Locksmith

Aristin76's page

Organized Play Member. 136 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.




Okay, my group has a good friend returning for a power gaming session over the weekend. I'm trying my best to think of what we could do that would have a beginning and end during that time frame. The longest we have ever ran a game was 27 hours. I GMed while the players slept in shifts and played. Good Times!! Although, I'm much older now, but the desire is probably a lot stronger to do it again.

I was thinking of starting at level 6 with possible level ups to 7th and ending at 8th. That's a pretty sweet spot to play. I have potentially 6 players.

I guess I am asking if there is a decent AP, box set, extended game idea, or anything else that might fit. I at first thought about having them form a group to over throw a king, high priest, evil cult, etc. Leaving it open ended, but complicated enough to take longer than the usual gaming session.

I'm open to anything good that might be possible. Thanks for any input. Of course, this is all wishful thinking. After 10 hours, we might just crash and take it as is. LOL.

Oh, this wont be happening until July, so I have time to prepare.


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Okay, I know people are on both sides of the fence when it comes to this, so I am trying to reach a certain compromise to it. A very rough draft that I would like to see some thoughts about this being put to use. Good, Bad, or Ugly I welcome. I came up with this after reading Red Brick's Earthdawn players Guide. I added my own to it and thought it might be doable.

So thoughts on GM's POV for using it? Thoughts on PCs having to use it? Thoughts on if the values in the charts make sense?

Magic Item Shops

Scrolls, wands, and potions are sold as normal per the core rulebook for availability in towns.

Magic Weapons +1 thru +5 with no special abilities sold as scrolls, wands, and potions.

Magic Armor +1 thru +5 with no special abilities sold as scrolls, wands, and potions.

Ring of Protection +1 thru +5 with no special abilities sold as S, W, and P.

Cloak of Resistance +1 thru +5 with no special abilities sold as S, W, and P.

Skill Items +1 thru +5 with no special abilities sold as S, W, and P.

Spell Enchancers +1 DC to a specific school or +2 DC to a specific school sold as 3000 gp and 12,000 gp.
************************************************************************
Purchasing Goods ( borrowed Red Brick’s chart from Earthdawn Players Guide p.240) I added more to what they originally created.

DC 10 for everyday items including Masterworked quality. Caster Level available 1-2. One check per hour that takes 10 minutes to complete during that hour.

DC 15 for average items including +1 items. Caster Level available 3-5. One check per 2 hours that takes 30 minutes to complete during that hour.

DC 20 for unusual items including +2 items. Caster level available 6-8. One check per 6 hours that takes 1 hour during that time to complete.

DC 25 for rare items including +3 items. Caster Level available 9-11. One check per 2 days that takes 4 hours during that time to complete.

DC 30 for very rare items including +4 items. Caster level available 12-14. One check per 4 days that takes 8 hours during that time to complete.

DC 35 for obscure items including +5 items. Caster level available 15-17. One check per week that takes 2 days’ worth of time to complete.

DC 40 for unique items which includes everything beyond +5 items. Caster level available 18-20. One check per month that takes 1 week to complete during that time.

Magic items sold at 50%, mundane items sold at 25%, magic items sold with special abilities at 60-70%.
Unique items modifiers +10, +20, or +30%. Economic modifiers due to supply and demand + or – 10%, 20%, or 30%.

Special Materials

Silver- everyday item
Cold Iron and Darkwood- average
Mithral- unusual
Adamantine - Rare.

Special Abilities and Tailored made items

Players are able to seek out crafters if they successfully use diplomacy to find crafters that are able to create special or unique items provided the players have the resources and time to allow for such. Bluff, Intimidation may also be used, but they will raise the DC by +5. Failed attempts using Bluff and Intimidate will create an unfavorable outcome that the player and GM will have to role-play out during game time. The salesperson will also not sale to the PC for a certain period of time that the GM will deem plausible to the NPCs reactions to the PC’s failed attempt. Other measures may be taken to correct the failed attempt, but the GM will make the final call to these attempts.

Thanks for checking this out.

Hopefully, this won't offend too many people.


Ok I would like a quick critique of this party composition for a 1-10 zombie campaign then switching to a Planar game at level 10 or so.

25 point buy
Core rule, APG, and possibly add one more book at level 10 to modify our character options.

Paladin
Inquistor
Lore Oracle
Sorcerer GM will play 1-10th levels
Bad Touch Cleric
Fighter/rogue GM will play 10-20th levels

One gm will run the zombie half. Then another will take over for the planar game.
Thanks for any input.


Okay, here's a quick summary on upcoming game.

25 pt build.
Core rule book
APG

Zombie themed game in forgotten realms until 9-10th level.
Then another GM will take over at take us to the Planes fighting devils.

We will get to add one book to what we can use. We can also semi-rebuild character using the new content from the book we added.

I have so many concepts on which to play, but I only get one to play. I rarely play. My first thought was Inquistor. He should do well against undead, bit late game on the Planes I'm not sure.

Wizard, Cleric/monk, paladin are the other characters so far in game.

Thanks......


