Vale Temros

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Organized Play Member. 984 posts (1,037 including aliases). No reviews. No lists. No wishlists. 3 aliases.


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Today I have taken the next step in publishing my book! I have hired a publishing company to advertise, print and distribute my final work!! Hopefully you will be seeing it on a bookshelf soon!


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*character falling off a cliff*

'I put on my ring of feather fall!'

*he comes up empty handed and realizes*...

'That rogue stole my ring!'


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Sorry I have been away for a while, it was my anniversary with my wife yesterday.

I give my players free run in the campaign. I don't really restrict them as to what they want to do, but I do try and steer them in the direction of the adventure. Rewards are normally large in size when it occurs due to what they have accomplished, like the last time when they saved a member of royalty from being a slave. For that they received enough to rent a small fort in Absalom. They are also on call by the Grand Lodge.
Few of the players try and go against what the group is doing and try to reduce the need for others by getting equipment to take their place or give them the ability to do what others can do. Some even try and deal with unsavory people (that is when they are taken advantage of.). They are only up to 3rd level at the moment and do not have need for all some are striving for. At higher levels they will be able to get what they are after, for sure. They will need it then; specifically the River Kingdoms.
Most of the party know I will not send more against them than what they can handle, so if the other few get their way with equipment I will have to send so much against them that some will not be able to do anything save for try and survive.
In short, I am trying to maintain balance between encounters and players, so that everyone will have a chance to do something important in game. This is why some of the players get ripped off, by unsavory types. It is due to their greed for power above others.


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Oh the gold matters. They are able to pay for services and rent places, heck they can buy places, but I am talking about game breaking items. My players know what I am talking about...don't you?


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I cannot count how many times I have had players that have decided to buy major items when they get treasure. I'm not talking about ordinary run of the mill stuff, I mean major magic items that have to be custom made and major equipment like a ship.
In one of my campaigns the crew got a ship as part of their payment for mapping the world for a Pathfinder. In turn they picked up a food shipment from one country and delivered it to another...what they didn't know was the food was for Absalom and they went to Alkenstar. In Alkenstar they picked up some weapons and some passengers (thanks to the thieves guild). They made over 300,000gold and stopped in another town to have custom magic items made.
I told them it would take a couple of months to make and he needed gold up front. They agreed and later went back to get it...too bad so sad.
The mage told them he had been robbed of the items and the gold. His bluff was high enough that none of the players disbelieved him.
Another campaign someone wanted to buy a ship...on the blackmarket. He put 10k of gold in the mans hands...he went back the next day to see if he had his ship and found the man had skipped town.

When will my players learn they will get what they need instead of forcing the issues?


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Trying to, lol.


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Okay, I think I have a quick a dirty way of using Pathfinder rules to do Transformers.

They should have DR vs fire, cold, and most physical attacks. Let's call it DR/5. It can be overcome by magic.

They are also treated as constructs as well as living beings.

Base AC should be 20 I would guess, seeing as how they are made of metal.

They also have an extra sense that picks up energy.

(You can use D20 Modern as a basis to create these characters and convert to Pathfinder)

Base rate of movement in transformed mode is dependent upon rolling or flying. It will be equal to whatever they are impersonating.

Transformers are adaptable, so they can take on the shape of anything in their size category, as long as they have scanned it prior.

Lastly, Touch of the All-Spark. Roll 1D10 to determine how 'touched' they are. Each point can be used as a bonus of 10 to Attributes, AC, an increase of 1 size category (they start with Large, but smaller size categories can be purchased), DR and/or pick up 'special abilities'.

Weapons: The transformers come equipped with at lest 1 melee weapon and 1 energy weapon. Damage is based on size and the Touch of the All-Spark. 1D10 per point of all spark. Size bonuses apply.

DR should be around 5 or 6 plus the Touch of the All-Spark bonus.

That is all I have right now.

The swift action is a great idea.


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Thank you for these great suggestions! I will continue to formulate how to go about it, and include the G.I. Joes, too. I really like that idea!

Heck, while I'm at it I might just do a whole bunch of the 80's shows, too. Airwolf, Knight Rider, Hardcastle and McCormick, the A-Team...etc ... and a touch of the Adventures of the Galaxy Rangers.

But first things first...the Transformers.


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It occurs to me that I have yet to see a Transformers RPG, so ...
Any one have any thoughts on how to go about it?
I am figuring you can play either human or a transformer, but have yet to figure out how to stat up the transformers...maybe there is a way with the Ultimate Race Guide...


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Captain Andoran!


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Some of my favorite moments come from the 4th Edition players. They show up and play for a couple of hours, at best and then some of them come over to the Pathfinder table and listen in and ask questions. Then following weekend they are at the Pathfinder table.


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What does this do, again?


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That was dealing with those 'angels' wasn't it Aranna?

Sounds like I have to make another 'Prestige Class Mark...you didn't see the Duke prestige class did you?

"I am the Doctor and you are the Daleks!"

Alright - it's a Jammie Dodger! But I was promised tea!

“A straight line may be the shortest distance between two points, but it is by no means the most interesting.”

