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Drakli wrote:

Okay, am I the only one who reads the title of this module... and then the concept of the Doomsday Door and thinks of that episode of The Real Ghostbusters? It's called Knock, Knock.

Subway tunnel excavators uncover a mysterious ancient door buried far beneath New York City. Upon the door is a demonic face that intones, with an echoing voice:

"Do Not Open Until Doomsday!"

Of course, its dire warning is ignored. Bad things are behind the door.

I love that episode.

OMG I also had this flash back, I just couldn't recall which episode it was! I read through it briefly, I try to scan all new material, were not in this adventure yet, so were safe.

As for the crystal, its a magic item, its possible it would just drop, would appear on its own. If they miss it, I would have a animal companion save it, or a npc , over all its what ever feels good to you as a gm, and not to clique with your group.


1 person marked this as a favorite.

Yes this has happened before in game, loosing a certain special items tends to turn grown men into 5yr old's in our gaming group. It was a shock to see than, but I am pretty use to it now. I game with a group of military men, and we had one fling dice across the room, quit and storm out in a rage. So yeah, it happens. Sorry to hear you have to deal with this.

Was it particularly special to him. (clan blade, family blade etc)

It doesn't excuse his rash, child like behavior but there is always two sides to a story.


hey there! Please correct me if I am wrong folks.

When it comes to Frightful Presence, yes you can effect a person with fear it takes three consecutive failed saves to get to the fear effect.

Those within 30ft must save verses the DC if they fail the first round they are shaken, this gives a better chance to fail the fright check as they make the will save at -2, than they are frightened they may become more than frightened if they have 4 hd or less and be panicked.

My reference for the above http://www.pathfinder-srd.nl/wiki/Fear

As for the spell, how did you become a dragon originally? Druid transformation, spell transformation, dragon already ?


What are the DC's to create these items ? I see that they have a price, and where there from but there is no note of the DC difficulty to make it for characters who are alchemists.


Our ship was beyond repair, we had to go looking for someone to help us build a new one.So far things have gone well aside for that.


Crimson Clover wrote:
Nicolas Logue wrote:
Oh and: Huzzah! We need more thespians in gaming! Great! Wish I could throw the bones with you all!
Well if your ever in the VA area *lol*

I am about to run this adventure as a intro for my players,so thanks for the extended information on it! Great Green God!


James Jacobs wrote:
Nah; the generic NPCs in the DMG are not only not good for most encoutners, they're also not in the current stat block format. I'd much rather include a full stat block for all important NPCs in an adventrue.

Yes, and we love you for it. At least my group.


I do not know about others, but some of us post from work and do not have access to a DMG at work. I tend to post when ever I can.
Dungeon for me is easy to slip into my things and work with like that, but its bulky to carry my books, also, I have found in table top my DMG is opened to other sections, and too many book marks, make for confusion in a game, so it by far makes it easier for me as A GM to have them included.


It didn't seem to post my message, that was truely odd.

I had asked what classes others had made some of the NPC's in the group, or what Prestige Class's that they were placed in, since I am curious.

Like Urol, Harliss, Avner, Tavey etc.


This has been such an exciting adventure path already, I am wondering what Prestige Class's, or Class's that some people have continued the NPC's In, that went along with the party ?

I am about to start running this game online, in PbP so I am quiet curious. To see how others have done things. Like Urol, Amella,Tavey and Avner ?

Race

Male CG Troll -4 | hp: 43/43 AC: 16 (11 Tch, 14 Fl) | CMB: +6; CMD: 18| F:+7, R: +0, W: -1; | Init: -2 | Perc: -5, SM: -5 |

Classes/Levels

Speed 30ft | Active conditions: {-4 negative levels: ongoing}

About Lio "the sewer troll"

===============================================================
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...............................................................
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Lio'chae'tel' "the sewer troll" ("Leo" to any hypothetical friends)

Troll (4 negative levels)

CG Large humanoid (giant)

Init +2; Senses darkvision 60 ft., lowlight vision, scent; Perception -1
- [negative levels: Initiative -2; Perception -5]
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DEFENSE
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AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, -1 size)

hp 63 (6d8+36) regeneration 5 (acid or fire)
- [negative levels: hp 43]

Fort +11, Ref +4, Will +3
- [negative levels: Fort +7, Ref +0, Will -1]
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OFFENSE
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Speed 30 ft.

