
Tangent101 |
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Tangent101 wrote:You'll also find me in the 2nd Edition Playtest forums commenting on the latest blog posts. ^^;; That's what drew me back into the forums to be honest. I'm even considering holding off on my next campaign (Hell's Rebels) for the Skype group until the Playtest is underway at the very least, so not to require people to redo their characters a few games into the new campaign....I've heard nothing about the changes that make me hopeful, so I'll likely drop all my subscriptions once they release the new version, but I know a lot of people really like the changes that I consider catastrophically horrible, so I look forward to seeing how it pans out, for better or for worse.
** spoiler omitted **
It's a free playtest, so you can look it over and have an idea as to the general gist of the game. I think it looks interesting, though the thought of having Goblins added to the core races is... puzzling. They do some things that are actually quite intelligent - for instance, stages of success or failure, for attacks, magic, and skill checks.
I suspect the folk who are crying "it's too much like 4E/5E have a cursory knowledge of those systems and are more upset that Pathfinder 2 is even less like D&D 3.5 than the old Pathfinder was. Given how off-the-rails high level games get (seriously, my fight with four PCs and an NPC vs Karzoug and crew took two hours for a turn; high level fights shouldn't take THAT long), if they can balance things for high level fights and characters, I'll be quite happy.
But I definitely suggest just looking over the blogs to get a slight feel for things, and then wait for the Playtest. And hey, if the game becomes easier to play and your younger adventuring group here is able to easily understand things... then it makes your job easier as well. That's not a bad thing. :)
So wait and see. That's all I really can say.

NobodysHome |
3 people marked this as a favorite. |

Thank you
OK, OK. It's been long enough. (Rummages around)...
Male half-elf ranger 14
NG Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +26
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Defense
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AC 23, touch 15, flat-footed 19 (+7 armor, +1 deflection, +4 Dex, +1 natural)
hp 140 (14d10+38)
Fort +10, Ref +13, Will +5; +2 vs. enchantments
Defensive Abilities evasion; Immune sleep
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Offense
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Speed 30 ft.
Melee longsword +16/+11/+6 (1d8+2/19-20)
Ranged composite longbow +13/+13/+8/+3 (1d8+9/×3) or
. . javelin +14 (1d6+10) or
. . longbow +13/+13/+8/+3 (1d8+8/×3) or
. . stoneslayer +15/+15/+10/+5 (1d8+12/×3 plus 1d6 fire and 2d6 vs. evil)
Special Attacks combat style (archery), favored enemies (animals +2, reptilian humanoids +4, undead +4), quarry
Ranger Spells Prepared (CL 11th; concentration +12)
. . 2nd—barkskin (2)
. . 1st—abundant ammunition[UC], animal messenger, aspect of the falcon[APG], gravity bow[APG]
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Statistics
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Str 14, Dex 18, Con 12, Int 12, Wis 12, Cha 10
Base Atk +14; CMB +16; CMD 31
Feats Clustered Shots[UC], Deadly Aim, Endurance, Hammer The Gap[UC], Manyshot, Point Blank Master[APG], Point-Blank Shot, Precise Shot, Rapid Shot, Shot On The Run, Skill Focus (Perception), Toughness, Weapon Focus (longbow)
Traits elven reflexes, stowaway
Skills Acrobatics +14, Climb +14, Handle Animal +17, Heal +6, Knowledge (nature) +13, Perception +26, Ride +12, Spellcraft +10, Stealth +22, Survival +13, Swim +13; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven
SQ camouflage, elf blood, favored terrains (forest +2, underground +4, urban +4), hunter's bond (wolf named Heron), swift tracker, track +7, wild empathy, woodland stride
Combat Gear cold iron arrows (9), potion of cure serious wounds, potion of shield of faith +2, wand of cure light wounds, wand of cure moderate wounds, medium spider venom (10), oil (5); Other Gear +3 mithral chain shirt, stoneslayer, arrows (90), composite longbow (+1 Str), javelin (8), longbow, longsword, amulet of natural armor +1, boots of speed, boots of the cat[UE], efficient quiver, figurine (golden lions), gloves of reconnaissance[UE], headband of inspired wisdom +2, ring of protection +1, backpack, bedroll, belt pouch, bullseye lantern, flint and steel, grappling hook, hemp rope (50 ft.), mess kit[UE], pot, torch (10), trail rations (5), waterskin, light horse, riding saddle, saddlebags, captain kinkarian's locket (worth 500 gp, 0.5 lb), 827 gp, 9 sp, 5 cp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Camouflage (Ex) Can use the Stealth skill in favored terrain, even without cover/concealment.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Favored Enemy (Animals +2) (Ex) +2 to rolls vs. animals foes.
Favored Enemy (Reptilian Humanoids +4) (Ex) +4 to rolls vs. reptilian humanoids foes.
Favored Enemy (Undead +4) (Ex) +4 to rolls vs. undead foes.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in forest terrain.
Favored Terrain (Underground +4) (Ex) +4 to rolls when in underground terrain.
Favored Terrain (Urban +4) (Ex) +4 to rolls when in urban terrain.
Hammer the Gap With a full-attack action, each hit against the same opponent deals extra damage
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quarry (Ex) +2 to hit and other bonuses vs. designated quarry.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Shot on the Run When attacking with a ranged weapon, you can move - attack - move.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +7 Add the listed bonus to Survival checks made to track.
Wild Empathy +14 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

