of giving them the PF Advanced template, which boils down to "+2 to everything, CR +1".

Jay Walsh |

Generally, treat any 3.5 encounters as 1 CR lower (a CR 5 encounter in 3.5 book is equivalent to a CR 4 in Pathfinder). Your party doesn't look optimization-heavy, so I doubt you will face any problems with PCs being too powerful for their opponents.
And if you want to bump monsters up, there is a quick and dirty method of giving them the PF Advanced template, which boils down to "+2 to everything, CR +1".
Are you saying even after converting the 4 PCs to Pathfinder they will still not be "optimization-heavy"?

Jay Walsh |

Gorbacz wrote:Are you saying even after converting the 4 PCs to Pathfinder they will still not be "optimization-heavy"?Generally, treat any 3.5 encounters as 1 CR lower (a CR 5 encounter in 3.5 book is equivalent to a CR 4 in Pathfinder). Your party doesn't look optimization-heavy, so I doubt you will face any problems with PCs being too powerful for their opponents.
And if you want to bump monsters up, there is a quick and dirty method of giving them the PF Advanced template, which boils down to "+2 to everything, CR +1".
Oh and what about the demons or monsters that are only listed in 3.5 sources, how do I convert them. Does pathfinder have them all in various books?

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Are you saying even after converting the 4 PCs to Pathfinder they will still not be "optimization-heavy"?
Oh and what about the demons or monsters that are only listed in 3.5 sources, how do I convert them. Does pathfinder have them all in various books?
1. Your party is not made up of Abjurant Champions, Frenzied Berserkers, straight Wizards or Planar Shepherds, so I guesstimate that it's not heavily optimized. If it would be, they would just breeze thru the Bar-Lguars and don't even notice.
2. The Pathfinder Bestiary contains a great deal of 3.5 monsters converted fully to Pathfinder. Many 3.5 beasties are Intellectual Property of WotC and as such cannot be re-made by Paizo. Bar-Lguars are, sadly, among such monsters.
However, Pathfinder is backwards compatible with 3.5. Especially with monsters, a quick conversion boils down to calculating two (sometimes three) new stats and you're done. Of course you can also do a full rebuild, if you wish and have time for that.

Jay Walsh |

Jay Walsh wrote:
Are you saying even after converting the 4 PCs to Pathfinder they will still not be "optimization-heavy"?
Oh and what about the demons or monsters that are only listed in 3.5 sources, how do I convert them. Does pathfinder have them all in various books?
1. Your party is not made up of Abjurant Champions, Frenzied Berserkers, straight Wizards or Planar Shepherds, so I guesstimate that it's not heavily optimized. If it would be, they would just breeze thru the Bar-Lguars and don't even notice.
2. The Pathfinder Bestiary contains a great deal of 3.5 monsters converted fully to Pathfinder. Many 3.5 beasties are Intellectual Property of WotC and as such cannot be re-made by Paizo. Bar-Lguars are, sadly, among such monsters.
However, Pathfinder is backwards compatible with 3.5. Especially with monsters, a quick conversion boils down to calculating two (sometimes three) new stats and you're done. Of course you can also do a full rebuild, if you wish and have time for that.
So if I did this do you believe they would have a much better chance to survive levels 10-20 and continue to be challenged and have fun? In the first 9 levels of ST we have only had 2 deaths, a ranger eaten by the T-Rex, and the halfling who got killed in the dragon lotus hideout very early on. If I did this I can easily see the Rogue and cleric converting over, the SOR (what about his 3.5 prestige class)? What about the level 4 Psychic Warrior/4 Fighter?
Thoughts?

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Pathfinder gives much more options to base classes. The Sorcerer, the Rogue and the Cleric will be all happy with new stuff. The Rogue will be able to sneak attack far more opponents. You might actually want to suggest the Halfling Player to rebuild his character to a pure Rogue, he will get much more from that than from Swash levels, because, let's face it, Swashbuckler is an utter failure of a class, up there with Samurai and Truenamer.
I guess that you can find a conversion of Psiwarrior floating somewhere on this forums. It's also rather easy. Can't see any crunch that could give you trouble.
3.5 prestige classes work fine (although I am not terribly familiar with the Dragonheart Mage). If you need any advice, just ask us ! :)

