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Tomi Heikkinen wrote:
Of course I'll read more of your story posts.
Starting right after my next two adventures(since the next one is supposed to be a side quest, which is what has held up progress since the GM has to do actual prep and is too easily distracted to do so). Until then...I'll just have to wait.
This is for Ilori
I cheered when I read that. Confused the heck out of the people in the lobby here at work. :P
And damn that Lucrezia for escaping for you as well.
They've officially caught up to where our campaign is semi-stalled(I'm this >| |< close to hiding the GM's PS Vita until he runs another adventure). So now I get to make daily will saves not to read further.
That was also the modus operandi in my very first campaign. Unfortunately, it just happened to be the MO of one of the other characters.
I couldn't tell you how many times I heard the words "I'll throw a grenade in the pit. Obrek can take it." or "There's only one enemy and I want to cast Lightning Arc. How's Obrek's health looking?"
What I do from that point though is make sure that if the character comes back, it comes with some sort of story/baggage. Poldaran points out some good ways to do that, but you can also use this to introduce some complication to the campaign ;).
Indeed. I just named the laziest ways that I would do it.
Honestly, if it were me, I'd probably have them sometime in a later book having to deal with Nualia's fully grown demonic offspring at some later date...
and it would bear a striking resemblance to one of the PCs. And before anyone squicks...it's worse than you think, unless your thought involved face huggers.
If everyone had died, I might have suggested Deus Ex Shalelu. Or is it Shalelu Ex Machina? I can never recall.
Anyway, it all depends on what the Sorcerer's character wants to do and whether the other players are still wanting to play those particular characters. Here are my suggestions:
1)Sorcerer wants to rescue. Party wants to be rescued.
2)Sorcerer is frightened and runs away. Player deems him retired. Other PCs want to keep playing.
3)Sorcerer and other players want to keep playing character, but Sorc not willing to rescue.
4)Sorc wants to keep playing, other players want to roll new characters.
TPKs always feel bad, but IMHO they can be important for maintaining the sense of vulnerability and danger. Sure, if it fits the story, you can talk about recovering the bodies for raise dead. But many times this just isn't plausible.
I agree that deaths should come with penalties(even if it's only the gold cost of a raise dead), but this early on in the game, I wouldn't force the players to roll up completely new characters if they still want to play these.
Yeah, Bloodrager spell lists are just awful. But in my opinion, if you want to be an up close and personal fighter with a ton of HP and the ability to up your Breath/Noxious Bite DCs, gain more rage rounds(not to mention having 8 more rounds from class levels than the proposed Barb/Sorc split) and wear medium armor, it's worth the lack of reasonably decent spells if your party has another arcane caster to cover it.
As it is, you'll already be down 4 caster levels if you're going with the proposed split, which puts you at fifth level spells at level 15, which is a bit of a downside for a non-BR build(plus you'll be down a couple BAB).
While you're talking to the GM about things that work with other things, ask if a Robe of Arcane Heritage works with Bloodragers. If not, that's a huge mark against that suggestion. It's a cheap way to add two to your Noxious Bite DC and 4d6 to your breath.
What about just straight Bloodrager into DD?
That's certainly one option that shouldn't be overlooked, assuming its bloodlines play properly with the DD. Spellcasting is a bit diminished, but beyond that, it's a rather nice option.
I suppose my biggest concern is I don't want to go the minimum on Cha since it sets my breath DC, but I wanna focus primarily on melee and use spellcasting as a fallback.
The thing to remember with the breath weapon is that you get so very few uses of it per day. With Sorcerous Bloodstrike and a bit of luck with some blasting, you can regain a use, if you're willing to consider that option.
Also, if you were to go Bloodrager, unless it has been changed in the upcoming release, I think your Breath Weapon DC keys off your Con. And since Noxious Bite and Bloodrage both have durations that are tied to your Con...
At which point, I would probably go with something like 14 10 16 10 10 14 and throw the floating points into either Con or Str. Your spellcasting would be a bit diminished(not to mention that Form of the Dragon would only come from your DD SLA), but beyond that, I think it would make for an amazingly decent front liner(one who can wear medium armor without it affect spellcasting, btw), with 2-3 more HP per level than your earlier PB listed while maintaining good breath weapon DC.
With that one, you would need to go eldritch heritage if you wanted the Abyssal Str bonus, but that's fine. I'd use Focused Study at first level as a human to get the required skill focus and two bonus ones(acquired at 8th and 16th levels).
