Mutant Goblin

Lex Talinis's page

Organized Play Member. 312 posts (323 including aliases). 4 reviews. 1 list. 1 wishlist. 3 Organized Play characters. 1 alias.



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mplindustries wrote:
Wizards are still better than Sorcerers in a vacuum, but they're close enough that player skill will have more to do with power level than class choice.

Exactly - and classes do not exist in a vacuum. The player has a lot to do with it, as you pointed out. Also, for players who don't enjoy utility casting, the wizard is far less of a draw.


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A third of the way through reading it - so far I'm enjoying it. Of special note: Majooja = awesome :P


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Downloaded - I decided after the teaser this was a must have. I will read it over later tonight and give it a review :)


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I have the Temerlyth the Undying and was plotting a means to throw him at my PCs - then I saw this. After downloading the teaser I'm excited. This is going to be pure awesome - looking forward to the release!


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Squee smell something rotten and for once it not Squee's feet or breath.

Squee think you maybe tell Squee where your filthy Gnome-blooded players be and let Squee teach them lesson.

Thought and smell of Squee roasting munkin-sluggs over hot coals makes Squee hungry...


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Andrew R wrote:
Kind of a brain bender, is a traditionalist of a chaotic society lawful or chaotic?

The society has laws and use them to protect freedom and liberties - ergo lawful.

For example - a loyal defender of a republic will staunchly assert that the government serves the people by protecting them - protecting them how? By using legislative powers to protect the inherent rights of the citizenry. Thus a Paladin who's upbringing is Andorian and religious sect is Shelyn will staunchly defend the inherent right of people to express individuality via the arts and the freedom to express their love how they see fit so long as they are not breaking laws designed to ensure the safety of others and the person in question or otherwise take away liberties of other with their expression.

Law implies honor, trustworthiness, obedience to authority, and reliability. Her Paladin build achieves this as her recognized authority would be Andorian law and the tenets of her faith. If in another nation thats oppressive - she would probably feel honor bound to subvert and overthrow tyranny especially if that tyranny challenged both of her ethical sources (that people should be free to determine their own fate - basically manifest destiny - and that their expression was denied by law. Such as book burnings, art destruction, or even restrictions on marriage and/or mating.)

It cannot be cogently argued that the Paladin must be obedient to all authority. Simply because then the Paladin would be forced to acquiesce to every tyrannical law - even those of Hell or undead rulers. This is why I assert that the moral/ethical compass is more defined by the god/neutral/evil descriptor of the alignment and by the value system of the character. Such a value system would be influenced heavily by religion and nationality and then filtered through the lens of the alignment.


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TClifford wrote:

I was running a campaign through the Hook Mountains and since their was 6 of them, I had to add a couple of new siblings. So I made Death Baby Graul. Gravewalker Witch lvl 3/Menhir Savant Druid lvl 3/Mystic Theurge 2. Gave her a couple of vermin swarms [can't remember the type], and an advance zombie or three made my Mammy and she basically tore through the party.

The swarms and undead kept them at bay and the Spell Poppet ability meant I didn't need to worry about a Familiar and could use touch attacks at range.

Her Ogrekin limitation of Deformed Hand was reduced by her Prehensile Hair. Fierce Visage was a nice add on.

Place magic was a nice bonus to help out with the lower level spells she was throwing out.

You know, flavorwise I am drawn to the witch Druid combo, and the ability to spontaneously summon help never hurts a caster either, that to me is the Druids most over looked strength. An experienced player who knows thier way around a Druid can give a DM a case of the eye ball twitches. So IF MT Druid would be my choice, for the ability to summon allies whenever deemed it warranted. That with a few summoning feats (spell focus conj, augment summoning, superior summoning, and extend spell) makes for one scary PC, then add in the witch abilities - I might take fly so that I could stay away from melee, then drop spells and summons all fight long.