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What good is riflemen in today's world? If the other side has planes, not much. A wizard with fireball is similar to modern man with a missile launcher. Where the army of grunts is useful is occupation not aggression. Send the elite squad to take out the enemy hard points and elites. I would not send the grunts near a city with 9th level wizard any more then I would send infantry against a city with intact artillary.
Eventually spells like Mage's mansion, create demi plane, simulacrim, fabricate, and planer binding allow a caster to live however he wants. At this point the caster does not need the resources a population can harvest for him.
With no need for resources would casters really care all that much about the world any more. If a the BBEG can have whatever he wants already then he needs some motivation other then greed or power for world domination.
At what level does a caster really no longer need commoners?
How much magic is in the city?
How poor/exploited are the poor?
How extravagant are the wealthy?
How present is the military? Are they also the town guard?
How do you get into the city?
Does being closer to the ceiling mean anything?
Where are children? How are they treated?
What do they use as currency?
How will they react to surface items like clothes made out of wool?
How much or a criminal element is there?
Bribes go how far?
What festival is going on or is being planned for?
What NPCs do you want them to interact with?
I can not help you with magnetism as I am not familiar with that.
Your fighter is pretty much untouchable and has forgettable damage. What does he add to the fight? Do the PC have to deal with him before melee becomes an option against the Ichor?
I suspect that his will save will be his downfall and if the PCs can make rolls to learn his weakness it will happen on round 1. Maybe a ring of counter spells to make it take a bit longer?
I might take a level from the fighter and use it to pay for a bunch of CR 12 mooks. With only two actors on the bad guy side it is too easy for the PCs to not pay attention to them and shut down the artifact.
This might be a place use waves of mooks. Bring on 2-6 new mooks every round until the shut the thing down.
Scenario: You're a pit fiend who gets summoned via planar binding into a properly anchored and protected summoning circle
Most pit fiends are likely to spend most of their time in a fortress with forbiddance on to prevent being called in the first place. They have enemies that want them dead who have the power to do so if they go out on their own. Therefore they likely spend most of their time at home. When they do go they guards and contingencies in place for this kind of thing.
Assuming finite number of pit fiends it is likely that you will not find one available to call. If they are infinite in number they you will get one but it is likely to want to be called. It could also be new or careless but that is less likely.
Imps have have commune once a week and a pit fiend can have as many of those as he wants. A summoner may be protected by mind blank but the fiend would know something is going to call him.
Scenario: You're a pit fiend who gets summoned via planar binding into a properly anchored and protected summoning circle
I agree, if the caster can get the pit fiend there in the first place there is almost no chance of getting the wish off.
At this level it is likely that caster has private demi-plane and small army ready to deal with you.
If the caster actually wants a service and not simply to end you then the best bet is to go along with and use you charm to corrupt the caster and other along the way.
A decent counter measure would be always have minion nearby ready to wishport you back if you suddenly leave. A genie and one of your devils would work just fine.
Slowly flooding dungeon. The whole thing will be under water 30 min after they enter.
All young or giant monsters.
They shrink down and fight bugs. Just use the stats for the big ones. Make sure to include unshrunk loot.
Chess, card, dice based like Alice in wonderland.
I am already running mummy's mask for some of the same players. They found half dead city easy. That group is less optimized then this one.
Mwangi sounds good so I will look at those but investigation bores some of the players.
One of my PC's is a goblin so the frost fur captives would not work out.
Never heard of the overflow archives. Will look at that.
I have not had a chance to prepare for Wednesday's game and I need to fill a session or to with out to much work. I have 6 2nd level PC's that are OP. The game is mostly combat centered with a health does of crazy plan to gain the upper hand. I have frame that let's me run anything but I want to avoid urban adventures and those that focus on monstrous humanoids since we have done a bunch of that already.
Thanks in advance.
I like that Cheburn's brawler build. I think I want drop the mutigenic archetype.
That would cost 2 AC, and 4 str but I would gain a floating feat 1 AC back. Replace dragon style with Intimidating Prowess but regain it with MV and switch it for Ferocious Resolve at the end.
Where does the bite come from? Can you use it with brawlers fury. With dragon style his first attack would be almost the same as his bite right?
I want to give him PC WBL since he is mob boss but if drop consumables it should still be close to the sheet you.
4K brings us up to a 24 str
Not really, I just have no experience with the brawler and my monks tend to wis and dex based. I know I can reskin it but monk does not feel quite right for gorilla in a suit who gets pretends to be civilized but will rip your head of if he does not get his way.
He tried to bully the PCs, he broke but did not kill them. The PCs broke into his vault (trap/stealth optimized rogue) and stole a crap ton of money.
The PCs ran into the mega dungeon under the city and ate the first wave he sent after them. A 4th level ranger, 3rd level level fighters, and 40 1st level warriors. The fought smart and when that was going to fail they went for insane and got lucky.
Now the head huncho is coming because a lot of the money they stole he was simply holding for others. He has to get it back or his power base will collapse.
My 2nd level PCs have made a serious enemy in the form of a kingpin (minus the brains) mob boss. It looks they they are going to actually try and fight him (and his minions) so I am going to need his build.
I have established that he is a 5th level half orc, very strong, fights with his hands, and wears light or no armor. He does need to frightening but not super op.
He also has 2 3rd level orc orc or half orc body guards and wizard who can cast invisibility at CL 5. I would prefer the wizard to be 3rd or 4th level.
He also has about 70 1-3 level warriors and ten to 15 1st or 2nd level PC classed minions. I am thinking his penchant for uber violence means he will not have any other casters but maybe a cleric or inquisitor could be fun.
