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DM_Blake wrote:
Hey it isn't MY fault, every few days i sent the devil to get me materials. Asmodeus told him "Get him what he needs", every few times i'd slip a sphere or hole onto the list. And this went on for OBVIOUSLY way to long before i figured out a way to do get him here.
Well...I'm in DEEP trouble. I managed to PISS OFF Asmodeus...BAD.
The party was in a place that blocked dimensional travel. WE FELT THE ROOM SHAKE. My character made the arcana roll to realize that something powerful was trying to get through. Everybody else panics, I seal the dead characters soul in a gem and ready an action for the moment the dimensional barrier to break. Right before the thing steps out, I create a portal to the middle of the abyss and throw the gem in. Asmodeus steps out and I shout, "Yeah, you're son's soul is through that portal. You may be able to stop us AND get it, maybe not. Bye." and i plane shift the party to Pharasma's Boneyard. After LONG debates between the gods (mostly thanks to Iodmea and Sarenrea being on our side and Pharasma demanding that there would be no fighting in her domain) They decided on this.
So, my character built that space station that had floated around the forums a week or two ago. Asmodeus assigned a devil to fetch me materials and texts I need. So, I've found the only way would be to lure as many of the demon lords and horsemen summit on neutral ground (or lack there of because the location in my space station.) and send a group of high level adventurers to get the soul. My station was chosen by Asmodeus (well, bey the dm in an attempt to throw me off) because it is so distant from the world and it already has massive layers of anti-scrying and anti-teleportataion/planes shifting spell already in place. What i also have in place are dozens of spheres of annihilation with contingency gate cast on them for when 20 or more evil creatures are in the room directly above, the meeting room. Above the room are hundreds of bags of holding suspended above as many portable holes, set to fall the moment the gate spells go off. So, is this enough? Do i need more? My character still has 6 months to prepare. Will this destroy the world?
So...I've made a few mistakes in a game I've beer running. Firstly, The party level varies form 3rd to 7th because of certain players not being available for a few sessions. Secondly, I have accidentally been sending low treasure encounters for some time. Things like savages, animals and unintelligent undead. So many of the characters are WAY behind. The first problem will be hand-waved. The second is a bit more difficult. So here is what i'd like. Ideas for High treasure, mid-to-low challenge encounters. Just ideas, throw as many as you can. Right now, I'm stuck on a bandit lord and his crew hiding out in an abandoned diamond mine.
Personal favourite: hold person glyph trap. Another option: displacement, straight 50% miss chance. Combine this with other support spells like mirror image for great effect. First a 1/2 chance of hitting and then a 1/6 chance of hitting the real one. For keeping mooks alive: use difficult terrain like rubble and underbrush. You cannot charge over difficult terrain, thus limited threat. Another option: flying looks.
Kazaan wrote:
Perfect, Thanks my friend.
As I read this: Shatter Weapons (Ex) Whenever a character strikes a caryatid column with a weapon (magical or nonmagical), the weapon takes 3d6 points of damage. Apply the weapon's hardness normally. Weapons that take any amount of damage in excess of their hardness gain the broken quality. If a weapon has a hardness of (hypothetically) 5, and a 6 total is rolled on the 3d6, the weapon gains the broken quality.
Lord Foul II wrote:
The only ones i can think of are THE dragon from Beowulf, the Niohoggr in the roots of Yggdrasil and the one slain by Siegfried. Because I am unoriginal I may or may not have them fight the Jabberwok re skinned as Fin Fang Foom.(Even though this is more mythological Asgard than marvel Asgard, I can never resist using cool bestiary monsters every now and again. Hmm...getting a lot of new ideas.)
DM_Blake wrote:
Yes I have, 3 of the races are. But one has an ability that makes it a native outsider on every plane it travels to. So they can be dismissed, yes. However, I am ruling that spells that only target humanoids will work on them if cast by another outsider and viseversa. The main enemies of the early game are going to be frost giants. The BBEG is the fire demon, Surtur.