Melee: bite +5 (1d8+5), 2 claws +4 (1d6+5)
- [negative levels: bite +1 (1d8+5), 2 claws +0 (1d6+5)

Special Attack: rend (2 claws, 1d6+7)
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STATISTICS
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Str 17, Dex 14, Con 20, Int 14, Wis 8, Cha 12
- [negative levels: -4 to ability checks

Base Atk +4; CMB +10; CMD 22
- [negative levels: CMB +6; CMD 18

Feats: Gift of Sight {patron: the nighttime celestial bodies, or the deity thereof}, Iron Will, Skill Focus (Diplomacy or Linguistics),
-=> Skill Focus (Linguistics), Orator-or-???
-=> Craft Wondrous Item, Inscribe Magical Tattoo

Traits: Affable, Trapfinder {subject to change}

Skills: Diplomacy +13 (+15 to gather information, and can do so in half the time), Disable Device +11, Fly +0, Knowledge (local) +11, Linguistics +11, Stealth +5 {need to finalize before doing stuff}
<Diplomacy +13: +1 Cha +6 ranks +3 class +3 skill focus>
<Disable Device +11: +2 Int +6 ranks +3 class>
<Fly +0: +2 Dex +0 ranks +0 class -2 size>
<Knowledge (local) +11: +2 Int +6 ranks +3 class>
<Linguistics +8: +2 Int +3 ranks +3 class>
<Stealth +4: +2 Dex +3 ranks +3 class -4 size>

{{6 HD * 4 skills = 24 skill points}}
- [negative levels: Diplomacy +9 {+11}, Disable Device +7, Fly -4, Knowledge (local) +7, Linguistics +4, Stealth +4]
-=> Spellcraft +11?

Languages: Giant; Common, Goblin; Aklo, Draconic, Gnoll

SQ: -
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TRAITS
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Affable: You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you.
Effect: You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.

Trapfinder: Though probably not the life you would have chosen, you were born and raised (mostly by yourself) in the infamous sewers below <town name>, where you continually worked to ensure the safety of those lost there from the many deadly tricks and traps set by the various thieves' and assassins' guilds that used the sewers. You may not have received any formal training in the roguish arts, but you've nonetheless become skilled at spotting and disabling hidden traps. Now that you have been captured and forced from the only place you e ever called home, perhaps you can put those skills to good use elsewhere.
Fluff text altered to fit the character's backstory.
Effect: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

{{ALT}}
-=> Hedge Magician: You apprenticed for a time to an artisan who often built magic items, and he taught you many handy shortcuts and cost-saving techniques.
Effect: Whenever you craft a magic item, you reduce the required gp cost to make the item by 5%.
-=> Spark of Creation: You have always had a knack for making useful things, and your talent as an artisan was evident even at an early age.
Effect: You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.
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OTHER
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Negative Levels: Currently sustaining 4 negative levels. For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed.
Altogether, he has a -4 to all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks; and reduces his hit points by 20.
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STUFF
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Magic Items: -
Mundane Items: -
Gold: 0
Silver: 0
Copper: 35

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OTHER
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Character traits (no mechanical effect): civilized, patient optimist, lonely

Backstory:
the GM wrote:
Tac, since you're playing so drastically counter to the nature of a troll (hungry, eat, kill because that's how you manage to eat) - it would be helpful if you could work something in your story about why he's so drastically different. I know that's part of the story's theme, but it doesn't mean there shouldn't be a reason.

Sure! Actually, I do - it's the same reason he's got such a high intelligence: he lived in the sewers of a city of a civilization who rather callously used warfare magic and doesn't really care who they hurt as they rise in power. BAM: instant weirdo! :D

(Also harkening back to TMNT definitely not referencing anything, that's for sure.)