Depends on the terrain and the dragon, really. I've had a red dragon the party met in the field that relied completely on ranged spells and flyby attacks, a black dragon who grappled a foe, pulled it under the swamp and tried to drown it and a white dragon that more or less went toe to toe with the party because they cornered it in its lair.
Ultimately, I'd build for buffs and blasts if I were building a DD. Blasts would be used for large groups of foes and buffs for allowing me to go toe to toe with solo encounters. Buffs don't require much in the way of feats, while blasts do, so that part is okay. I'd see what combat feats you need to make melee work like you want and go from there.
If you have enough spare feats after that to make blasting worthwhile, it might be worth considering Wiz(Admix)1, Sorc(Xblood Draconic/Orc)1, Martial Class 3 -> DD.
If not, it might be worth using a couple feats instead to go Wiz(Transmutation)1, Sorc(Xblood Draconic/Pit Touched?)1, Martial Class 3 -> DD with Eldritch Heritaging an Abyssal. This would be a more melee-focused way of doing it. I built a similar DD as a sub boss once and he was fairly brutal in melee.
I want sci-fi in my pathfinder, not "syfy";)
Oh, I don't know about that...
Sharknado DC 22
I wish august would hurry up and get here.
I know, right? Between this and my vacation first week of August, this has felt like the longest July ever.
a note about the lower casting stat, is that at 14 cha, you coudln't cast some higher level spells if you intended to get there eventually, nor have as many castings of it.
You can make up for the worst of that with a headband, but you'll definitely be seeing a hit to save DCs. If the plan is to focus on summons, buffs or spells without DCs(enervate could be a good one later in the game), then it'll probably be okay.
Blasting as a whole might be a problem. It's generally feat intensive to be really good at it.
Re: Crossblooded. This is what I would do. Take one level of Sorcerer. Crossblooded Draconic and something else useful. Abyssal, probably, though Orc gets the strength boost AND a bonus to damage spells, so that might be better. Then go wizard as the primary casting class. That way, you aren't hurt by the reduced spells portion of crossblooded. Since Wizards get spells a level earlier than sorcerers, new levels will open up when they would have anyway.
Then pick a school power that helps even with only one level in it. Admixture for blasting, divination for always acting in the surprise round, or Transmutation so that your point buy can have an odd number in a physical stat and still be at an even number. Heck, do the wizard level before the sorcerer level so that you can flat out dump Cha(well, maybe keep it at 11 for some extra 1st level spells) early on and not care, thus getting a major skill bonus by focusing on Int. And the best part is that it saves three feats over using Eldritch Heritage to get the Abyssal strength bonus, for the low price of a will save penalty(which is somewhat mitigated by having two first level caster classes).
The lack of loot, and the penalty to sale prices, has been one of my major complaints.
There's actually a fairly decent amount of loot in the first chapter, if your party can find it.
If the enemies get away, then you will lose out on several really valuable items early on(and, if you're not prepared for it, lucky or skilled, one particular foe will likely get away with an item worth 8k gold early on). And if you're not checking everywhere for hidden items with a decent perception score, you'll likely miss a number of others.
I'm not sure what you mean by "penalty to sale prices", though. Unless you've gone and pissed off
Spoiler:I'm wondering if you're talking about something the GM put in on his own.
That makes me wish we had found out more about her before killing her. You just made me flash back to reading Summer Knight.
“Wait. You don't understand. I just wanted it to stop. Wanted the hurting to stop."
I smoothed a bloodied lock of hair from her eyes and felt very tired as I said, "The only people who never hurt are dead."
The light died out of her eyes, her breath slowing. She whispered, barely audible, "I don't understand."
I answered, "I don't either."
A tear slid from her eye and mixed with the blood.
Then she died.”
Not only that, but every major bad guy has a compelling back story that you can reveal in bits and pieces to the players, making the PCs sympathize with the bad guys even as they're exterminating them.
I remember reading a certain diary and just feeling like a complete ass for having killed that character.
I'm still debating bloodless yet horrifying punishment for someone in her backstory, assuming my GM lets me get away with it. Or ever preps the next adventure so we can return to town where I can consider doing it.
So in doing some world building, I'm trying to think of a good reason why the gods and goddesses of the setting wouldn't interfere with the universe. I'm looking for something else besides a pact of non-interference or an overdeity that prevents them from interfering. Some reason why an evil god doesn't destroy good worlds, or a good god doesn't smite evil themselves. Any suggestions?
