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Recent posts by
smell of orange blossoms in the:
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Bill Dunn wrote:
Using average hp for monsters may be easy to setup and run from a prep point of view, but the variability of some watching some criters go down easy or harder than average is lost. Use of the lower end of the hp spectrum makes for a good addition to a fight that won't draw things out too long.
In a similar vein (hit point modification) I've been following someone's advice around here to increase monster hit points to 85% of maximum (up from 55%). So far this is working well, although I have 'gulped' at some of the new totals. Please note, I have not 'pathfinderized' monsters at all. If I have the time, I'll have a go at it for some of the more level-heavy baddies (Embril and her 2'nd in Command for example)
Overall increased hit points keep the horrible monsters around long enough for the party to experience more of the monster's flavour.
I'm starting to see utility spells and abilities like 'shield other' and bardic music used more often by the players.
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hopefully we'll pick up speed now.
I'm interested to see all the feats in action. I saw a 7'th or so level fighter played with the whirlwind attack and it sucked. I'd always thought it would be super-powerful, so it was a shock to realize there is often no advantage in hitting several powerful enemies once (you'd think the lesson would have transferred from CRPG's where the successful strategy is almost always to target one monster after another).
Spring attack always seems to work awesomely, but I'd like to see trip/disarm and even the sunder feats used by a pc
Anyway, I don't think 'we've' [my pen and paper groups] ever had another character with combat expertise, so this will be interesting.
We've also only had one monk. He lasted long enough to be pulled apart by some sort of giant crab / octopus (AoW). Maybe someone will try a monk now that we are 'pathfinderized'.
Fighter/cleric is going to be an awesome combination! My alternate choice was a monk/cleric, which I decided on with the help of a handy website.
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no, yes, lets do it here. if either of us forgets to check here, maybe a reminder on the game thread.
So, Leaf's been in the city for 38 days now after apparently being booted out of Celestia.
He's formal, a little bit autistic, not 'with the program' or really aware there is a program.
He's an Archon and LG, but he's got the infernal bloodline and some sort of diabolical pact powering his Warlock skills. When he bothers to think about it, Leaf is convinced there are pieces of more than one soul jammed together inside of him.
Interacting with him might involve:taking pity on him; having been casually tasked ('hey, if you run into this idiot Archon...')to help him; being more aware of whatever plot made him what he is; just attracted to an 'obviously' friendly 'face'.
I'd appreciate it if the initiative came from your character - I'm trying to keep Leaf low-key: part of the supporting cast. Partly because I'm having fun figuring out his personality as we go and partly because I think he's got some abilities that would be annoying for everyone if I used them all of the time.
Sorry if this is extra-convoluted...typing while prepping dinner..
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I think I misunderstood.
A first level Cleric with this domain power starts with two domain powers and then gets domain powers for all her god's domains with one additional feat?
I thought it was start with one and then take two feats.
Regarding your example: At fifth level how often will a Cleric want to fire off a 3d4 fireball centered on herself? Neat that he CAN do it, but this will be like the 'shield of blinding' - sorta neat but weak for the level and can't be used without hurting the party too...except for the odd time the character is off by themselves and has nothing better to do.
I still say leave the clerics to channel positive energy. Maybe let them spend a spell slot to power 'x' uses of the domain channel ability.
Anyway, just an opinion. Hope you get some playtesting in. I will steal (as in no footnotes) this idea to add some WTF factor to a couple of NPC clerics, and I've got a player about to start a new cleric character...I'll point him to your post and let you know what he goes with.
I wish this site had some PM ability to facilitate followup.
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I think I like the idea. You're not going for balance right? I say this because of the difference between the effect of channeling the strength domain and the charm domain.
Seems like you took the long way around here though. If channeling positive energy (and spontaneous casting) is meant to free up clerics to take more fun/utility spells then removing the ability to channel positive energy means more of their spells will likely be used to heal. Will the new abilities make up the difference - likely not (for example a 5th level cleric channels for 3d6 in an area - arguably the equivalent of a 2nd or 3rd level spell). And instead of being able to choose from a wide variety of spells, the cleric has to use the same 'new channeling' power(s) all of the time. I think what this does is give the appearance of more variety while actually limiting options.
Maybe keep channeling of energy and instead allow spontaneous casting of domain spells (with some tweaking if you are also going to allow spontaneous cures). Make the different types of channeling you came up with into feats available only to clerics (hey, there are fighter-only feats) and scale their powers so they come roughly in line with other feats.
Ok, so I don't like the idea after all. Hope the feedback is useful.
Why not 'tenletters'?
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Olaf the Stout wrote:
I've found that my group hasn't had anywhere near the amount of deaths I expected in the SCAP so far. We've played 40 sessions are currently in Occipitus. There has been 1 death to date - the Hexblade who died in the Kopru Ruins fighting the Ogre Zombies of all things.
There have been 42 times that players have been unconscious though so the party is definitely being challenged. I give my players 3 Action Points per level to use. On a number of occasions now a player has used his action points to either stabilise himself or to give himself the Improved Toughness feat for a round (this keeping his hit points above the magic -10 figure and allowing someone to rush over and administer some healing).
I did expect a much higher number of deaths though.
Olaf the Stout
Well, one of the ogres critted the party cleric for 41 points, so I can see how that sort of thing could lead to a death.
In other news, the next-door-neighbors to the ogre-zombies managed to inflict a one-two punch of 1.fear and 2.a worm on the soulknife. Sadly, the player was away for this. Even worse, we let his character in the Age of Worms campaign get 'kidnapped'(?) by a giant spider when he missed a session for that game too. He's a tad irate, but finds hope and joy in the party now being between his 'zombie' and a nightmarish t-rex skeleton.