Worf-nerd term-origin, Star Trek: The Next Generation- Having a previously established, powerful character be horribly defeated by a new one to show how powerful a new one is. The campaign name is "Defenders of the Realms". Here is the set up, all the player characters are Asgardians or other higher beings. I've told the players that they will far more powerful than normal 5th level characters but they don't seem to understand just HOW much. SOOO...My plan is to have the fight 3 adult white dragons right out of the gate. The kicker, the players are going to walk through it with minimal difficulty. I'm custom making all the monsters they are going to fight so they will all be different and unexpected, unlike the standard Midgard Dragons. Also, normal humans will be considered small compared to them. The execution. Me-"You enter the chamber, it filled to the brim with shining jewels and coin. On the far side of the room are three large white dragons that have corned 5 small warriors, 2 of which are grievously injured.
What are your thoughts?
VRMH wrote: Ninth looks about right, yes. But aren't you worried the party will be perpetually split, when one PC has a flying mount? Not really, She has done good so far. They're an amicable group, if it becomes a problem I'll just let her know. We already "fixed" the problem of lv 1 10d6 shocking grasp.
One of my players is asking about a half-celestial Pegasus cohort. I'm thinking ninth. Thoughts? It fits with her character, she wants to play a mounted valkyrie. I don't think it will change things to much as she already has a normal Pegasus. On a related note, the other party members include a Magus wielding a throwing/returning warhammer and his half giant illusionist brother. Keep in mind they never met before the game an decided on the brother part after seeing each others character.
The Rot Grub wrote:
Ya know, i never really considered myself a hardcore DM, I let way more things go then the DM I learned from (Who says he let way more things go from the DM he learned from) I'm 22 and I learned 3.5 when I was 14ish. But what baffled me was what i stated in the earlier post. There is a young, 6 year-old girl playing and she said "Uh...sleeping here is probably a bad idea, ya know there is that big locked door that Mr. Dm wen into a lot of detail about. Maybe we should sleep outside?" It reminded me of "The Evil Overlord's List"One of my advisors will be an average five-year-old child. Any flaws in my plan that he is able to spot will be corrected before implementation.
Valandil Ancalime wrote: You say your players are young, how young? Kids might not understand your "subtle" hints. Tell them, "This is a REALLY bad idea". Then list the reasons why. Or you can always TPK them and then say it was all a dream. Most of the group is made up of 10-14 year olds, there are a few rotating members (one is a first grader who is the ONLY one who objected to going to sleep right next to the big boss) I'm considering having the BBEG wait for the paladin to sleep (take off his armor and what not), he knows what is going on so it's freezable that he want's to just punish them for their insolence by waiting for their heavy armors to be stripped down. (he can see through the eyes of animals, I mainly had him spy on them to know what battle prep they did, but now, it justifies him knowing who's on watch and when.)
Okay, I need to get my players to stop resting as often. The players are young so I've cut them some slack in the past, but most have been playing for over a year and it just got absurd recently. So they go into a dungeon and have a decent fight at the entrance(only a cleric, ranger, and fighter are present.)
I have no problem with them wanting to rest after this (especially the cleric who had been running on fumes keeping everybody up), but their is a large door ominously off the the side in an earlier area that the ignored and instead decided to sleep in the enemies beds before their bodies had even cooled. I punished this by having them ambushed while the were resting. The enemies were weaker then what they had already fought but without spells, they had a hard time. I though i had taught them NOT to just sleep in any random place...BUT THEY DID IT AGAIN! They are close to the end of the dungeon, and have only had ONE fight from their last rest. The Big Bad of the area appears in a fire burning in the room and taunts them to come and get him through the UNLOCKED door (opens in towards his room). Their reaction...better sleep. I just want him and his contingent of guards to ambush them while they sleep, but i also don't want to be a complete jerk to them.
My opinion...WAY to good for dipping at level one. Suggested changes...
Makes people less likely to just dip. As you have it now a wild-shaped druid would have to be crazy not to want it. They already love the wis to armor boost at lv 1 because of their wild shape taking away their armor but now they can dump str completely and use their 20 wisdom to tear apart foes with pounce, claw, claw, bite, rake. Also, for my own clarification, does this get multiplied by 1.5 for 2-handed?