NobodysHome |
2 people marked this as a favorite. |

Male human monk 14
LN Medium humanoid (human)
Init +5; Senses Perception +18 (+20 vs. surprise and to detect invisible or incorporeal creatures)
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Defense
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AC 23, touch 19, flat-footed 19 (+4 armor, +1 deflection, +3 Dex, +1 dodge, +3 monk, +1 Wis)
hp 107 (14d8+38)
Fort +13, Ref +14, Will +12; +2 vs. enchantments
Defensive Abilities improved evasion; Immune disease, poison; SR 24
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Offense
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Speed 70 ft.
Melee +2 temple sword +15/+10 (1d8+5/19-20) or
. . +2 temple sword flurry of blows +17/+17/+12/+12/+7 (1d8+5/19-20) or
. . unarmed strike +15/+10 (2d6+5) or
. . unarmed strike flurry of blows +17/+17/+12/+12/+7 (2d6+5) or
. . handaxe +13/+8 (1d6+3/×3) or
. . sai +13/+8 (1d4+3) or
. . sai flurry of blows +15/+15/+10/+10/+5 (1d4+3) or
. . sai +13/+8 (1d4+3) or
. . sai flurry of blows +15/+15/+10/+10/+5 (1d4+3)
Ranged or
. . shuriken flurry of blows +15/+15/+10/+10/+5 (1d2+3) or
. . shuriken +13/+8 (1d2+3)
Special Attacks flurry of blows, stunning fist (14/day, DC 18)
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Statistics
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Str 16, Dex 16, Con 14, Int 10, Wis 13, Cha 8
Base Atk +10; CMB +17 (+19 grapple, +19 trip); CMD 32 (34 vs. grapple, 34 vs. trip)
Feats Blind-fight, Cartwheel Dodge[UC], Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Improved Trip, Improved Unarmed Strike, Medusa's Wrath, Mobility, Opening Volley[UC], Point-Blank Shot, Scorpion Style, Spring Attack, Stunning Fist
Traits reactionary, spirit sense
Skills Acrobatics +20 (+30 to make high or long jumps, +50 to jump), Climb +13, Escape Artist +13, Heal +2, Perception +18 (+20 vs. surprise and to detect invisible or incorporeal creatures), Sense Motive +13, Stealth +20, Survival +4, Swim +7
Languages Common
SQ abundant step, fast movement, high jump, ki pool (9 points cold iron, lawful, magic, silver), maneuver training, slow fall 70 ft., wholeness of body (14 hit points)
Combat Gear potion of cure moderate wounds; Other Gear +2 temple sword[APG], handaxe, sai, sai, shuriken (20), amulet of mighty fists +2, amulet of natural armor +1, bracers of armor +3, bracers of armor +4, cloak of resistance +2, ring of jumping (improved), ring of protection +1, belt pouch, wooden holy symbol of Irori, 185 gp
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Special Abilities
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Abundant Step (Su) Use 2 Ki as a move action, to dimension door self.
Blind-Fight Re-roll misses because of concealment, other benefits.
Cartwheel Dodge With a successful evasion you may move half your speed
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Fast Movement (+40 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +12/+12/+7/+7/+2 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
High Jump (+14/+34 with ki point) (Ex) +14 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (9/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Maneuver Training (Ex) CMB = other BABs + Monk level
Medusa's Wrath Full attack: Add 2 unarmed strikes against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Opening Volley Successful ranged attack grants +4 on next melee attack roll
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Scorpion Style (DC 18) As a standard action, unarmed strike reduces foe's land speed to 5 ft for 1 rds (Fort neg).
Slow Fall 70 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spell Resistance (24) You have Spell Resistance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Stunning Fist (14/day, DC 18) You can stun an opponent with an unarmed attack.
Wholeness of Body (14 hit points) (Su) Use 2 ki as a standard action to heal own wounds.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

