Elan

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19 posts. Alias of Dragonborn3.



Sovereign Court

A friend is running a Rise of the runelords campaign and gave everyone an assigned role and I got Front Liner. I decided on running a Dwarf Fighter Sensate (From Occult Adventures) "My Beard Sense is tingling!"

We were rolling stats and since this was the first time I ever rolled stats, massive beginners luck ensued. My stat block is 17 17 17 15 14 13.

Given I am doing a two handed beatstick build and am going full fighter, I have a lot of freedom with my feats. I was wondering about odd ball feats that have a high entrance requirement since I might actually be able to pull them off.

For Example:
Redirect Attack: Dex 15, Int 15, Dodge
Once per turn, when an opponent only you threaten fails an attack against you, you can redirect the attack to target another foe.

I'm looking for interesting feat ideas that can work just due to this stat block that I will likely never see again.

Sovereign Court

Something my friends and I discussed in our last roleplaying session is that retired adventurers almost never have children. We had run into two now who had no wife or children and it made us think. In almost every game we have played if there is a retired adventurer they do not have any children. Most are usually running a business.

We also discussed the fact that no one had ever really played the child of an adventurer or even grand child. Mechanically I understand this, after all what dm would want a character whose parent or grandparent is a 12th level barbarian running about. When the gang you have been attacking strikes back at you in the night and then your dad chain lightnings all of them in one round you don't really feel like the hero. Yet we were surprised with the realization that it never really been done in our group.

Even in just a background sense the idea is interesting. Trying to live up to their legends or even resenting that you are constantly compared to them trying to break out from their shadow. Maybe your character didn't even want to be an adventurer but it was hard to argue with grandma and her +2 greatsword training you every morning, telling you that back in her day she took out 50 goblins before breakfast so don't be complaining.

So has anyone ever been the child of an adventurer? Did it cause any major issues in the campaign? Do you have any fun or interesting stories to share? Do you think lots of magical healing makes people sterile and that is why adventurers rarely seem to have children? Got any theories

Sovereign Court

I really like the look of this archetype and am interested in giving it a go in a game I am in.

However there is one thing I am unsure of at that is the Centered Senses ability. It doesn't state a length merely that it requires a move action to enter and a sensate loses his centered state if he gains the confused, dazed, fascinated, staggered, or stunned condition; falls unconscious; or fails a Will save.

So if I am reading this right you don't leave the state unless one of these conditions occur? Does this mean I can get up in the morning enter the centered state and stay that way until I go to bed (or get one of the other conditions)?

Sovereign Court

Given the amount of threads out there regarding paladin falling for practically everything other than scratching their nose and currently playing a paladin and having through through this myself.

I thought I would bring up the question: "How do you move on after you've fallen?"

Getting a atonement might seem like the most simple way but if the paladin willingly chooses to fall and doesn't want to hop back on that pain train what are the best options for retraining your now fallen knight?

For one whom fell from good but not from law a Cavalier or samurai is an option (especially if you took the bonded mount). Choosing to follow a new code that might be less restrictive than your old one while maintaining your martial training to the fullest.

For one whom fell from law then Bloodrager with the celestial bloodline is a fitting change. Especially for one whom without their laws and god restricting them have let their anger run wild.

Of course the obvious fall all the way to Antipaladin is there but most GM's would be telling you to hand over your character sheet due to issues with evil characters and party dynamic.

Any other ideas?

Sovereign Court

Hi all,

I've been running my first DMing game using the Carrion Crown adventure path. Things had been going fairly well through the first book and well into the second.

One player retired his character due to roleplaying aspects (He got arrested, if he hadn’t then he was leaving to join the circus) and he brought in a new character of the same level with funds equal to what a character of that level is meant to get.

This character was a bit stronger than the others because of being able to spend all his money on his own character rather than having shared party funds that people were withdrawing from as needed.

Soon afterwards 2 other characters were killed in combat including that same character who had just been brought in (Standing in the open while wielding fire is never a good thing with trolls around especially with an advanced one directing them "Kill the burny man!"). So more new characters came in at the same level and they got ready to go out again to rescue the bodies of their comrades. Pretty much straight away another character died and a new build came in and I wondered if I was being too harsh on the party.

However later on this player stated to me that he and another player who had died were of the opinion that since there was no real penalty for death they were just going to build characters to last a little while, let themselves die and bring in characters who were optimized to that level.

This idea of deliberately getting characters killed for profit and to bring in builds that are weak at low levels at their peak rubs me the wrong way and feels like a snub to the players who struggle to keep their less optimized characters alive. It also really surprises me as both of these players are normally excellent role-players.

So I am trying to work out a way to curb this behaviour before it becomes a real problem for me.

I am considering running with the old school new characters start at average party level -1 to at least punish this kind of behaviour and promote actually trying to keep their characters alive. If a character leaves due to fully developed role-playing reasons then I won’t punish them for that.

Also I want to arrange to have a chat with the players in question and let them know my concerns. I am to let them know that planning character death as a for profit scheme seems like power gaming, something both of them have complained about in length in the past.

Death happens but I am surprised at how much of a difference it seems to make for the DM to suddenly have much stronger and optimized characters appear essentially from nowhere. Does anyone have any other advice or have come across this situation before?

Sovereign Court

I've been running a carrion crown game which has been highly enjoyable but my party sometimes goes a little wild.

They decided to leave one party member behind during the trial to present evidence while the rest went to gather evidence. Which has lead to the group having the evidence from Sanctuary just after the completion of the Hergstag trial.

Being very suspicious of the Alchemists now the group went up to the chymist lab and knocked on the door confronting Grine (Who had just woken up). The Ratfolk rogue decided on the tactic of implying they had enough evidence to point the blame at them. Grine managed to keep a neutral face (No one has sense motive and they all rolled badly) and told them to get lost. The rogue proceeded to mock Grine (He already provoked splatterman in the first book and nearly died for that) before the group left loudly mentioning the inn they are staying in and that was where the session ended.

The group intends to set an ambush for Vorkstag and Grine not knowing about the upcoming riot tonite. This will leave my group deciding between the need for their ambush or for the defence of the courthouse.

My intention is to remove one mob from the main courthouse attack. Vorkstag has put on a disguise and gone around town riling up the people against the outsiders who would defend such a murderous beast. During the second wave of attacks on the courthouse a mob lead by Vorkstag will attack the inn and burn it to the ground if the pcs don't stop them.

So either way the PCs have to defend themselves against a mob and if they fail at the inn then they lose all their day 3 evidence and their belongings while if they fail at the courthouse they suffer the usual penalties (Though the PCs have successfully presented every piece of evidence so they should succeed at the case).

I'm not a complete bastard. I intend on running carrion hill inbetween the end of the court case and Caromacs mansion and will up the treasure if I end up destroying everything they weren't carrying on them.

I'm just wondering if this is a little harsh or if there might be a better way have the alchemists reply?

Sovereign Court

I didn't see any threads on this possibly because I missed something obvious. For witch hexes that do not state range are they all assumed to be touch, ie Ward or Fortune?