Jay Walsh |

Pathfinder gives much more options to base classes. The Sorcerer, the Rogue and the Cleric will be all happy with new stuff. The Rogue will be able to sneak attack far more opponents. You might actually want to suggest the Halfling Player to rebuild his character to a pure Rogue, he will get much more from that than from Swash levels, because, let's face it, Swashbuckler is an utter failure of a class, up there with Samurai and Truenamer.
I guess that you can find a conversion of Psiwarrior floating somewhere on this forums. It's also rather easy. Can't see any crunch that could give you trouble.
3.5 prestige classes work fine (although I am not terribly familiar with the Dragonheart Mage). If you need any advice, just ask us ! :)
So Psionics were converted then? I am not confident enough to do home grown converts for the entire psionic system.

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You can use the 3.5 Psionics without much trouble. The only difference is that instead of Concentration skill (which is gone in Pathfinder), you would use a Concentration check (Manifester level + Wis bonus).
Dreamscarred Press is working on a full conversion of 3.5 Psionics, but it's still in progress, AFAIK.

Jay Walsh |

You can use the 3.5 Psionics without much trouble. The only difference is that instead of Concentration skill (which is gone in Pathfinder), you would use a Concentration check (Manifester level + Wis bonus).
Dreamscarred Press is working on a full conversion of 3.5 Psionics, but it's still in progress, AFAIK.
Do you think the final encounter in the shrine is overpowered?

cthulhu_waits |

In my campaign my players have their characters failry optimized, and the battle with the three bar-lguras was one of the toughest they've fought. But I also run bar-lguras as a CR 6 instead of a 5. I think they're overpowered at a 5.
I disagree that bar-lguras can use dispel magic every round. Not if they're getting attacked, anyway.

Jay Walsh |

In my campaign my players have their characters failry optimized, and the battle with the three bar-lguras was one of the toughest they've fought. But I also run bar-lguras as a CR 6 instead of a 5. I think they're overpowered at a 5.
I disagree that bar-lguras can use dispel magic every round. Not if they're getting attacked, anyway.
They sure can in groups of 3, 1 always doing it and hanging back while its fellow 2 mates pound away in melee. It can also use telekinesis on the rounds it doesn't need Dispel magic, or try and summon another buddy to the fight 35% success rate.

Carl Cramér |

Yes, it seems you have a problem of an unoptimized party. From what I see they don't think ahead at all (wasting 4 lvls of PW on a +2 to damage, are you kidding me?) and therein lies the problem.
You either can tone down ALL of the future encounters or get them to make better characters.
The simple way to balance this it to let the players be a level (or possibly more) ahead of expected levels. Just add in some filler now and then, or give extra xp/loot. I had the opposite problem - my players were generally above the power curve - which made me play the scenarios about a level early. Very easy to do.

cthulhu_waits |

They sure can in groups of 3, 1 always doing it and hanging back while its fellow 2 mates pound away in melee. It can also use telekinesis on the rounds it doesn't need Dispel magic, or try and summon another buddy to the fight 35% success rate.
My PCs would attack that one with spells or find a way to get a melee guy back there. They're not into letting spellcasters work unimpeded.

Jay Walsh |

Jay Walsh wrote:My PCs would attack that one with spells or find a way to get a melee guy back there. They're not into letting spellcasters work unimpeded.
They sure can in groups of 3, 1 always doing it and hanging back while its fellow 2 mates pound away in melee. It can also use telekinesis on the rounds it doesn't need Dispel magic, or try and summon another buddy to the fight 35% success rate.
There is always a perfect answer lol
My PCs find that difficult as there are only 4 of them, no cohorts, no animals. Once the 2 Demons charged from invisible and pounced on them doing stupid damage they did not want to risk attacks of opportunities. The priest had to begin healing every round, yes the SOR starting zapping but the rogue wasnt about to go fight the one in the back alone, he needed sneak attack to do anything because of their DR 10 no cold iron, and being small.
I'm probably making to much of this as others appear to agree the monster is to tough for its CR 5 rating. The party has been able to get through most things so far and two of the players are playing DnD for the first time ever so often they don't do the best tactical thing every round (they are learning).
:)

