I've been gaming a long time. And I've never, ever seen Wild Empathy eliminate a combat. Tried several times, but never actually work.
The biggest problem with Wild empathy is the length of time involved to influence the attitude. Even if I cut the typical time in half it's still a 5 round action. Then couple the fact that it should be under "normal conditions" that pretty much excludes combat conditions.
Well that's why I'm trying to make it a little different. Instead of calming the animal and getting on its good side slowly, such as giving a reasoned argument to a person, I'm saying leave or die, like if a bunch of bandits attacked and I said leave or I'll kill you all
I'm used to playing a very loose style of gaming, where we often try new things. We use logic and reasoning to dictate things when the rules don't cut it, so I'm used to challenging the system. Feel free to say "No, and this is why" or invoke rule 0 and say "No, because no", I won't get offended at all
Loaded dice, but that's just the rogue in me speaking up.
A steel mirror. Fantastic for checking corners in dungeons or when you're worried about getting skewered by a volley of arrows. Also is a lifesaver is a basilisk arrives.
Some more expensive items that come to mind is an elixir of truth or a key of lock jamming
You guys are a bit rogue lite, so traps will be problematic and this dungeon has a fair share of them.
Grimm I'll get post you a few rumors that you've heard. Roll 3d100 dice for me.
There was one other boon I offered the players later: one light armor for sleeping. Note: Make sure you read the rumor tab under the campaign information section. This group has already been in a situation where heavy armor was a hindrance getting through a very tight tunnel.
There are many parts of this dungeon, even on easier levels, where the designers were cruel...don't forget it's ok to run to leave another day.
I've been gaming with STR Ranger since May 2012, he's a load of fun and he doesn't over the top powergame, even though he introduced himself as a powergamer.
School: divination
Level: Bard: 0; Inquisitor: 0
Casting Time: 1 standard action
Components: V, S
Range: 30 ft.
Area: one 10-ft. cube
Duration: instantaneous
Saving Throw: none
Spell Resistance: no
Source: Advanced Player's Guide
Summary: See area as though examining it.
You examine an area at range as if you were searching for fine details with the Perception skill. Make a Perception check with a –5 penalty, modified as normal for conditions. No penalty is applied for distance. Apply the result against the DC for any hidden features, such as secret doors, traps, or hidden treasure. You must be able to see the area you are attempting to search, and you only find details that can be perceived with sight or touch. Sift detects only objects and features, not actual creatures.
Grimm can cast this unlimited. Should help.
An SOP is for the cleric to detect magic and the pally to detect evil.
Duncan can 'search' an area as though looking for details from a stand of distance of 30ft in case it goes boom..
You guys are a bit rogue lite, so traps will be problematic and this dungeon has a fair share of them.
Grimm I'll get post you a few rumors that you've heard. Roll 3d100 dice for me.
There was one other boon I offered the players later: one light armor for sleeping. Note: Make sure you read the rumor tab under the campaign information section. This group has already been in a situation where heavy armor was a hindrance getting through a very tight tunnel.
There are many parts of this dungeon, even on easier levels, where the designers were cruel...don't forget it's ok to run to leave another day.
I've been gaming with STR Ranger since May 2012, he's a load of fun and he doesn't over the top powergame, even though he introduced himself as a powergamer.
3d100 ⇒ (87, 88, 41) = 216
I just like strong builds. Blowing the rest of the party out of the water is no fun for anyone, so I can keep a lid on it.
Male Human Fighter 10 | AC 27 (25 w/o shield), Touch 13, FF 25 (23 w/o shield)| HP 90/100 (Temp 8), DR 3/- | F +11, R +7, W +6 (+1 vs continuous, +4 vs mind-affecting) | Init +3 | Perc +20 | AV 4/5, BB 3/3 | Bull Rush | Overrun
Grimm Sharpest wrote:
baldwin the merciful wrote:
You guys are a bit rogue lite, so traps will be problematic and this dungeon has a fair share of them.
Grimm I'll get post you a few rumors that you've heard. Roll 3d100 dice for me.
There was one other boon I offered the players later: one light armor for sleeping. Note: Make sure you read the rumor tab under the campaign information section. This group has already been in a situation where heavy armor was a hindrance getting through a very tight tunnel.
There are many parts of this dungeon, even on easier levels, where the designers were cruel...don't forget it's ok to run to leave another day.
I've been gaming with STR Ranger since May 2012, he's a load of fun and he doesn't over the top powergame, even though he introduced himself as a powergamer.
3d100
I just like strong builds. Blowing the rest of the party out of the water is no fun for anyone, so I can keep a lid on it.
On the other hand, making a frenzied berserker is the perfect thing to do to put an end to a horribly dull campaign. Example under this profile
A potent artifact called the Seal of Power was carried into the dungeon long ago by the mage-priest Donov. He hoped to use it to seal away the evil, restless spiritsof the dungeon.
"Rappan Athuk" Bah! No one ever gets out of that place alive!
Though some brigands attack caravans that pass through the area, others specialize in taking on adventurers exiting the dungeon and lairs, who are weakened but fat with loot.
A shrine to a foul demon or god is said to lie beneath the hills; its corridors are a gauntlet of terror and gruesome death.
There is a chance that a rumor is true, false or partially true.
Ah I'm sorry, you misunderstood my meaning, that character was part of another game that sorely needed to end. No I rather enjoy this game, it have a very good pace to it as well. Definitely one of my favorite PBP's so far
Except for the lone zombie there had not been any additional encounters but you did put in a day of walking. The group avoided the hazard encounter with the flowers.
Used it for 2x elixir of hiding and a potion of reduce person.
(Already drank 1 elixir to enter, hopefully gets us reasonably far in)
Seems Grimm is gonna play the scout.
I am cool with that.
My SOP's are
1. Use GUIDANCE when I know a check is coming. Eg Stealth, active Perception to examine or knowledge check.
2. If I come across a portal or chest etc.
Detect magic for 3 rds and if I need to, Use SIFT to effectively TOUCH search from 30ft. Stops contact poisons and can set of touch traps from a safe distance.
Just so everyone knows- if he survives long enough, Grimm is heading for a trip monkey and MOONLIGHT STALKER build.
All the books I read say Gorumite's are not for giving a foe even terms,
I am not 100% sure of the reference but I heard quote from a us general or president
"We will kill you in your sleep on Christmas. "
That's Grimm. All about the kill. Screw honor. That just gets you dead.
Duncan Redhammer
Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12
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STR Ranger
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