NobodysHome |
3 people marked this as a favorite. |

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Bara CR 15
XP 51,200
Female froghemoth bard 4 (Pathfinder RPG Bestiary 136)
N Huge aberration
Init +5; Senses blindsight 30 ft., darkvision 60 ft.; Perception +32
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Defense
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AC 28, touch 9, flat-footed 27 (+1 Dex, +19 natural, -2 size)
hp 311 (20d8+163)
Fort +13, Ref +12, Will +15; +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities all-around vision; Immune electricity (partial); Resist fire 10
Weaknesses slowed by electricity
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Offense
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Speed 20 ft., swim 30 ft.
Melee bite +23 (2d6+10/19-20 plus grab), 4 tentacles +21 (1d8+5 plus grab), tongue +21 (1d4+5 plus grab)
Space 15 ft.; Reach 15 ft. (30 ft with tongue)
Special Attacks bardic performance 11 rounds/day (countersong, distraction, fascinate [DC 13], inspire competence +2, inspire courage +1), constrict (tentacle, 1d6+10), swallow whole (3d6+10 bludgeoning damage, AC 19, 31 hp)
Bard Spells Known (CL 4th; concentration +5)
. . 2nd (1/day)—blur, delay poison
. . 1st (4/day)—anticipate peril[UM] (DC 12), cure light wounds, grease, unbreakable heart[ISWG]
. . 0 (at will)—daze (DC 11), ghost sound (DC 11), lullaby (DC 11), open/close (DC 11), resistance, unwitting ally[APG] (DC 11)
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Statistics
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Str 30, Dex 13, Con 24, Int 6, Wis 13, Cha 12
Base Atk +15; CMB +27 (+31 grapple); CMD 38
Feats Cleave, Friendly Switch, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Lunge, Multiattack, Power Attack, Skill Focus (Stealth), Toughness
Tricks Aid, Attack, Defend, Down, Fighting, Heel, Stay
Skills Acrobatics +1 (-3 to jump), Linguistics +21, Perception +32, Perform (dance) +5, Perform (sing) +12, Stealth +14 (+22 in marshes), Swim +18; Racial Modifiers +8 Perception, +8 Stealth in marshes
Languages Abyssal, Aklo, Aquan, Azlanti, Boggard, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Grippli, Halfling, Infernal, Minkaian, Polyglot, Shadowtongue, Terran, Undercommon, Vegepygmy
SQ aid, bardic knowledge +2, defend, fighting, heel, versatile performance (sing)
Other Gear headband of vast intelligence +4
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Ecology
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Environment temperate marsh
Organization solitary
Treasure standard
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Special Abilities
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Aid [Trick] Aids specified creature on command.
All-Around Vision (Ex) You can see in all directions and cannot be flanked.
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (standard action, 11 rounds/day) Your performances can create magical effects.
Blindsight (30 feet) (Ex) Sense things and creatures without seeing them.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Darkvision (60 feet) You can see in the dark (black and white only).
Defend [Trick] The animal will defend you.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fighting [Trick] The animal has been trained to fight.
Friendly Switch Can move into allies space with no AoO and displace him into your old square.
Grab: Bite or Tentacle or Tongue (Huge) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Heel [Trick] The animal will follow you.
Immunity to Electricity (partial) You are immune to electricity damage.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Slowed by Electricity (Ex) Electricity damage slows for 1 rd.
Swallow Whole (3d6+10 bludgeoning damage, AC 19, 31 HP) (Ex) You can swallow smaller targets whole.
Swim (30 feet) You have a Swim speed.
Versatile Performance (Singing) +12 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
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Malek
Normally male, but can switch if necessary grippli barbarian 14 (Pathfinder RPG Bestiary 2 149)
CN Small humanoid (grippli)
Init +1; Senses darkvision 60 ft.; Perception +14
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Defense
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AC 20, touch 13, flat-footed 19 (+6 armor, +1 deflection, +1 Dex, +1 natural, +1 size)
hp 175 (14d12+57)
Fort +14 (+2 trait bonus vs. poison), Ref +6, Will +4; +5 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Defensive Abilities improved uncanny dodge, indomitable will, trap sense +4; DR 3/—
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Offense
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Speed 40 ft. (30 ft. in armor), climb 20 ft.
Melee +1 corrosive furious adamantine earth breaker +16/+11/+6 (1d10+19/19-20/×3 plus 1d6 acid) or
. . kukri +15/+10/+5 (1d3+12/18-20) or
. . mwk short sword +16/+11/+6 (1d4+12/19-20)
Ranged composite longbow +16/+11/+6 (1d6+3/×3) or
. . sling +16 (1d3+4)
Special Attacks greater rage (33 rounds/day), poison, rage powers (auspicious mark[UC], clear mind, disruptive[APG], eater of magic[UC], quick reflexes, superstition +5, witch hunter[APG])
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Statistics
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Str 18, Dex 12, Con 17, Int 8, Wis 9, Cha 7
Base Atk +14; CMB +13; CMD 29
Feats Blind-fight, Combat Reflexes, Improved Critical (earth breaker), Power Attack, Step Up, Sure Grasp[UC], Toughness
Traits boarded in mediogalti, resilient
Skills Acrobatics +7, Climb +16, Escape Artist -1, Handle Animal +10, Intimidate +10, Linguistics +0, Perception +14, Ride +3, Stealth +3, Survival +11, Swim +12
Languages Abyssal, Common, Grippli
SQ fast movement
Combat Gear elixir of fire breath, eloko bell, gloves of arrow snaring, potion of cure light wounds (3), potion of cure serious wounds, potion of invisibility, war mask of terror, deathblade (6); Other Gear mwk breastplate, +1 corrosive furious adamantine earth breaker[UE], arrows (20), composite longbow (+3 Str), kukri, mwk short sword, sling, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +1, ring of protection +1, ring of swimming, backpack, belt pouch, blanket[APG], fishing net, flint and steel, grappling hook, hemp rope (50 ft.), noble's outfit, pot, trail rations (5), waterskin, necklace of fingers: xethos, jask, sasha et al., narmina, 6 sp
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Special Abilities
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Auspicious Mark (1/rage) (Su) Use 2 rage as a swift action, gain +1d6 to a d20 roll.
Blind-Fight Re-roll misses because of concealment, other benefits.
Clear Mind (1/rage) (Ex) Reroll a failed Will save while raging.
Climb (20 feet) You have a Climb speed.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Disruptive Gain the Disruptive feat while raging.
Eater of Magic (1/rage) (Su) Reroll if fail save vs. spell/Su ability. If reroll succeeds, negate effect & gain temp Hp for 1 min.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Uncanny Dodge (Lv >= 18) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 18+.
Indomitable Will (Ex) +4 bonus to Will saves vs. enchantment spells.
Poison (1/day, DC 20) (Ex) Skin or weapon—contact and injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Quick Reflexes (Ex) While raging, you may make one additional attack of opportunity per round.
Rage (33 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Superstition +5 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.
Sure Grasp When climbing, roll twice and take the highest result
Trap Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.
Witch Hunter +4 (Ex) Bonus to damage spellcasters while raging.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