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Dungeon Monkey wrote:
Rootabega Flanus wrote:
actions
Pressed for time today, sorry for quicky update
Root helps shoveling with the two guards. The third guard is indeed dead, a gaping orcish swordwound in his stomach. His comrades have taken his armor and weapons off and put silver pieces on his eyes. They lay his sword back on top of him and then once the hole is deep they place his corpse inside and fill the hole with dirt and stones.
"He was a good man, Tovar." The sergeant says. He looks at Root
"You a priest? Any words to say for a departing soul?"
"Well, he died with a sword in his hand and facing his foe; good for him. He gave his life for us, so here's hoping he gets some special consideration in the afterlife..." Root launches into a stumbling recitation of the Druidic rites for the dead and coaches the two guards through the supporting parts. He ends the ritual with a round from his flask and a generous portion poured onto the new grave.
"Best we leave no marker for him here. Carry it in your heart."
The funeral over, Root shares what he knows with Crystal.
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Triel and her door nearly killed my party only a lucky 'decapitation' critical from the deck saved them. Idiot play got them into the mess.
The party immediately rested for 8 hours in her room, allowing Skaven (the halfling Diviner) to scry on them, and then set up a fantastic defense back at the lava tube overlooking the lake.
Then the party started happily exploring the complex, not bothering to map!
Am I being too much of a jerk having Skaven bottle up the party like this and then ruthlessly attempting to slaughter them? I'm pretty sure he'll call out a mocking warning so the party knows 'what's up'...(and one member of the party had a 'forshadowing' encounter with Skaven in the hallway outside of Triel's room - Skaven cast a phantasmal killer at him).
My feeling is this presents a cool, perhaps fatal, challenge for the party. If they are successful they might forget about their pasting by Triel. The party did kill the demon in the lake on the way in, and I'm considering having Skaven and his crew kill the other critter (Kopru?)just to make things easier to follow.
I've considered having Skaven open the doors to the 'undead section' too...
Any feedback would be helpful.
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mevers wrote:
smell of orange blossoms in the wrote:
I hear there are some differences between the magazines and the hardcover (which I have). There may even be details around here somewhere?
Sounds like an epic job you've set for yourself. I don't play 4E, but it would be great if you could split the task over several DM's. However you get it done, if you manage to make it available, it will be quite the legacy!
Have you tried using google to see if another retailer is offering a pdf version of this adventure path?
Believe me, I recognise the size of the task i have set myself. But, I have 3 months off over the summer, what else am i going to do? (Beside revise/ learn greek and hebrew and read 500+ pages of Calvin's theology?)
I have already done most of the work of converting it to Eberron (in preparation for running it in 3.5), so it is basically the conversion to 4th ed this time. Once it is all done, I hope to be able to share it. Just need to work out how to do it without treading on Paizo's toes too much.
Greek and hebrew? Good for you! I'll never speak either, but I've recently been reading lots of A.N. Wilson and Chris Hedges...anyway...
Your project reminds me of a recent CD release. I think there were too many collaborators involved for copyright issues to be sorted out. In the end the artist released a nice package containing a blank CD...
Maybe your project could be a celebration of the end of the 'edition wars' and the good faith of paizo and wotc could be harnessed? No? No.
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Quote:
Well said. PrCs should add flavor and provide player options, not overpower standard classes, as many have pointed out.
I've read builds for characters that dipped into every splatbook class I'd ever heard of (and some I hadn't!), and if that kind of cherry-picking to create the uber-character floats your boat, that's fine. It's just not for me. It's min/maxing to the point of distraction. A straight-class character should be as fun as anything else you can whip up.
The PrCs that blend spellcasting with other classes seem to do it just fine, IMHO. Expanding your repertoire comes at the cost of focus, but makes for some interesting characters with some fun options, so it's all good.
I think I'll be happy with the core and PrC classes as written for some time to come. If there are really problems with any of them, they'll become apparent in play. I intend to try it out thoroughly before tweaking anything. If the players like it, I like it.
Speaking of world-specific PrCs, I'd hate to have to tangle with the Red mantis assassins! Lotsa flavor there.
I agree whole-heartedly with the two of you.
I think I see what KaeYoss is saying, and I'd suggest this is starting to happen with the fighter - the long list of 'fighter-only' feats could be taken out of the list of feats and dropped into the fighter class description. Reminds me of Monte Cook's approach in the Tome of Experimental Might.
I do see PrC's continuing though: as a means to accomplish the truly weird (Mystic Theurge) and the campaign specific (Wormeaten(?) from the Age of Worms Adventure Path, for example.
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Ok, I used the online d20 SRD to help with templates.
Sticking with the monk/cleric idea: Perhaps a githzeri with the stone-boned template? Half vampire is also appealing. This cluster of possibilities is power gaming motivated, though.
Otherwise, playing a pixie would rock, but shoe-horning it into a monk class seems to be an exercise in justification and would rob the character of some, if not all, of the pixie flavour. A pixie cleric/rogue would be awesome.
If there is some way to make a lantern archon into a viable character, that would be fantastic! I've always wanted to take one as a cohort, to play one could be a lot of fun (it might also turn out to be too limited to be fun...still, the floating skull in Torment was one of the best parts).
Your guidance at this point is appreciated!
Canada eh? My mind was BLOWN yesterday when a courier dropped off my very own copy of the Pathfinder Core Rulebook!
I have many of the splatbooks on in Pdf format, which ensures I have never read them! Still, I should be able to find whatever you reference
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