aha, finally id'd maddened corpses via the eye examine tool. . .took a 16 lore. . .and double checked. . .lvl 2 undead with a +4 turn resistance. . .which could be countered with various feats. . .the ones in game are not lvl 2, as a lvl 6 cleric with divine energy, imp turn, sun dom, ripost dom, and other boost turn feats cannot kill them. Judging by my riposte cleric on action at level 7, with all the bonus feats and domain (should be turning at lvl 10-14 give or take), cannot kill said lvl 2 undead, most assuredly under half her level. (Note not worth xp at her level). Also, juju zombies do not have +1 fists in 3.0/3.5/4.0/or 5 e. They do have a 5 dr magic/slashing, and some other bits. Thus, the bludg dmg reduc (5e). In no record, does the juju receive +1 fists as a monk or as magical fists. I did check the van richten books for undead and the ravenloft book. All of the records/listings to include books which have to be bought, list different stats and resistances for these undead; however, juju zombies never seem to show above level three in any listed reference which is official. This means, that a cleric with riposte domain and appropriate feats and cha should be able to turn and kill them by level six at most; however, this is not the case for whatever reason.
Aside from the zombies in the ml crypt in the skirts being worthless for xp after level five/six, there is also the matter of the skeletal warriors/knights, which also drop off for xp at the same level despite having a high ac and to hit. Judging by what little I know of the standard xp system, these creatures should be a cr 2 to 4 by themselves, and in groups higher. This means that at level two or three, each maddened corpse defeated should be worth about 500 - 600 xp. I'm no math genius, but something isn't adding up right when i am on a level 3 char and three juju zombies are only giving 1 bar out of 100 on the xp gained scale with a full modifier bar. Especially when they are buffed up higher than they are meant to be by cannon standards.
Mind, I honestly don't care how much of a pain the intro crypt is, but it certainly needs to be worth a players effort xp wise when it will kill them. Sense the intro under church crypt stops giving xp for over half the creatures in it at level 5/6, but they can still demolish you, it might need a little tweaking on xp. By level 7 there is on the hevuca's and the knights (if they spawn) that will give xp in the intro crypt.
My opinion is that the ml crypt below the church needs to be redone in the same manner as the lich tower near terg, just to show what happened to priest Zhacharia (sp?), and lead into more of a rp event/storyline. As Zach was the one to give the password to the crypt behind the church (i'm fairly certain he was the npc that gave it), there should be some story and lore down there to compensate fr his loss, other than, "oh we died here, etc, etc." on the statues.
It's also rather curious as to why a creature with a + 6 perception (spot/search for layman's terms) would be able to find a rogue with a 25-30 hide and ms every single time.
A great many things seem to have an over inflated spot/search/listen of late. Wolves, large wolves/worgs/dire wolves/pack leaders, just to name a few. A 35 hide and ms should be more than enough to sneak by such, but apparently it's not any more. The werewolves are just as bad, but i will defer to them being maxed on action for their absurd spot/search/listen skills when just trying to sneak by. With invis, apparently it's not an issue however. . .but this is not something that should be needed as a constant to travel day or night.
The timer for exhaustion and rest is exactly the same between action and rp, i just double checked tonight.
I cannot accurately check the difference in xp between rp and action, since one cannot see the bar gains on rp. But, my guess is that they are exactly the same and that there is no increase (not that it would matter with the modifier bar).
I have spent over a week off my main character on action, and her mod bar has only risen 10 bars out of 100. It will take more than 20 days to gain a full modifier bar.
My earlier calculations seem to have been incorrect, or something changed to slow down the progress bar regen on action.
All of this may be intentional, I have no basis for saying either way.
the faction globals are vastly different on rp vs acton. On action my human cleric registered as an outlander has a global appearance mod of 9, on rp my human cleric registered as an outlander faction has a global appearance of 0. Their cha on both characters is 16, neither has influence ranks.
The ocr bit on action is over rated based on appearance for some reason. (yes, a reset was done with in the past few days just to make sure it wasn't a waiting update.)
We can make campfires now! wonderful ability added to rest menu! Thank you!
There is some issue with the neg energy burst feat on action (profane life leech), as it cannot be used at all, even when surrounded with enemies. (cannot use this ability due to server pvp settings).
But, you can turn someone into a statue, or a mink, or fireball them, etc.
https://www.d20pfsrd.com/bestiary/monster-listings/undead/human-juju-zombie/tsr:
https://forgottenrealms.fandom.com/wiki/Juju_zombiehttps://www.realmshelps.net/monsters/templates/jujuzombie.shtmlAlso, noted that juju zombies are a pathfinder creation for 3.0/3.5 not a tsr d&d creation. Free license no less.