I 6 PCs and they are quite OP so they can eat APL +3 encounters easily and APL+5 is hard but not lethal. I never use anything CR=APL+4 or more because that is ether a TPK or cakewalk.
If you want the PCs to give up the sword you could set up a hostage situation. At high level I recommend many hostages separated by vast distance. You do need to include a reason that returning the sword would actually save the hostages.
Does possession of the sword make the PC who wields notably more powerful then the other PCs. If not there is no mechanical reason it needs to be removed.
This one is pretty great.
Magic can make a huge difference. In a highly magical society they could probably copy of even surpass modern technologically societies. Also the issue of what is possible vs. what actually happens can be studied in our world.
Their is enough food in the world to feed everyone yet many stave due the logistics challenge of getting the food to them.
Something like 80B dollars would raise the standard of living dramatically. Yet even if we tried to do that we would have to spend far more to upset all the apple carts in the way. Most of the world's rich makes its money off the poor and needs them to stay that way if they are to continue to make their money. Why would wizards want to change that? Divine casters would stalemate each other (LE church goes a far here) and cha casters could set themselves up as gods. The one thing they would all agree on is that they do not want any new players in the high magic game.
Sorry for the rant, was more meant to say that magic would not create a utopia.
I only ever worry about this kind of stuff at low level and then only for big things or weak characters. Once they character gets and ant haul belt even a weak character can carry reasonable things and permanently enlarger dwarf with one gets crazy fast. My current game is a zany mega dungeon. At first level the pooled wealth to by a yak, a cart, and driver. The driver gets about 10 times what he would with a profession check so he is very loyal. This allowed them to cart out a wine cellar the found.
I think the big difference between slavery and restricted freedom is the concept of personhood. If a person is denied their personhood then they are slave. I do not denying personhood to a thinking being is ever good. By this definition slavery is never good.
That said being in bondage to the government or an individual is not slavery unless it is also dehumanizing. An argument can be had about bondage always being dehumanizing.
One can also say that some governments enslave most of their populations.
So I have PCs who want be able to more quickly get a bunch of buffs.
They would like a gem then can cast multiple buffs into then activate later as standard action.
The spell slot is occupied until the spell is released from the gem and fades after 24 hours. (The do not want more spells, just to turn them on faster)
No personal spells
Spells effect only the holder of the gem even if the original spell could effect an area or more then one target.
An example would be a gem that could hold 6 levels of spells of up to 3rd level.
The casters in the group fill it with Haste, enlarge person, and bull's strength and then give it to the fighter.
Several hours later the party encounters a dragon that breaths on the PCs and downs the casters. The fighter spends a round and now gains the benefit of all 3 spells as if they were just cast.
Timeless magic on a demi plane gives all the time we need.
Make a sim of The infernal duke. Recast timestop and make him go deal with the issue since he can leave while still under time stop.
Or make a time dragon and go back far enough to stop the launch.
I realize that. I was switching because the base gnoll race or monster is dull. The kuru have a neat bite ability as well as the bite in the first place. I just figured that gnarled would bring their CR up to somewhere near a 1.
Gnolls have great flavor but rules wise they are boring and seam a bit weak for their CR.
They are mean to be kind of scary for my level 1 PCs but if I compare them to my PCs they worse in almost every way except HP.
I was thinking that gnarled Kuru warrior 1 armed with a long spear.
I was thinking of going with a simple weapon focus for the feat.
So what do folks think would be the most interesting way to beef up a gnoll to be a CR 1 threat?
I am thinking that a D6 bite and reach would do the trick. Sub power attack for multi attack. No reach on the bites.
I was just double checking my self before I give them a buff.
I just ran an adventure with hobgoblins and we are moving on to gnolls. Hobgoblins are tougher in every way then gnolls, this made compare the above categories.
To me most CR 1/2 humanoids are about the same as 2 HD humanoids.
Is this a case of the money difference between NPC and PC gear at 1st level not being enough to matter? A 1st level fighter with its 390 GP and one with one with 260 are both CR 1 or CR 1/2.
My instincts tell me that CR 1/2 accurate and that would mean that most of the CR 1 humanoids and monstrous humanoids are under CRed but I wanted to double check before a boost my gnolls.
The right fix fell like it should be better stats for humanoids and better natural weapons and armor for monstrous humanoids.
My own rules on Simulacrum are as follows.
No undead or constructs since those are not actually alive in the first place.
No outsiders (except native) since the are their soul.
SLA CL is cut in half, if the spell can not normally be cast at that level it is replaces with a different spell along the same lines.
The Simulacrum thinks it is the original but only knows what the caster knows of the original.
They can replenish spell slots, make magic item, accrue social status and the like.
They can not retrain or gain levels.
Magic heals them at half effectiveness but they do not heal from rest.
The do need to eat, breath, sleep, etc as if they were the original creature. They do not age.
They do not have soul. If a soul is is some how granted to one the creator lose control. GM discretion as to the personality. They can now gain in power and they do age.
I need a riddle whose answer is eighty. It can be an equation or riddle but I would like two simpler forms for successful int checks.
Do not worry, the PC can by pass the riddle with a sledge hammer or DD check. They just get a bonus for solving the riddle.
There are some pretty hard core math guys in the group so calculus is not beyond them but they would be quite rusty.
He was immune to retaliation due to range reasons, not because they could not see him.
The logarithmic scale is great. The only other rule I would like to see is modifiers to size beyond colossal. For example, the pcs are in the middle of a desert and want to find a settlement. The nearest hamlet is 40 miles away. The PCs use a levitate spell to be able to see over the horizon. What is the perception DC to notice the hamlet?