NobodysHome |
3 people marked this as a favorite. |

Hey NobodysHome, you doing okay? I hope your crew's schooling and like isn't getting too stressful. And I'm looking forward to hearing more of their antics - silly and otherwise. :)
I'm just back from the 4-day high school chaperone trip (maybe 20 total hours of sleep since Wednesday, and around 20 miles of hiking), so I'm tired. But happy.
My recollection is that this Wednesday's game is canceled, but I'll have to check in with the parties.

Tangent101 |
4 people marked this as a favorite. |

Well, my Runelords campaign is now finished. We had one no-show but didn't let that stop us (and I ran her character probably as tactically horrific against Karzoug as she would have). Their Angel ally proceeded to use Break Enchantment to free two Storm Giants (I upped them to four) initially and then a third (and the fourth was freed by a Greater Dispel Magic). Though I'm not quite sure... is Dispel Magic and the like being done against the caster level of the person who cast the spell? Or the level that the spell can be cast at? The rules are vague on that.
Anyway, Telekinetic Charge was used to send the NPC into close proximity against Karzoug (though come to think of it, she was under Improved Invisibility, is that doable? Meh, rule of cool and doesn't matter) twice. The second time Karzoug fought right before his Runewell and after one PC hit him with five Dominant crossbow bolts, the NPC hit him with four rapier thrusts, and the Sorceress used both Arrow Storm and TK Charge against Karzoug... the Elven Ranger landed behind him, flanking Karzoug, and with a sneak attack thrown axe brought him to -13.
End game was the Halfling Nun going to set up shop in the asylum from Chapter 2, the Elvish Ranger/Rogue going to take care of orphans at the orphanage they built, the Eldritch Knight plans on building an island to create a distillery, casino, and brothel off the shore of Sandpoint to piss off Sheriff Useless (group nickname), and the NPC bought a farm where she was going to settle down for a quiet life. (She was raised on a farm so...) No idea what the Sorceress would do but seeing the Scarnettis were driven out of town, she probably would become head of a new Noble Family in Sandpoint. :)
---------
Anyway, I look forward to your next game and the silliness that ensues!

The Mad Comrade |
2 people marked this as a favorite. |

Well, my Runelords campaign is now finished. We had one no-show but didn't let that stop us (and I ran her character probably as tactically horrific against Karzoug as she would have). Their Angel ally proceeded to use Break Enchantment to free two Storm Giants (I upped them to four) initially and then a third (and the fourth was freed by a Greater Dispel Magic). Though I'm not quite sure... is Dispel Magic and the like being done against the caster level of the person who cast the spell? Or the level that the spell can be cast at? The rules are vague on that.
Anyway, Telekinetic Charge was used to send the NPC into close proximity against Karzoug (though come to think of it, she was under Improved Invisibility, is that doable? Meh, rule of cool and doesn't matter) twice. The second time Karzoug fought right before his Runewell and after one PC hit him with five Dominant crossbow bolts, the NPC hit him with four rapier thrusts, and the Sorceress used both Arrow Storm and TK Charge against Karzoug... the Elven Ranger landed behind him, flanking Karzoug, and with a sneak attack thrown axe brought him to -13.
End game was the Halfling Nun going to set up shop in the asylum from Chapter 2, the Elvish Ranger/Rogue going to take care of orphans at the orphanage they built, the Eldritch Knight plans on building an island to create a distillery, casino, and brothel off the shore of Sandpoint to piss off Sheriff Useless (group nickname), and the NPC bought a farm where she was going to settle down for a quiet life. (She was raised on a farm so...) No idea what the Sorceress would do but seeing the Scarnettis were driven out of town, she probably would become head of a new Noble Family in Sandpoint. :)
---------
Anyway, I look forward to your next game and the silliness that ensues!
dispelling is against the caster level of the effect at the time it was cast unless it is a magic item, which have their own CL set at the time of creation.