While similar to an overdeity, one consideration might be that there's something in this universe that the gods fear. Something they once put to sleep, or imprisoned. Because of this, they are very worried that full on interference might make enough noise to wake this thing, which would be bad.
This thing could be an elemental force or the awareness of the universe itself. Something so powerful that it eats gods for breakfast. Hell, waking it may have absolutely no repercussions for the mortals in the universe, but for the gods themselves, it could be their very end.
Continual flame provides a cheap means of keeping an area lit at all times.
Assuming we aren't paying a premium to the caster, just the cost of the spell:One Continual Flame casting costs as much as five thousand torches. While it makes much more sense in the long run, how many people living day to day in that kind of society would think that far ahead when they could instead spend much less now on the torches they need for the immediate future? And that's assuming that we're talking about someone who has that kind of wealth just lying around. I'd suspect that most people are somewhere in the Destitute(0gp/month), Poor(3gp/month) and Average(10gp/month) brackets and likely would have a very hard time justifying something like that.
Continual Flames illuminating your home almost certainly seem like they'd be a sign of opulence. And that's one of the cheaper things you've mentioned.
That isn't to say that there aren't things that could be done, but they'd be specific to a particular locale. A city whose streets are lit by continual flames due to someone binding a lantern archon or enlisting the services of an archon-blooded aasimar in helping protect the citizens would not at all be outside of the realm of possibility, but to say that the average home or small business would have that kind of thing is to miss just how out of the ordinary adventurer wealth really is.
Would they be willing to hold it if you pre-paid them for it? Or is that also not an option?
On my first campaign, I just kinda winged it. I'd discuss the campaign out of game with my friends to find out what they liked and work to incorporate more of it. This time, I'm still doing that, but I'm trying to follow the advice from Brewer's guides in order to shore up weaknesses I noted in my first campaign.
So far, I like where it's going, though I still have some issues with my implementation of the ideas, but that'll work out better as I get more practice. They might be worth a read for you.
I love this board.
Ambrosia Slaad wrote:
I love that movie.
How does romance between deities and other outsiders even work with mortals? What's the view of other outsiders on such unions? Are offspring automatically demi-gods?
I don't have it handy, but didn't the mythic book(or maybe it was the smaller quests book?) touch on offspring of deities and whatnot?
The book would also have to focus on the individual marriage customs of each culture and how cross-culture marriages work. And, it would be quite lovely to see how the resulting images!
Of everything mentioned thus far, that's the thing I'd most like to see. That one wouldn't even necessarily need to go in a full on Romance book. It could instead go into something like "Festivals of the Inner Sea" or something like that, detailing holiday traditions, milestone celebrations and whatnot.
Though I'd be down for a Romance book carrying that stuff instead.
If you virtualized the gold, such that each person had an independent pool of it, that would probably mitigate the issue. For every 1 gold in value of items you have, your pool goes down 1 "gold". Then for every item someone else keeps, your pool goes up by your share of the value. Then, when you need to decide who gets something, you look at who has the highest pool and they get first dibs on it, since by nature of having the highest virtual pool, they've gotten the least treasure.
To avoid confusion, we can call this virtual pool of gold something different. Since a lot of treasure comes from killing dragons and other monsters, we should reference that. Perhaps, Dragons Killed something or other. Points, maybe. Dragons Killed Points? Nah, that's clunky. Dragon Kill Points. Much better. We could even shorten it to DKP for simplicity.
And when someone does something silly like throwing a fireball at a red dragon, the group leader could deduct fifty DKP for their stupidity. Heaven help you if you accidentally aggro the whelp cave, because that kind of mistake isn't even remotely imaginable.
If you're actually a person of note, you always have your soul to bargain with to get an awesome demon/devil/daemon butler.
He would have to be simply one HELL of a butler. And whenever a problem arose, be it legion of angry angels, mortal assassins, or simply you having misplaced one of your cufflinks, he would solve it. For if he couldn't do that much for his master, what kind of butler would he be, really?
Dustin Ashe wrote:
I also wonder whether there's some in-world technological reason the space suit has to be corset-tight. That looks really uncomfortable and restrictive. I mean, all things being equal, why would anyone wear a suit that tight to adventure in?
It would only be restrictive assuming it wasn't an extremely flexible material, maybe beyond what we currently can make. Body-tight skinsuits have a history in sci-fi. There have even been discussions of using them IRL.