Captain Jack: "Who looks at a screwdriver and thinks 'Oooh, this could be a little more sonic'?"
The Doctor: "What? you never been bored? Never had a long night? Never had a lot of cabinets to put up?"

Not really battle cries, but cool quotes all the same.


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See if you can guess where I got this one, and yes I have used it in game, but no one realized where I got it...
"I ain't gonna hit ya'. I ain't gonna hit ya'. The hell I ain't!"


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I tried 'it' once.
We were faced with a whole bunch of undead types, a quarter of a mile worth, and we had a catapult...I had a fighter with two shields...it made sense after seeing the BBEG at a distance.
'FIRE!' is what my character said. The next thing I know I am rolling 2D6 for nonlethal damage and 17D6 for damage to me and to the bad guy + 1d6 for my attack. It did 100 points of damage to the bad guy and 25 points to my character leaving my character with 1 point.


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My friends and I normally hang out after hours discussing how the game went along with any ideas ideas we have to make it better next time we play. Today Prestige Classes came up, as in there ain't any good ones for Monks. This gave me the idea to create some really kick @$$ prestige classes and some of the ideas I had were entertaining enough that my group told me to post them here.
So here we are. This thread is to entertain more than actually submit 'for real' ideas, so feel free to submit your own or comment on ones that are submitted. That said, here they are:

Bad @$$

Prerequisites: Must have defeated 5 'creatures' of equal CR to your character level at one time.

Leveling: Your character advances a per the class you were before changing to this prestige class with some modifications (if you are of 20th level when you change over then you need 1.415 times the XP to reach each level after.)

Skill Points: +4 addition points per level on top of what you would already receive.

Feats: +1 Feat for every level on top of what you would already receive.

Additional Bonuses: Intimidate is a class skill for you and you gain +10 skill ranks in it, if you already have it or not.

The Man

Prerequisites: Must defeat a 'creature' 10 CRs above your character level (can be with a group, but must be the killing blow).

Leveling: You advance just as described in Bad @$$ per level in relation to level and XP.

Skill Points: Your normal progression times 2

Feats: +1 per level on top of what you already gain.

Attributes: +1 for every 2 levels instead of 4.

Additional Bonuses: Intimidate as per Bad @$$. You gain all knowledge as a class skill.

CHUCK NORRIS

Prerequisites: You must enter combat with (but defeating is not a requirement) a being of 19 CRs higher than you level by yourself. All stats must be a minimum of 18.

Leveling: You advance just as described in Bad @$$ save for one difference. There is only one level in this prestige class. There is only one level in Chuck Norris.

Skill Points: Multiply all your Skill Points by 2 retroactively and all skill are considered class skills for you.

Feats: Multiply all Feats you have by 2 retroactively including racial and/or other previous classes. You may take any Feat whether you meet the prereqs or not.

Hit Points: Multiply your Hit Points by 2.

Attributes: Multiply your Attributes by 2.

BAB and Saves: Multiply your BAB and Saves by 2.

Addition Bonuses: Your intimidate transcends beyond any language barriers and is always on. Only by sheer force of will can it be 'turned off' on a case by case basis.
You gain 3 Roundhouse Kick Attacks per round, because the time is always 2 seconds away from a roundhouse kick. These attacks always strike your target and does exactly what you intended.
You automatically grow a beard with a fist as a chin. This grants you an additional attack per round. Opponents are treated as flat footed against this attack.
You gain immunity to all fear effects and mind control effects.
You are can never be caught off guard, flat footed, backstabbed (even at range).
You sense whenever you are being 'looked' at.
Gaze attacks effect the would be attacker instead of you.
Above everything else, all rumors and stories told about you, if you agree with it, are true.

That concludes this installment of Bad @$$ Classes, for the time being. I hope you find it entertaining and comments/suggestions are welcomed.


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Well, I suppose there is room for a homebrew trollip like Tananda in my campaigns. Unfortunately it seems she will have to stay homebrew. *sigh*


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One good thing about mixing Wizard and Fighter, no matter how you do it, is you get to pick up some of those nifty feats like Arcane Strike to make any weapon a magic weapon.


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I jump on the dragons back!


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I'm a self made man.


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Now the question ya gotta ask yourself is did he fire 5 shots or 6.
Now tell me ... do you feel lucky?
Well, do ya? Punk!


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Kill the Wabbit, kill the wabbit, kill the wabbit!


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My pet doesn't bury bones...he digs 'em up.


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Oh this is gonna just kill ya!


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Roll out!


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I'm gonna sing the Doom song!...Doom doooom doom doooom...


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150. Your characters wake up and realize it was all a dream.


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My players happened to wake up a Big T. in my last campaign. It had actually been buried during it's sleep and it's spines were the only thing above ground.
The party had hung their tents off of the spines for the night. That evening the party had been discussing how to fight a Tarrasque. It wasn't until the morning when they started tearing down camp when they woke it up.
It was an interesting fight with half of the party running due to fear and the other half trying to fight it. In the end it had been a goblin with a sword lined with a hair from Lady Fate (long story) that crit'ed the creature through the eye. The hair of Lady Fate meant the damage was permanent. With the sword still in it's eye the party sorceress cast lightning at the sword transferring the damage through the sword and into the creatures brain.
We had another character in the party who is some sort of celestial...not sure how that got in there, but she teleported it to the sun.
Now the Tarrasque is half blind and brainless, it is still alive and roaming the surface of the sun.


