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Tiefling

SKULLCRUSHA's page

129 posts. Alias of DEWN MOU'TAIN.



making a 10th level fighter, and am debating about using cleave and great cleave. sure, its great at lower levels, but at the mid range levels, the wiz/sorcs can throw fireball and just destroy your ability to make a good great cleave. and worse, you cannot move while doing great cleave, because you can only attack those creatures within reach...

anything worthy of a good replacement, or is there a viable counter point to my statement?


i rolled 11,15,15,15,17,17. starting at level 10. Not sure what to build, just too many ideas...inspire me people!!!


debard and maloak are at the local inn, drowning out the boredom with some tasty brews served up free from the innkeeper. maloak sulks in his chair, bored, ready to move on, debard up on stage with his groupies sitting in the chairs, filling the room up with claps in rythm to his music.

as the night passes on, a very angry looking dwarf comes walking in, and he looks like death had just spit him back out. Half his head is wrapped in bandages, the other half with burnt scars and scraggly hair. his right eye is missing, and his bright blonde beard is covered with dried brown blood and twigs.
just behind him stands another dwarf, looking worse. left arm in a sling, other arm holding a crutch, because his leg is in a splint. his armor torn to shreds, the only thing of value is his axe on his back.

the healthier looking dwarf eyes maloak, spits a huge gob of a blood tinged saliva onto the floor, stumps over and slams down in the chair opposite maloak.

so your the human maloak i keep hearing about in this town. well, i need your help. its harsh work, dangerous, but for one of the guys who saved sandpoint, it should be easy. it involves killing goblins, but again, easy for a man like you


so i have this crazy idea, and i need to bounce it off the collective group to see if it has merit, or if i am COO COO for co co puffs...

I started the group of on the ROTRL campaign setting. patway through, i learned that the whole party really wished that i couldve done a dragonlance campaign using the pathfinder rules. so i thought long and hard about it, and figured out how to combine the two of them. so ill spell out what i have in mind, and feel free to add advise and constructive critisism, cuz i want the guys to be on the edge of their seats with this whole campaign.

it starts off with chapter 1, the party is right now in the lower levels of the round island(statues head), going to take down nualia. What ive done is i pulled one of the players aside and included him in my idea, to an extent. since he is playing a halfling, i made him a kender that took a trip through a gate and is now in the pathfinder world trying to get back to krynn.
I took an idea from the Time of legends source book from dragonlance and am doing the "mage god" scenerio, the one were raistlin becomes a god and ends up destroying krynn. the kender is from that time frame, and one of the magestorms gated him to this world. There is some more character specific info, but it doesnt affect how i do this game.

So what i have is this kender stuck in the pathfinder world. hes been cursed by the gate travel to not be able to talk of where he is from, and he is also a keeper of one of the books foretelling the end of krynn. He keeps it on him, but cannot read it. all he knows is that he is supposed to "find those that can save krynn". (cheesy, i know).

With the raid on sandpoint, the book was stolen from him. So now, he is with the party trying to get the book back.

here is the interesting part.
The party will be able to read the book, and learn about raistlin and his acent to godhood and eventual destruction of krynn. Upon learning this, the kender will have his curse lifted and he will be able to talk freely (oh dear god). he will tell the party that the gate is in the water off shore of sandpoint, about 12 miles out. but in his swim, he lost the device that allowed him to make the gate, which is the time traveling device. Ill have the device be planted in the next chapter. So, with the book and the device in hand the party will be able to gate to krynn if they want. Now, they should be hovering around 10th level, no chance at being able to take on a god. But, what i am thinking is that when they get to krynn, ill drop them in palanthas, outside the high clerists tower. have them help save the day against a roving horde of raistlinites, and perform a tactical withdrawl from the tower to palanthas. Ill make it utterly hopeless and try to get them to think that the end is near. Some hints will be dropped to get the knowledgeable sage/sorcerer of the party (guy RPs this guy as a thinker, not a fighter) to go into the library and talk to astinus. hell be given a tome about a rare form of magic, rune magic. not the stuff from dwarves, but rune magic from the death gate cycle, the probability magic. (the idea being that there is a possibility you could have a chain in your hand, or you could have a sword, you could cast fireball...and so on). in order to learn it, theyll travel back to golarion, finish up the story line and learning about the rune magic, then go back to krynn and take on raistlin (itll be up to the party to figure out the date to go take him on).

So there you go... im working on the rules for the magic now, thinking about basing it off of the old psionics points setup.

so, admit it, im coo coo, right?



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