Tangent101 |
1 person marked this as a favorite. |

Kind of ludicrous actually when you think of it. It's harder to dispel the Dominate from the Rune Giant than it is to move a Circle of Protection from Evil 10' Radius into a Storm Giant's square, give them a new saving throw against Domination, and have them most likely throw off the effect seeing they need to beat a 7 when under Protection from Evil. *shakes head* Though having the Planetar roll a Nat. 20 on Break Enchantment to overcome Dominate on two Giants was one of those moments the group truly enjoyed. (And yes, I realize now it had Greater Dispel Magic which would have done the same thing but... ah well. Having the Planetar casting Break Enchantment twice helped keep it distracted and not killing off foes for several rounds. Seriously, the players shouldn't let me run their Summons (or in this case Karma Bead summon)...)

Tacticslion |
3 people marked this as a favorite. |

Can I just say, I really want your bard to rally all their allies into a big clump, point at the fortress, and make a speech with the line, “Mr. <Spoiler>, TEAR DOWN THIS WALL~!”
I mean, it would result in a massive and near-immediate slaughter, but still.
(Its because walls are their greatest enemy.)

Dawning Aegis |
3 people marked this as a favorite. |

Can I just say, I really want your bard to rally all their allies into a big clump, point at the fortress, and make a speech with the line, “Mr. <Spoiler>, TEAR DOWN THIS WALL~!”
I mean, it would result in a massive and near-immediate slaughter, but still.
(Its because walls are their greatest enemy.)
Unfortunately, instead of some great speech, we ended up getting a scouting mission with a few close calls and dumb choices, but overall success.
So like the rest of the AP.

NobodysHome |
5 people marked this as a favorite. |

I would disagree with "dumb choices"; Narlock went in and discovered many, many useful things:
Any kind of crowd control. Er, casters? You DID think about crowd control when choosing spells? No? Hmm...
So it was an extremely successful mission.
Talky's just unhappy because Narlock only found one of their two targets; she never did find Eando Kline, but she was extremely wise in NOT Dimension Dooring inside of the locked portculli (I'm afraid setting off the Forbiddance did kind of raise the alarm).
So all in all, a very successful mission, but yet another reminder that when you're facing an army and none of your casters have crowd control, it's just not a fun thing.

GM_Beernorg |
3 people marked this as a favorite. |

::whistles innocently::
One could...if so motivated...make a froghemoth more stealthy with the application of invisibility. Not a personal only spell for a reason.
(also hilarious to cast on objects, like doors, even funnier when combined with minor illusion of the door being opened, of course, it really isn't...I know, I R a bad man. Hey, I defeated a horned devil using fog cloud, you should have seen the GM's face when THAT happened!)

The Mad Comrade |
2 people marked this as a favorite. |

::whistles innocently::
One could...if so motivated...make a froghemoth more stealthy with the application of invisibility. Not a personal only spell for a reason.
(also hilarious to cast on objects, like doors, even funnier when combined with minor illusion of the door being opened, of course, it really isn't...I know, I R a bad man. Hey, I defeated a horned devil using fog cloud, you should have seen the GM's face when THAT happened!)
They could at their level potentially use veil to make Bara appear to be ... smaller. Or greater polymorph - or potentially a variety of other spells - to actually make her a 'toad' of varying sizes smaller than ginormous. :D

NobodysHome |
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Well, it's the usual: Poor spell choices, no full arcane caster, burned all their money before going down, etc., so they're spending thousands on disposables (scrolls) to cast spells that are part of any "normal" group's repertoire, including illusions, shape altering, crowd control, etc. I forget why they couldn't just make Bara invisible and use Invisibility Sphere on the rest of the group, but there was a reason...
...and Zone of Silence is only so big. Bara has a high enough Stealth that she doesn't need it, but Malek...

Tacticslion |
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Soon as any of my wofe’s characters ID a rod of wonder, they destroy it immediately, if not sooner, and if that’s impossible they stick it in the most secure, magic-resistant location they possibly can. Even the “crazy” and/or chaotic ones. Every. Single. Time. I have never once been able to have one of those in a game with her that wasn’t in the hands of a villain. (I almost did with another PC, until her CG swashbuckler used her persuasive talents to get him to agree that it was Äbädä idea. And no, there is no past in-game trauma or anything, she is just absolutely uninterested in it for reasons I still haven’t quite grasped. It’s not even true emotional revulsion or fear, just a deep seated distrust and nervousness about the whole thing. She is not quite as leery with artifacts of similar nature, but is nearly so. She is one of a large bevy of players that I absolutely cannot get to make wishes or any kind. And I never corrupt the wishes!