Okay, what i want is an ominous sounding prophecy, saying that in order to defeat Asmodeous, the adventurers must face death. NOW THE KICKER! I want it to sound vague and interpretative. BUT they are going to fight Thanatos (An ancient death god) literally. What i really hope is that they horribly misinterpret the story. And when the time comes that the Npc says nope, go kill death. *POOF* In combat.
eakratz wrote:
Hadn't considered npcs like that, might work. And I've both read and typed worse.
Doomed Hero wrote: Here Thanks i had actually found them right after i posted the request for a link. I'm reading through now...i honestly don't know about the mythic rules. On the one hand, it definitely can bridge the gap in power. On the other, i'm supposed to start this Thursday, and i'm not sure i will have time to learn the rules set by then. (and it's 52 pages to print out). I'm keeping it under consideration but i'm going to wait and see for now. thanks.
Doomed Hero wrote:
Never mind, found it. Sorry.
Doomed Hero wrote:
I haven't scene the mythic rules, can you link me to the play test?
A few of my friends want to play to get into Pathfinder (they've all played a couple times before, but nothing long term), so I've decided to run a game at my house on Thursday. The problem is I'll have a MAX of four players, and will probably only get two reliably. I have a story in mind, but i fear that players playing multiple characters will screw up the rp sections but I've also heard some horror stories about Gestalt characters. I'm not sure what i should do. I considered running normally and adjusting encounters, but two players is...difficult. It will make things seem less exciting if it's two characters vs. tree or four enemies. I've had HORRIBLE experiences with DMPCs, and don't really want to mess with how the other characters will behave. So at this point I only see those two solutions. Any tips my online buddies?/)
Its sort of a low blow and that is one of the thing i like about my dm. If there are other threats, the monsters will leave unconscious characters most of the time. No what i found worse was when i was playing a fighter with 2 etins on me (the rest of the party was near by, about a move action for one and a 5' foot step for the other.) First etin hit's me with all four attack reducing me to 1. Then the second etin crits me for 50ish. That is the only time i had wishe i had taken MORE damage.
Forelegs (Working on name)
This next part could also use better wording This penalty only applies if the movement is on land. Any better wording? Better name? RP Cost? Made for 3 dragon-like races for a home game (one with wings, two without) that could conceivably use a weapon but because their front legs are also used for movement it's not as easy to do. They could still use their claws but a sword might be difficult. If you have a better way to implement entirely, i'm open to suggestions. Thanks in advance /)
I don't hate the monk for it's flavor. I don't particularly care for it's flavor either, but it never bugged me that much.
I just feels like the monk is a class that had WAY to many ideas and none of them were executed properly.
Als i don't get the scaling unarmed damage. No other weapons scale, why should fists. I'd rather be a fighter and deal a d8+8+str+magic at mid level than a monk dealing 2d10+str+(really expensive)magic at 20th. I just don't think big damage dice are worth it.
Let me start off by saying, women can be just at good at gaming as men (if not better)
The first, played a 1 rogue/3 sorc. specializing in two-weapon fighting with whip and short sword, wearing leather armor (no arcane armor training)...and constantly complained about not ding well. This may not have been as bad if the dm did a better job (In this game, every character needed to be min-maxed to hell and back to survive even 1 encounter, while he looked down as looked down on power-gaming [2 quotes from the fist session "your fighter took wep. focus, power attack and cleave at 1st lv. Really?" "Why shouldn't my 6 orc barbarians have put 18s in their strength and taken power attack with great swords"]) Here are how her turns went Step 1, run into melee. Step 2, full attack at a +4/+4, provoking an attack of opp. Step 3, go down to below 0 hp and complain for the rest of the session about it being unfair. It was not help by the fact that she decided to play her character as a prostitute. (She's now playing a mermaid oracle with the "lame" curse, in a desert game, that i am thankfully not playing in) The second, is is entering her 6th century, and has played dnd sense it came out. She carries separate FULL SETS of dice for every little thing (One for attack rolls and damage, one for skills, one for saves, one for her OTHER weapon, one for her horse), why would you ever need a d8 in a skill check. She can't build a character to save her life, and regardless of what class it is...it's a fighter. Right now she's playing a goblin monk with a str. 12 dex. 14 con. 14 int. 14 wis. 16 cha. (bumped at 4th )10. This game you can afford to be less optimized but... she never hits (In fact, she misses by one SO OFTEN, her name is now the official term for "missing by one"). Her turns take FOREVER, as she looks at the bored, moves, miscounts, starts over, gets the rules mixed up, declares flurry, we correct her, she argues, tell her we've had this argument at least once each session, corrects herself, looks for the correct die, rolls die, looks over her entire character sheet for her bonus, misses, PUTS THE DIE BACK IN THE HUGE CASE WITH THE REST OF THEM JUST TO PULL THEM OUT AGAIN NEXT TURN! As she is...she is dead weight, with bad luck with hp, low ac, terrible bonus to hit, no damage, never remembering any of her monk abilities except flurry, insistence on being in the front, and overall poor attitude. One small switch, the 14 from int and the 10 in dex and she would have been a compitant, maybe pretty good character. I've played with others, but these two...ugh
Cheapy wrote:
So yes, an alternate fighter class could take weapon spec.? Danm...i gotta re work my class.