The potential for greater mobility and simpler operation with a space activity suit make it an attractive choice for fiction, where flexibility of use can be a boon to plot development.
That isn't saying that maybe it's not a little too tight, but then again, skinsuits in fiction generally are, regardless of gender.
I don't really think it especially matters whether the dagger can be sold in Magnimar or not; it's only a two day walk away so if the party wants to sell it there they could. But even assuming someone wants it for their familiar (and this doesn't require going to Korvosa; there are plenty of people in Magnimar with familiars) it is still an outside shot at best.
Sure, you don't have to have it go to Korvosa, it just seemed that with all the Imps, it would make sense for it to be more likely that someone there would have the funds and the silliness to do so.
Tomi Heikkinen wrote:
Game-wise, we're infiltrating Fort Rannick at the moment.
We just did that one a couple weeks ago. At a game every 3 weeks(if we're lucky), you'll likely pull ahead rather quickly. I am glad for that lag between sessions and postings meaning that at least it will be a bit before your posted story catches up to where I can no longer read it as it's posted.
We found a merchant in Magnimar with contacts in Korvosa and pointed out that one of those rich students down that way might want it for his familiar.
In order to circumvent future issues like this, my GM is allowing me to create a spell that allows my wizard to break down magic items to use as materials for making new ones. It might be worth having a crafter in town who can do the same.
Sounds like a Dresden Files relationship concept (between wizards and technology).
It's fluid in Dresden Files. It probably interfered with black powder at one point. It's mentioned that in olden times, magic tended to make flames burn odd colors and curdle milk in a wizard's presence.
I allow one scroll in a specially designed quick access pocket per character. But, as a double edged sword, if you can get to it easily, so can your foe, which means that if I throw a monster whose MO involves using Steal checks in combat, you might lose your scroll if you get unlucky on my roll to designate what s/he's gonna steal.
Here is a quick break down. Our party of 4 has no way of casting teleport, but we have a ship that if you cast teleport into this magical device, it allows the ship to travel between these jump points. It is a home brew world that pathfinder and 3.5 in some ways are being mixed. Our party composition is as follows, a warlock 8, a rogue/bard/whatever 9, cleric/paladin 9(no travel domain), ranger/fighter 9. The question is i a low magic campaign where casters of our level and higher are extremwly rare, how could we possibly get the teleport spell or scrolls of teleport. Open to suggestions!
Any possibility of befriending, hiring or enslaving one of the several outsiders with it as an SLA? I know it's usually "self only" for them, but it might work for the ship.
At their price, I'd almost have a set for everyone in the party by around level 3 or something if I anticipated ever needing specialty outfits. Definitely no real need to save the little bit of gold by crafting.
Irnk, Dead-Eye's Prodigal wrote:
Awesome. Thanks for the info you guys.
Now, if anyone was disturbed by some maniacal cackling out of nowhere, I apologize.
Sadism, religion and plant monsters?
You spent most of the next morning helping build noise makers to set all across the narrow peninsula so that no one could sneak around behind your camp. You didn’t have to help deploy them, that was work for the lesser folk around you. Let them sweat in the jungle. You just helped make them.
Late in the morning, you and your group of companions, if you can call them that, decided to set off looking for more resources or perhaps a way off of the island. It wasn’t long before you spotted yet another wrecked ship. It was smashed on a smaller island off the coast of the main island. From the distance, you could only just make out the name on the side.
“Tears of Grog,” one of the others said aloud. That’s a stupid name. Stupid broken ship. You decided it wasn’t worth your time for someone to swim across. The water looked treacherous and the ship looked old and decaying. Even if it hadn’t already been looted, what could you expect to find inside, maggoty hard-tack and a few bottles of the swill that ship hands call alcohol? Yeah, forget that.
You continued along, eventually coming to a clearing. It almost looked like someone had set up another base camp there, long ago. In the clearing lay three skeletons. Jazier checked for magic since it wasn’t unreasonable to suspect the possibility of necromancy by some of the locals. He found none, but someone spotted something strange on one of the corpses.
Upon further inspection, Paco recognized it as a kind of fungus. Now you were even more wary of approaching these things any closer than the fifteen or twenty feet away that you currently had between you and the corpses. Still, you could see the wheels turning in the heads of those with you. They wanted a closer look, for whatever reason. And as much as you hated to admit it, your chances of survival were higher if they were alive. That meant you needed to come up with a solution that didn’t get you all killed.