Tacticslion |
3 people marked this as a favorite. |

Hahahah! I told her about this post, and she immediately agreed with most of it, except for the characterization of herself.
“I don’t know that I’d take it that far. It’s just that rods of wonder are items that would only be used by absolutely crazy people. All those rods need to be brought out into back allies and shot.”
XD
(Daggum, I love my wife! She is so awesome!)

NobodysHome |
4 people marked this as a favorite. |

Thanks a heap, Turin!
Now I'm having images of Bara Polymorphed into a female grippli.
"Oh, look at the cute little grippli! What could she possibly do?"
Considering her levels of Bard let her use a longspear at +16/+11/+6 at 1d6+24 with a x3 crit, a few buffs to get that To Hit up and she's passing Malek in damage output.
And oh, as a full-round action, she can go back to her pleasingly-plump self.
Ouch.
EDIT: And anyone know why she loses 8 STR when shrinking? Alter Self says nothing about losing STR due to the size drop, but Hero Labs drops her from STR 30 to STR 22 when I alter her...

Seannoss |
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There is an adjusted creature size chart on page 212 that shifts a huge creature to medium first and adjusts the physical stats.
PS: your listed PCs seem to have really low ACs for characters of their level. Our 7th level PCs have ACs between 23 and 27 before buffs in Hell's Rebels.

The Mad Comrade |
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Bara as a (for a grippli) smokin' HAWT grippli with copious language skills and a sincere love of her Malek. ;)
Is alter self one of her known spells? If so, she could pull a Pepe le Pew on Malek. Hilarity will surely ensue.
Edit: Pepe le Pew with a longspear and using Pepe's amorous singing as bardic inspiration of courage for herself ...
"Come here my little dumpling, I have such longing for yooouuu ... "
*hop* *hop* <bad guy gets skewered mightily> {pleasant humming} *hop* *hop*

NobodysHome |
3 people marked this as a favorite. |

There is an adjusted creature size chart on page 212 that shifts a huge creature to medium first and adjusts the physical stats.
PS: your listed PCs seem to have really low ACs for characters of their level. Our 7th level PCs have ACs between 23 and 27 before buffs in Hell's Rebels.
Let me put it this way: At 4th level my rogue halfling was at AC 22 standing still, and 28 moving (the good old Mobility and Total Defense combo), in a "no wealth" game (no items over 1000 gp).
So yeah, the group isn't even trying...

Tangent101 |
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It's not just your group.
This was the ACs of my Level 17 group that just killed off Special K.
And mind you, this is when fully buffed. They NEVER buffed to this level in the past.
Sorceress: AC 28, Touch 20
Cleric: AC 29, Touch 16
Ranger: AC 31, Touch 22
Eldritch Warrior: AC 31, Touch 18
The ONLY character with a high AC was the NPC Swashbuckler/Arcane Trickster. AC: 55, Touch 33. Only was hit on a Natural 20 at the end.
At level 15, this was their ACs
Sorceress: 23/15
Cleric: 29/16
Ranger: 25/18
EK: 28/15
Swash/AT: 46/25
This is also with uber-high rolled stats. If they were a 15-point build, then knock 2 off of those ACs. They just never bothered beefing up their armor.

Scintillae |
4 people marked this as a favorite. |

Well, it's the usual: Poor spell choices, no full arcane caster, burned all their money before going down, etc., so they're spending thousands on disposables (scrolls) to cast spells that are part of any "normal" group's repertoire, including illusions, shape altering, crowd control, etc. I forget why they couldn't just make Bara invisible and use Invisibility Sphere on the rest of the group, but there was a reason...
...and Zone of Silence is only so big. Bara has a high enough Stealth that she doesn't need it, but Malek...
Your kids buy scrolls and actually use them? Jealous...

Dawning Aegis |
1 person marked this as a favorite. |

Seannoss wrote:There is an adjusted creature size chart on page 212 that shifts a huge creature to medium first and adjusts the physical stats.
PS: your listed PCs seem to have really low ACs for characters of their level. Our 7th level PCs have ACs between 23 and 27 before buffs in Hell's Rebels.
Let me put it this way: At 4th level my rogue halfling was at AC 22 standing still, and 28 moving (the good old Mobility and Total Defense combo), in a "no wealth" game (no items over 1000 gp).
So yeah, the group isn't even trying...
Honestly, I don't know how you even get that much AC without spells/magical armor. Considering that we're never really able to buy armor because we spend so much money on scrolls and revives, it would take a massive change in the group, to the point of revamping our (supposed) full casters.

Dawning Aegis |
1 person marked this as a favorite. |

It's not just your group.
This was the ACs of my Level 17 group that just killed off Special K.
And mind you, this is when fully buffed. They NEVER buffed to this level in the past.
Sorceress: AC 28, Touch 20
Cleric: AC 29, Touch 16
Ranger: AC 31, Touch 22
Eldritch Warrior: AC 31, Touch 18The ONLY character with a high AC was the NPC Swashbuckler/Arcane Trickster. AC: 55, Touch 33. Only was hit on a Natural 20 at the end.
At level 15, this was their ACs
Sorceress: 23/15
Cleric: 29/16
Ranger: 25/18
EK: 28/15
Swash/AT: 46/25This is also with uber-high rolled stats. If they were a 15-point build, then knock 2 off of those ACs. They just never bothered beefing up their armor.
How do you get that much AC? It seems like an insane amount from what I usually see.
Then again, I haven't really ever played a proper high-level Pathfinder game.