Ashram wrote:
yeah, but greater harm is worse then harm standard.
JiCi wrote:
Mechanically there is a HUGE difference between healing 250 points to 17-20 targets and dealing 250 DAMAGE to 17-20 (total damage 3250-5000 damage in ONE ROUND) targets, will negates. Yeah, I realize it's INSANELY overpowered against undead. But that is one relatively small group of enemies. Now imagine that reversed, extreme damage vs. all EXCEPT an relatively small group of group. Suddenly clerics prepare no other 9th lv spells. Storm of Vengeance dealing 1d6 acid (no save), 10d6 lightning to 10 targets (save 1/2), and 5d6 Bludgeoning. Capping at 96, just above a THIRD of what mass harm would deal to about HALF as many targets.Implosion deals 200 damage around to one target per round maxing at 10, fortitude negates. That's less than 1/10th the damage off the bat, and less then half after the full duration, IF you can keep the concentration all 10 rounds.
To answer why there is no mass harm,Balance Reasons.
I saw in the Paizo Blog about all the racial stuff and wanted a reason to play something other than a Human. So i decided on an alternate class called the Elven Knight. Requires you to be an elf or half-elf. This felt to big to be an archetype because it replaces almost everything. And it's sorta made to be a switch hitter. Able to go from bow to two-weapon, to larger weapon.
Bonus Combat Feats: 1st, 2nd and every even level.
Still need replacements for Armor Training 2 and 4 (or 1 and 3), possibly Weapon Training 3 and 4, Armor Mastery, and Weapon Mastery.
Whale_Cancer wrote:
"An alternate class operates exactly as the base class can never take a level in it's associated class..." I also read somewhere (For the life of me i cannot remember where) that a samurai or ninja could take cavalier or rogue archetypes, because they WERE those classes.
Alternate Classes...what does that really mean. What i am REALLY aiming at is this. Hypothetical Alternate Fighter Class.
I am the middle ground
The goblin monk in that group
she says the stats don't matter as much, as long as she role-plays them, and yes she is an above average role-player.
And in This game, combat and role-pay are about 60-40.
I was being told this (by dm and a few players) when i played a 20 str druid who was spect for magic crafting, i was told this when i played a Paladin built for defense and in-combat healing, and now with my lv 1 barbarian. That dm is going to regret kicking my lv 10 pali because he was "overpowered".
blackbloodtroll wrote: They are separate enchantment bonuses from different sources. They do not stack. Gauss wrote: enhancement bonuses from different sources do not stack. Masterwork is a different source of an enhancement bonus than magic enhancement bonuses. "These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5." It never says anything about masterwork or magic, only that it stacks with enhancement bonuses. And the bonus from master work is, in fact, enhancement(the only non-magical enhancement bonus in the game to my knowledge)Sorry, I enjoy playing devils advocate.
maouse wrote:
yes it is "A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls."i agree that they don't stack, but i can't come up with a good reason why.
I'd say
take away martial weapon proficiency
take away the ability to spell strike with non-unarmed
Take away spell recall
take away medium armor
Take away imp. spell recall
and take away heavy armor
that is what i'd do
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