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I think the Aboleths showed up first, but the Dragons would probably say otherwise.


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Hey guys! I found something!


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109. LEEEEEEEROOOOOOY JEEEEENKINS!


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Okay, we have a Paladin in the party called Frank the Tank. We also have a gunfighter (not a gunslinger), and an Armored fighter.
At 6th level these two fighters (gun and armored) will be able to craft magical items in their respective fields. They are going to outfit the paladin with magical armor that can 'deploy' around the him when he wants it to as well as enable him to fly. That is what the Armored fighter will do for him. The gunfighter will create cannons for him...lots of cannons.
Yes, we are making him into War Machine!


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A 70+ year old goblin lich! Now there is something different. Should I be scared or do I laugh?


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377. Whoo-hoo-hoo, look who knows so much. It just so happens that your friend here is only MOSTLY dead. There's a big difference between mostly dead and all dead. Mostly dead is slightly alive


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Do you know what the last thing you will say just before you die? [clutches chest] AAAAGGGHHHH!

Lousy way to die, huh?


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356. That made me sick!


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IF YOU WANT BATTLE COME TO ME, 'cause I don't feel like running...


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Well, there is a start! The goblin could become a mage and learn how to extend their life! Maybe a lich goblin?


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347. Whoops.


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Oh, I have tried. Prayer has never hurt anyone either, but I don't mean for this to become a religious topic. Beyond his pension for gaming, he also has shunned any and everyone who has tried to help him. He is a very stubborn man. As I said before, we had been friends off and on over the years. He had always been the one to call off our friendship and within a couple of years he would apologize and want to be friends again. This last time he pushed too hard. I am normally a very laid back and forgiving person, but he demanded far too much this time.
I know I did the right thing as far as the choice I made, I just feel for him I suppose.


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It occurs to me, with 2 Batman creation threads, that we need a general Heroes thread. Who is your hero? How would/have you build/built them? These surely will only be close approximations; especially considering most heroes don't kill (save for some abominations)

Currently I have 2 hero builds and 1 villain build based off of fighters and their arch-types.

1. Captain America: Armored Fighter (not the shielded due to some difference of abilities)

2. Merlyn (the Green Arrow's nemesis: Fighter Archer.

3. The Punisher: Fighter (straight with the ability to use firearms, 'cause I didn't want to use grit)

I can expand on these if people wish me to, but remember these are just variants.


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Just today, we were faced with an army of servant wights commanded by an undisclosed being. He was a great distance away on top of a monolith. My Armored Fighter yelled for a catapult and loaded himself.
He knew he was being launched, he was hitting a soft target and he made his reflex check, so the damage to be done on landing was going to be 17d6 plus 2d6 non lethal. The GM ruled the damage would be the same for the target plus the damage from the strike.
I had made 4 different 'skill' checks 4 times each before the attack. The attack was a nat 20!
My 2nd level character had impacted for 26 points of damage to himself and 100 to the baddie. I had 1 point left and knocked him off the monolith, taking his place.
My character yelled 'King of the hill!' and laid down to rest.
The army could not be sustained with the BBAG dead and they turned to dust.
Mind you, we use a variation of the hero point rule and it cost me 3 points to survive with only 1 point.

Special note: I wasn't trying to steal thunder from the other players. The GM had to leave in a few minutes and if I didn't pull off the move people would have died.


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I'm just givin' the dog a bone.


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312. Living Dead Girl.

Answer in response to being questioned as to his favorite song.


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You are DAMAGING MY CALM!


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Harder Better Faster Stronger!

Neet!

This is Pathfinder!

Extra xp for anyone who can name where the first 2 come from.


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303. By the Power of my Skull!


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Don't forget the opening statement on my theory of goblins and aging... goblins life expectancy is 10 years, but their death are not stated to be due to natural causes.
Our groups theory is, if a goblin were 'protected' from its own curiosity and wild actions, it could reach a level of maturity that it could control itself. The reason goblins can reach this age is because none have really ever lived long enough to die of old age, so their body doesn't know how to 'grow old' and it would take nearly a thousand years for it to figure out how to do so.


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An Axe of Sharpness (sharp wit that is) aka Smart Axe. It was the wish of a player to have an axe of sharpness shortly after we had a run in with a Skeleton Warrior who had a sword of sharpness.
My players know that I have just as much time to mess with their wish as they took making the wish, so he got an intelligent and very smart axe. It saved his life on a couple of occasions and ticked him off most of the other times.


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The Sap of Friendship!

If a party member is doing something you all know to be a boneheaded thing the person holding the sap has a stealth bonus and attack bonus of +20 (or more depending on how boneheaded the thing was/is).
Upon a successful strike the target falls unconscious and does not wake up until the possibility of the bonehead maneuver occurring or continuing passes.

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