Tangent101 |
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With the Swashbuckler/Arcane Trickster, it was a combination of Feats, a high Dexterity, Class benefits, a Ring of Protection, a +5 buckler, Amulet of Natural Armor +5, and Armor of the Celestial Host (from Pathfinder Unchained). Mythic was also involved which increased the potency of one of the Feats, but even if she'd been a 15-point build without Mythic, her AC would have been quite high.
Let's see. A generic 15-point build Sylph, three leveling points in Dex, and a Belt giving +6 Dex would give her a 26 Dex. That's +8 to AC right there.
Celestial Armor (for Core armor) is +3 Chainmail, so that's a +9 to armor and allows the full Dex bonus.
+5 Mithral Buckler is another +6 to armor
Combat Expertise (non-Mythic) is another +4 (Dodge) to Armor
Dodge is another +1 to Armor
Swashbuckler lvl 7 is +2 (Dodge) to Armor (Nimble)
Amulet of Natural Armor +5
Sihedron Ring (effectively +3 Protection Ring).
So just with these Core Rule items I can have a level 7 Swashbuckler/4 Rogue/3 Wizard/2 Arcane Trickster with an Armor of 48. Toss in Haste as well and you're at 49.
This is a character with light armor and a buckler. If I were going with a Fighter? I could be pulling off +5 Mithral Full Plate that allows +3 to Dexterity Max, a +5 Medium Shield with a couple Shield Feats to boost shield benefit further, a +5 Amulet of Natural Armor, +5 Ring of Protection, several other beneficial Feats, and an Armor Class of the Big Bad needs 20s to hit.
Everyone else in the group was being hit with a 5 or less on average. And their AC would have been even LOWER if I had not cajoled the group in investing in some armor. It never dawned on them. (It also didn't help one player wanted to be the Group Crafter and with higher level magic items... it takes forever to make anything. They didn't have the time to just make everything.)
I mean it. Modified Storm Giants (stats boosted to be even with the players' stats) had a +31 to hit with their swords. Their bows were only +17 to hit, meaning they needed 14s to hit the highest AC folk. (Ironically enough, again at my suggestion they used a Communal Protection from Elements. When thinking of what to use, one person suggested Lightning seeing that Chain Lightning was a spell Karzoug would probably have for higher levels. This kind of negated the magical attacks for the Storm Giants and the Blue Dragon's breath weapon.) Oh, and the Blue Dragon needed 5s to hit if using a full attack on anyone but Danger Lemming (as the party jokingly referred to the Swashbuckler who had a tendency to run into combat and then all at once suddenly got good and I have no idea how that happened, she just started killing things left and right once she reached a high enough level).
But yeah. If you try? You can boost your armor class to very high levels. Even a high-level spellcaster who cannot wear armor can STILL have Bracers of Armor 8, a Ring of Protection +5, an Amulet of Natural Armor +5, and with spells boost Dexterity by 4 (assuming you don't have a Belt giving +6 to Dex) for an additional +2 to armor and the Feats Combat Expertise and Dodge... meaning your squishy wizard has an Armor Class of... oh, we'll assume a Dexterity of 14 base so we're saying 36.
(There is a reason I'm a GM and not a player. I'd drive any GM nuts.)
In short... invest in armor. Even your squishy armorless characters can easily have a good armor class with but a little bit of work.

NobodysHome |
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...lots of useful stuff, plus an example build that costs...
- 36,000 for the belt
- 22,400 for the celestial armor- 26,155 for the mithral buckler
- 50,000 for the amulet of natural armor
- 35,000 for the Sihedron ring
==========================================
169,555 (since APs include WBL in all dropped loot, the Sihedron ring counts towards WBL, even though it's a drop)
There's a ludicrous jump in WBL; a 12th-level character at WBL in an AP (which is a rare thing in and of itself) is only at 108,000, and couldn't afford this stuff even getting the ring for free. It's not until 15th level that WBL really facilitates having a lot of +5 items, and the kids aren't there yet.
Compounding the issue, the kids were already behind the WBL curve back when I gave them the "special items" quest back around 10th level. The proceeded to abandon all the city exploration to fall far, far behind. It's the problem with a prepared sandbox game -- all the wealth is there, but if the PCs aren't motivated to explore every nook and cranny they don't get it. Add to that (as Dawning Aegis said) a HUGE amount of money spent on consumables (we're talking tens of thousands burned per dungeon) and the kids have just been a money pit, even with extra drops to try to catch them up.
With infinite money you can create ludicrous things. With WBL you have to wait until 13th or 14th level to really shine. In an AP where you're skipping a bunch of content and falling far below half WBL, such gear is beyond reach.
I haven't blamed the AP until now, when they put all that loot with the urdefhans, who are supposed to be the party's allies. It's not as bad as Carrion Crown's approach of, "Well, they need to strip the walls bare in every house they're ever invited into, and blackmail anyone who ever asks them for help," but Book 5 is really bad with wealth, and it's the book where they need it the most.
On the other hand, if they can figure out the snake fortress, 200 magic weapons and suits of armor will go a LOOOOOOONG way towards fixing their wealth. That's 600k right there, not counting bosses and such...