Bacchreus |

Do you think the final encounter in the shrine is overpowered?
I do think this encounter was very tough, so I added in an option of pulling the lever to sacrifice the prisoners which caused the whole temple to collapse (long story) on top of the statue if things got too frightening for them. The most surprising thing to me was that my group actually decided this was the one fight they couldn't win and ran (blew me away as its pretty rare to see players think their characters are going to die) and killing two innocents to do it (this has yet to come back and haunt them but it will).
This was all with the 3.5 system and I've been constantly having to adjust encounters to my group mostly up but sometimes down. They were handling the 3.5 CR's quite well and the harem was no problem but once we changed to PFrpg I've had to adjust the encounters up all the time to give them a challenge. All my players are just using vanilla classes from the core book and they are loving it.
One other thing I've noticed with the campaign in general. For a piratey/swashbucklery type campaign those two classes are probably the worse choices for players with the amount of non crittable or grapply monsters through it. The first problem is almost totally solved in PF while I toned down the amount of grapplers overall, skipping the sargasso for example. Now my group feels more like they're in a pirate adventure.

Kain Darkwind |

My group complained about how hard the initial ambush fight was with the bar-lguras......so I added fiendish apes and fiendish dire apes to the last battle to make it harder. :-)
They handled themselves well. The statue cost one of the PCs their life, when he was knocked unconscious in the fire and they couldn't get to him in time to save him, but other than that, it went fine.
I think bar-lguras are ok at their current CR.
Here is a rewrite of the stats I used, converted to PF.
Bar-lgura
Chaotic Evil Medium Outsider (Chaotic, Demon, Evil, Extraplanar)
Init +4; Senses Darkvision, Perception +11
Languages Abyssal, Celestial, Common, Draconic, telepathy 100 ft.
_____________________________________________________________
AC 24, touch 15, flat-footed 19 (+1 armor, +4 Dex, +1 dodge, +8 natural) combat 27, Mobility
hp 57 (6d10 + 24); DR 10/cold iron or good
Immune fire
Resist acid 10, cold 10, electricity 10; SR 16
Fort +6, Ref +9, Will +7
_____________________________________________________________
Speed 50 ft., climb 20 ft., Run
Melee 2 claws +12 (1d6 + 6) and
bite +7 (1d6 + 3)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Combat +12
Atk Options pounce
Special Actions abduction, summon
_____________________________________________________________
Spell-like Abilities (Caster level 6th, Concentration +7)
At will - darkness, cause fear (DC 12), dispel magic, greater teleport (DC 18), see invisibility, telekinesis (DC 16)
2/day - disguise self (DC 12), invisibility, major image (DC 14)
1/day - summon (bar-lgura, 35%)
_____________________________________________________________
Abilities Str 22, Dex 19, Con 19, Int 13, Wis 14, Cha 12
Feats Dodge, Mobility, Run
Skills Acrobatics +23, Climb +23, Escape Artist +13, Intimidate +10, Knowledge (nature) +6, Knowledge (the planes) +6, Perception +11, Stealth +17, Survival +7; Racial +10 Acrobatics, +4 Stealth
Possessions +1 bracers of armor
_____________________________________________________________
Abduction (Su) A bar-lgura can take unwilling creatures with itself when it uses greater teleport (Will save DC 18 negates). It can move one Large or two smaller creatures.

Orthos |

The most surprising thing to me was that my group actually decided this was the one fight they couldn't win and ran (blew me away as its pretty rare to see players think their characters are going to die) and killing two innocents to do it (this has yet to come back and haunt them but it will).
Oh ouch, I had to amp up the Lemorian Golem and even then my players treated him like he was easy compared to Olangru and his mates... then again my party's heavy defender type is Warforged and thus immune to the rot effects of the Golem's grapple, and with PF removing the immunity to sneak attacks and criticals the dual-scimitar Barbarian and Scout|Ninja were able to pummel through him pretty viciously despite not having any adamantine.
Then again he stood pretty still and pounded on them, occasionally howling or attempting a grapple against the Ninja or Barbarian, while the Bar-Lguras were constantly teleporting, running about and pouncing, and going invisible when no one in the party had See Invisibility handy.
As for the sacrifice part... muahahahahah you could be very evil with that if you wanted to....