Though probably not the life you would have chosen, you were born and raised (mostly by yourself) in the infamous sewers below <town name>, where you continually worked to ensure the safety of those lost there from the many deadly tricks and traps set by the various thieves' and assassins' guilds that used the sewers. You may not have received any formal training in the roguish arts, but you've nonetheless become skilled at spotting and disabling hidden traps. Now that you have been captured and forced from the only place you e ever called home, perhaps you can put those skills to good use elsewhere.
Fluff text altered to fit the character's backstory.

Alchemical exposure plus magical runoff can generate wondrous effects and wreak great changes in a creature.

Lio was long considered a myth in the Nexorian city of <city name> - a troll that inhabited the sewers by which children were threatened ("obey, or else!"). There, he lived off the refuse of civilization. Raised, from what he can remember, by a kindly hermit, he was left alone at an extremely early age. Fending for himself was very difficult - he had to eat whatever came by, and often it was questionable whether did more harm than good. Still, finding the underground burrowed hovel-space next to the Àcádëmÿ Àlchëmícál was a stroke of good fortune. The student potions - though poorly made - were a highly reliable source of (mostly) edible substance that rarely left him ill, and the few times it did so, he often found himself in more of a contemplative funk - he actually found himself remembering his childhood and things within it. The plethora of books dropped off by careless students helped fill the time, as well - at first it was just edible, and then recognized as edible pictures, but he slowly began to recognize the symbols as sounds and words. By watching creatures through sewer grates around the city, he began to understand - those others were people as well. He watched them have emotions and moods - just like him.

And so the first time he actually had the opportunity to interact with a person in his cognitive memory came when he heard the wailing sounds. It was a child. He found the boy lost and sobbing in the sewers, desperate to escape. For a time, he thought about keeping him, and even did so - dropping off food and water... but he noticed the little one was unhappy. As the child was unable to see in the dark, eventually the troll concocted a plan, and, using soothing sounds, and the occasional luminescent goo from dumped student potions, he stayed out of the child's view and marked a path to a ladder. When the boy was only a tunnel away, the troll hurried to the ladder and lifted the lid off, hiding in the darkness, and allowing the boy to find the last section of the way out on his own.

He was so happy to be free. The troll watched his from the shadows, and saw him climb out of the hole too small for the larger one to pass through, feeling a feeling never conceived of, before; but the troll also saw something else... something he would one day learn was called the night sky. Within it was a beauty unlike anything he'd ever imagined - glittering lights and circle so pure and perfect... free to fly through the sky above.

From that day forward, he vowed to help all who could reach that beautiful sight. Any creatures he knew others loved or liked or that "think" of things other than survival, he helps to escape. He had heard many terrible things, though, and so kept himself - and he learned, slowly, of the monsters that inhabited his sewers: the bad people who killed and harmed others. Those, he avoided. And he broke their traps, scrambled their messages, and kept them away from innocents every time he could... though he avoided them as individuals.

And then came the day where he saved the wrong girl. He doesn't regret it: not really. She needed help, and he gave it. He didn't know she was the daughter of an assassin (who was murdered by the assassin's own compatriots) and a city noble. He doesn't really care. She was lost, alone, and so he helped her. For reasons unknown to him, she was able to see him. Though she was terrified of the big thing, he was able to coax her through the tunnels to another exit - usual for him. She was so grateful, she gave him a big hug - a wonderful feeling - before fleeing into the night sky.

But that was the end. Soon, he found himself hunted. Staying away from his home, he attempted evasion, but he had two criminal guilds and a powerful noble house hunting for the monster that had "killed the mother and kidnapped the child" (never-mind that claw marks look nothing like dagger strikes; never-mind the child's explanations for her rescuer's kind action - clearly, it was a clever, intelligent and methodical troll instead of a crazed one; and it probably let the child go because it wasn't hungry and was seeking to manipulate her later... the monster). And he was captured, eventually. There's only so much a troll can do, you know?

But despite the pain, despite the torment, he is happy. Because here, in the camp, he can see the night's sky. It's beautiful. And who knows? Perhaps he can teach people to be friends. One day they'll learn - just like that little girl did. And then they can all live a good life together in harmony.

Long term plan: will of giants