The Mad Comrade |
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Our Giantslayer group has a similar problem currently due to being in the back end of nowhere with a pile of loot that we cannot sell. My one criticism of the AP thusfar is that the treasure is not nearly so well-balanced as is commonly found.
I've a gnome Gravewalker Witch that, against giants, sports a blue-green AC, saves ranging from Orange (Fort) to Green (Reflex, Will) and her hex save DC is passable against their weak saves (orange-green). However, she only has a +1 resistance item, a +1 deflection ring and no stat boosting items. If it wasn't for copious amounts of animating the corpses of the fallen, we'd probably have been TPK'd by now.
Situational circumstances have conspired against us. The poor barbarian hits like a freight train but he has a solidly red AC even when not raging. Since we lack a purpose-built healer, it seems only a matter of time before one or more messy irreversible deaths occur.
OTOH, if we can survive until I hit 11th level, I can pull a bionic adventurer make the fallen into pretty respectable undead slayers of giants. If I can get my grubby paws on a prayer bead of karma - and succeed on the UMD check (currently a +18, not too shabby) - I can mummify 'em. Sure, the barbarian will get stupider ... but the AC problem will be handily dealt with, they'll tack on MOAR DR and get massively stronger in melee. This is largely balanced out by the massive retraining expense that will be required ... which we may not be able to afford.
So ... we're kinda hoping we don't get wasted soon. If we do, we're hoping to bring some undead vengeance down upon some giants!

Tacticslion |
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...
...
...
...
... So, uh, just figured I’d throw this out there:
1) step 1, get a scroll of create greater demiplane
2) get a greater rod of maximize spell
3) get a scroll of permenancy
4) use the thing from 1 to make an “erratic time” demiplane, using the thing from 2 to maximize the “erratic” part -> gaining 1 rnd outside -> 1 day inside the plane
5) use the thing from 3 to make it permanent
6) give me goodbye hugs as NH will likely murder me
7) just make sure to turn it back “timeless” when you leave (mostly just because the Comrade reads this place)
Crafting time problem solved.
Of course, if it’s a business/money thing, let me introduce you to three scrolls (maybe four) that will change your life. Or a different four!
Oh, literal immortality? I got four scrolls for that!

Tacticslion |

Standard boilerplate disclaimer: not all of these tricks work with all GM’s, and make sure to check with yours before you try it! Or not! Feel free to just try it, and then get slapped down if it doesn’t work! But you can’t come crying to me and say I didn’t warn you! Well, I suppose you can, but it wouldn’t do any good, because I warned you!

NobodysHome |
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You're making the rash assumption that ANY of my players took crafting feats.
We've only had one AP ever where a player willingly took and used crafting feats (Carrion Crown), and that's because Carrion Crown is so loot-poor that if you don't craft, you don't get anything.
I'd love to see my players crafting more. But they don't. So timeless demiplanes won't help them one whit.
Personally, I *like* the idea of players getting themselves timeless planes for resting/recovery/crafting. My players just don't use 'em.

Tacticslion |

Well, if you want timeless, then Inshould have broken out my really powerful stuff: timeless demillane, time stop, wall of iron, and take 20 crafting. BAM: insta-moneys. It doesn’t even have to be good.
Oh; wait, no, I forgot they “fixed” wall of iron so it doesn’t make any sense any or - er, I mean, so you can’t make money off of it for some reason.
Doesn’t matter, though. They introduced bloodmoney. So, timeless demiplane, time stop, bloodmoney, fabricate, enjoy making bank.
(Scrolls are p. expensive, though, so you’ll want a more reliable method of fabricate and bloodmoney. Aka... a full-caster...)

NobodysHome |
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Blood Money is not only non-core (not in the PRD), but it's insta-banned from all games of mine.
As are pretty much all spells and feats that are of the, "I don't want to have to prepare ahead of time, so I have an infinite bag of 'anything I need at no cost', thank you very much" variety.
I'm sure you could find exceptions (the Traveler's Any-Tool comes to mind, where you're paying a ginormous up-front fee to avoid stupid questions like, "Do you even have a hammer?"), but I was around in the AD&D days, when players rebelling against restrictions placed on the game eventually derailed it so much that we left the D&D world for 30+ years and chose other, more sensible RPGs.
Pathfinder's trying to head the same way with Mythic, Unchained, and the like, and my feeling is, "If you want to play infinitely-powerful PCs, let's just play Randomania and not waste money on rulebooks you're going to ignore anyway."
Not that I'm opinionated about it or anything...