Jay Walsh |

Bacchreus wrote:The most surprising thing to me was that my group actually decided this was the one fight they couldn't win and ran (blew me away as its pretty rare to see players think their characters are going to die) and killing two innocents to do it (this has yet to come back and haunt them but it will).Oh ouch, I had to amp up the Lemorian Golem and even then my players treated him like he was easy compared to Olangru and his mates... then again my party's heavy defender type is Warforged and thus immune to the rot effects of the Golem's grapple, and with PF removing the immunity to sneak attacks and criticals the dual-scimitar Barbarian and Scout|Ninja were able to pummel through him pretty viciously despite not having any adamantine.
Then again he stood pretty still and pounded on them, occasionally howling or attempting a grapple against the Ninja or Barbarian, while the Bar-Lguras were constantly teleporting, running about and pouncing, and going invisible when no one in the party had See Invisibility handy.
As for the sacrifice part... muahahahahah you could be very evil with that if you wanted to....
It should be interesting, with sneak attack out of the picture the rogue will be all but useless against the golem, most of the SORs spells will be as well, thats leaves the fighter and priest to slug it out.

Bacchreus |

As for the sacrifice part... muahahahahah you could be very evil with that if you wanted to....
Not to derail the thread too much, but I certainly could use some ideas as to how to have it come back to haunt them. I was planning on bringing them back as undead servants (no idea what type) to DK Vanthus.
back on topic. to reiterate, my battle was with 3.5 and yes the lemorian would certainly struggle against warforged, my guys were far more squishy with two precision damage characters. I actually gave them 3 rounds of warning as they were fighting Olangru with the statues limbs cracking and slowly moving positions. Made it much more descriptive and menacing which I think gave them the idea to leg it.

Gururamalamaswami |

For players...while you're out and about in fogmire getting attacked by the likes of bar-lguras, a quick strategic retreat into heavy undergrowth can negate a lot of that mobility they have.
Once in a dungeon setting, Web and Wall spells will be your best friend for containing those naughty demon monkeys and limiting the space they can play with.
To the OP: since your Dragonheart Mage is already dedicated to his path, there is a feat in either Races of the Dragon or Dragon Magic that allows a creature with an elemental breath weapon to turn its breath into a temporary wall effect.
Wait...its in Races of the Dragon...Exhaled Barrier. In one campaign I ran the dragonborn samurai used this alot and was a real pain in the ass.

Jay Walsh |

By the by, Warforged get hosed by Lemorian Golems just like anyone else. They are just as vunerable to ability damage and drain as anyone else. Energy drain, on the other hand, they enjoy immunity to.
It should be an interesting fight and I will post a full report. I wonder if the PCs will think about a bull rush attempt into the pit. The problem is no one has improved bull rush a the AOO could be deadly :) The fact that it is immune to SA will almost take the halfling rogue out of the combat, elemental resistance will hamper the SOR. Its going to come down to the PW and cleric.

Jay Walsh |

Jay, if you are running a PF game rather than 3.5, constructs are no longer immune to sneak attack damage. A very solid rule change that keeps a class from being constantly hosed.
I know but if I make the change I'm going to finish out this issue before the rebuild. They are at the shrine boss fight and I don't want to drop everything now. After the fight and before the next issue I will do the rebuild.
Jason

Orthos |

By the by, Warforged get hosed by Lemorian Golems just like anyone else. They are just as vunerable to ability damage and drain as anyone else. Energy drain, on the other hand, they enjoy immunity to.
See, I read it more as a disease effect, which they are immune to. Maybe that was a misread on my part.
It should be interesting, with sneak attack out of the picture the rogue will be all but useless against the golem, most of the SORs spells will be as well, thats leaves the fighter and priest to slug it out.
We're using Pathfinder rules, where Constructs don't get auto-immunity to Sneak Attacks or Critical Hits, so that was a point against him... especially since the Barbarian in my group is made to do crit after crit after crit.

Jay Walsh |

The Black Bard wrote:By the by, Warforged get hosed by Lemorian Golems just like anyone else. They are just as vunerable to ability damage and drain as anyone else. Energy drain, on the other hand, they enjoy immunity to.See, I read it more as a disease effect, which they are immune to. Maybe that was a misread on my part.
Quote:It should be interesting, with sneak attack out of the picture the rogue will be all but useless against the golem, most of the SORs spells will be as well, thats leaves the fighter and priest to slug it out.We're using Pathfinder rules, where Constructs don't get auto-immunity to Sneak Attacks or Critical Hits, so that was a point against him... especially since the Barbarian in my group is made to do crit after crit after crit.
My prediction is that unless the PCs are very creative, or someone risks a BR one PC will die and the party will defeat the encounter.