Busy with work, so I might have enough time to properly delve into this.

2 of my players out of 5 are having troubles meeting every week. One is every other, and one hasn't played in a while due to work. I'm trying to think of something that she might take interest.

She's played a life oracle once before but I noticed she liked doing damage or rather she liked kicking butt a bit more than she realized.

Game info- 2 players should would be subbing in for sword/board fighter with tons of shield feats/ 2wf and a barbarian. Lands of linnorm. 20 pt build. Other party members as follows cleric, witch, and ranger (switch hitter). Core, apg, uc, and um allowed.

Her opinion is she'll play whatever fits. Her personality is quiet, logical, and very sweet.

So hopefully someone can point me in a right direction. Thanks guys.


Busy with work, so I might have enough time to properly delve into this.

2 of my players out of 5 are having troubles meeting every week. One is every other, and one hasn't played in a while due to work. I'm trying to think of something that she might take interest.

She's played a life oracle once before but I noticed she liked doing damage or rather she liked kicking butt a bit more than she realized.

Game info- 2 players should would be subbing in for sword/board fighter with tons of shield feats/ 2wf and a barbarian. Lands of linnorm. 20 pt build. Other party members as follows cleric, witch, and ranger (switch hitter). Core, apg, uc, and um allowed.

Her opinion is she'll play whatever fits. Her personality is quiet, logical, and very sweet.

So hopefully someone can point me in a right direction. Thanks guys.


Okay, I plan on using magic jar to shake up my PCs.

I know the npc will have her mental capacities, but I plan on possessing either a barb pc, ranger pc, or fighter pc. My question is what physical abilities would be acceptable. Eg physical stats, weapon in hand, plus what feat/bab would be retained. The barbarian is 2 handed power attack style build. Could I use his rage, etc. ? Ranger is a switch hitter build? Fighter is sword and board 2 weapon style build with shield slam etc.

For the fighter, I thought just using 1 full bab attack with sword and shield would be acceptable. Power attacking with the barbarian okay? Not sure what archery based feats would be acceptable......

Any input would be appreciated........


Could use some quick insight on this build for my BBEGirl. Thanks.

Quick info on campaign.

Lands of Linnorm/ Irrisen Campaign.

Party Makeup.

20 pt build, Books used- Core, APG, UC, UM, Armory Book, and a few home brewed items.

All just hit 10th level
Human Fighter Sword and Board build
Half-Orc Barbarian 2h simple build
Dwarf Ranger Switch-Hitter
Half-Elf Witch Elemental Patron (wanted access to fire based spells in a cold region.)
Dwarf Cleric support build with Heavy Armor, Shield, and Warhammer

Okay heres mine BBEGirl

Synn
Human
Druid 20th level
Advanced Template CR+1
Worm that Walks CR+2

Str- 20
Dex- 30
Con- 33
Int- 24
Wis- 40
Chr- 16

BAB- 15 Init +14
CMB- 20 (28 grapple)
CMD- 44
Fort- +28
Reflex- +21
Will- +32
HP- 343
AC-50 (+8 AC, +17 insight, +10 Dex, +5 Deflection)
Touch- 42
Flat-Footed- 40

Skills+ Ranks

Perception- 20
Survival- 20
Spellcraft- 20
Knowledge Nature- 20
Knowledge Arcane- 10
Knowledge Religion- 10
Climb- 20
Swim- 20
Fly- 20
Stealth- 20
Heal- 20
Sense Motive- 20

Feats

1- Combat Casting
3- Improved Initative
5- Natural Spell
7- Spell Focus- Conjuration
9- Augment Summoning
11- Superior SUmmoning
13- Spell Penetration
15- Greater Spell Penetration
17- ??
19- ??

Bonus feats- Die Hard, Toughness

Worm that Walks abilities

Darkvision 60, Blindsight 30
AC Bonus +17 wis insight
DR 15/-
Fast Healing 22
Immune to flank, critical, sneak, disease, poison,sleep and paralysis
Discorporate into SWARM
Squirming Embrace
Tenacious +8racial CMB grapple, +4 CMD
Engulf Damage 5D6+3
Made up of Fine Creatures treated as Medium.

Druid standard abilities for 20th level except subbed out Wild Empathy for Vermin Empathy since Synn has Nature Bond with Scorpion as her Companion.

Gear
Cloak of Resistance +_5
Bracers of armor +8
Necklace of Adaptation
Ring of Freedom of Movement
Ring of Protection +5
Orb of Storms
Tome of Understanding +6 Wis
Belt of Physical Perfection +6 physical stats
Headband of Mental Superiority +6 mental stats

Spells per Day with Bonuses Included
0-4
1-8
2-8
3-8
4-8
5-7
6-7
8-7
9-6

Synn is one of the First Daughters of Baba Yaga. Quick story- She fell in Love with a Druid from Lands of Linnorm but Baba Yaga used him to gain control to the land of Irrisen which was stolen from the Linnorm Kings. Slight story tweak for Campaign purposes. The Druid felt betrayed and struck back at Baba Yaga. Baba defeated the Druid and her Daughter was distraught torn between her lover and her mother. She lost control and Baba Sealed her away. AKA a 2500 year time out for her actions. Now she's back and sat on the Throne to the Troll King. Shes has hundreds of Trolls at her beckoning and Giants also to boot. She is taking the lands of Southmoore around Kopparberget to gather resources to assault Irrisen. The party was at the beginning of the turmoil and struggle, they were in a demi-plane collecting some magical items to help them and came back to Golarion 6 years, 6 months, 6 days later from when they stepped into the hidden demi-plane.