It didn’t take long for you to suggest sending in Belkross. After all, if he died, you could just bring him back tomorrow. It was fine. But you needed an excuse that would satisfy the others, so you said something about Belkross having encountered things like this in his younger days, so he would be the best bet to handle this without being harmed.
One of the others handed Belkross a torch and suggested he burn the corpses once he was sure that they were otherwise safe. Then, bit by bit, he inched his way forward. You wish you could say you were surprised when the skeletons got up, but you really weren’t. You’d even had your bow in hand, ready just in case.
The first foe went down rather quickly. Your first arrow hit it with a wet sound, completely unlike bone, but you didn’t have time to think about that, though you thought it looked like the skeleton was composed of numerous vines. Instead you just kept attacking. After the first fell, Belkross shouted for everyone to get distance from the corpse. Sure enough, it erupted in a cloud of spores moments later.
Evinye kept getting hit by the vine-like tendrils that made up the plant creatures. You’re not sure if it was the way she kept moaning in pain or the hard crack of the vines upon soft flesh, but you found yourself enjoying that far more than you thought you should have. You don’t think it was unique because it was her who was being hit, just the fact that someone was being hit.
After all three were down, your companions began searching the camp, careful to stay out of the spore clouds. Jazier located a captain’s logbook. Thumbing through it, he realized it belonged to the captain of the “Tears of Grog”. They had been infected with some kind of fungus which killed them, eventually turning them into those things you had fought. You had at least learned one further danger of the island.
While the others were investigating, suddenly Belkross call out a warning. He rushed forward and got between you and the jungle. Within seconds, small humanoid plant creatures rushed out. They died quickly to your combined might, though Jazier discovered that his lightning magic doesn’t work very well against them.
Paco and Jazier managed to use a jar to secure one of the spore glands from one fallen plant creature in hopes that it would prove a useful weapon if we ran across any cannibals. It seemed like a bit of a risk, but it was one you were willing to let them take. It was their hide, not yours.
You began to smell the coming of the daily afternoon rains, so you found a good place to weather the storm. Belkross held your parasol over you while the others sought their own shelter. Paco fell asleep immediately. Meanwhile, Siegfried spent a couple hours trying to convince you of the value of finding a god to worship. You figured he had a particular one in mind, though he never specified.
Nonetheless, he did make a few good points. Perhaps your safety would be augmented by finding a deity. You started considering finding one that offered a good benefits package while not requiring you to do anything that would be detrimental to your safety. You really don’t have that many things you wouldn’t do to protect yourself, so it didn’t hurt to keep an open mind.
Paco woke up from a nightmare. Some more random crap about spoons and this one included a snake. He even bit his tongue upon waking. His pain was fairly amusing, especially that accent of his combined with his tongue injury.
Once the rains let up, you set off on a return trip to camp. The first thing you planned to do when you got back was to have Belkross check your hair for parasites. You were really getting tired of this stupid jungle.
Dragonchess Player wrote:
Where can I find out more about the part under the spoiler? It sounds like it it has the potential to make for an awesome side quest for a campaign I'm currently running.
Glad you liked it. Just be aware that if they decide to use it at Thistletop, it has a decent potential to give them a massive advantage in just about any single fight there, except maybe
Spoiler:. Which isn't necessarily a bad thing. It's a "get out of bad luck free" card, at least theoretically, in any but the aforementioned fights. Unless they use it incorrectly and it swarms the party instead. :P
the Shadows and Malfeshnekor(I don't think it'll get past his DR)
Spoiler:, now may be a good time to hook them up with a couple oils of
Spoiler:if they haven't already made provisions to prepare for that specific kind of DR yet, since Ameiko's feeling generous. Maybe not enough for the whole party, but a couple of them could be useful.
Unless, of course, you want them to learn the DR lesson in the
Catacombs of Wrath
Edit: For the record, I don't think I'm fond of how spoiler tags auto-create a new line.
If you're set on giving things that have an Asian flavor, then I'm inclined to suggest an Origami Swarm. It's magical, but it's also relatively cheap and could certainly be considered to have an Asian flavor. I also just think that they're really cool. Another thought might be a few potions(or a wand with a few charges remaining) of Vanish(CL2, perhaps?).
If you don't want to go the consumables route, you could also give a weapon like a shortbow an eastern flavor. Describe it as being ornate and having her family's crest on it or something? Or maybe a set of Sleeves of Many Garments(or a custom slotless version thereof) that only produce clothing with an Asian look?