Ok enough babble.

I would like insights on what I might need to change and/or fill in the blanks I left. Thanks.


Finally, I might have a chance to play instead of GM. Tons of characters I would love to play, but have an unique campaign coming up soon.

1-10 The Walking Dead in Forgotten Realms. Cyric dies and taints the flow of magic. Now, everyone who uses magic gets the contagion of "Zombie". Fun campaign with not alot of serious mental requirement.

11-20 Jump to the Planes and head to Carceri. Another GM will pick up the game and start his version of a higher level campaign using the characters from the previous campaign. THe second GM is getting bored with lower level stuff and wants some higher level-play.

Campaign 1. build rules- 25 point, Core, and APG only. 25 pt due to low magic style of play and constant survival mode.

Campaign 2. GM liked the 25 point build and wants to keep it. I thought that was a bit much, but ok. Core, APG, UM, and UC open to all.

Characters I would like to play.

Inquistor, Magus, Hungry Ghost Monk, and Rogue/Ninja. I havent played many characters since I mostly GM. 2 characters in the last 5 years.

So to get to the point, what character-type would be best reccomended to play for this playing environment? I have an iquistor sketched out, but not sure all the ins and outs to him yet. Never played one.

Any input would be welcomed. I'll post my inquistor build later perhaps. Off to work...... Thanks!


I have a rough sketch of four elemental items my group is working towards. Curious on people's thoughts. Elements- fire, air, water, earth.

They have Mundane type traits and Magical traits that players could possibly choose between. If they make a choice of one power, they lose access to the other option.

Here's my first one I'm working on.

Ember of Fire

Dex +2
Int +2
Wis -2

Reflex +2
Will -2

Continous Ability- Resist Fire 10

Mundane option 1- +3 bonus to intimidate
Magical option 1- +4 concentration checks

Mundane option 2- Attacks deal +3 fire damage on the beginning of you next turn for each successful attack. A delayed scorching effect.

Magical option 2- Fire Based spells gain a +2 DC

Mundane/ Magical option 3- Spell effect- x3 daily uses ELEMENTAL AURA spell. CL 12 DC 20

Mundane option 3- Summon Monster IV -Fire elemental only with advanced template- uses once a day. CL 12

Magical Option 3- Once a day casting of Firefall. CL 12 DC 21
These items are suppose to give them a boost in hopes of fighting the BBEG who is very natured based. Lots of nasty minions with Giants, vermin, trolls, orges, and such. Based in Lands of the Linnorm Kings.

I have a ranger, fighter, witch, and a cleric in my group currently. Tried to give the players some options to better customize the items, but I did not want to build the items with them in mind. If that makes sense, I hope.

Thanks for the Input.

PS I know the items probably will be a bit powerful, but I want to create something unique and rewarding for them to use.


I am looking to build a NPC psuedo-nemesis for a falcata and board fighter in my group of 4 players. He has PA, cleave, shield focused feats.

My group consists of dwarf ranger (switch hitter, but mostly archery focused), half-elf witch,dwarven cLeric, and human falcata and board fighter.

20 pt buy, setting- Lands of Linnorm around Kopparberget. Level 7-8 currently. We are using Armor as DR rules which I'm really starting to dislike. Psuedo-nemesis levels around 10. They'll most likely stay at that level until they are defeated. Now, they harrass the party and then slip away to safety.

I have a drow magus posing a threat for my ranger and witch. The cleric and Fighter have a hard time dealing with him. I have a Nilbog Shadow Assassin which is pitted against the cleric. I do have a drow bard in the mix of "Named NPCs", but the bard just manipulates the poor fighter, so then the party has to deal with him. Kinda funny, but is difficult to lose control of the situation fast.

So, I'm open to input on a character type that a Fighter would hold the key to beating the "Named NPC". I did make up a Summoner so the Eidilon could fight against the fighter while the Summoner harried the other PCs.

Thoughts??? Thanks for any advice....


Hmmm. I'm having issues trying to translate a Black Skeleton's DR as per the rules of Armor as DR.

The Black Skeleton as a natural armor of +6 which by itself should translate to 6/magic, but it also has natural DR of 10/bludgeoning and good.

ARMOR as DR rules:

A creature that has both DR from a source other than
armor and a natural armor bonus gains the effects of an
enhanced form of DR, similar to how the composition of
the armor grants special DR/armor defenses (see Table
5–1). If a creature has magical armor, natural armor,
and DR, it takes the best form of the special protection
provided by both its armor and its mix of DR and natural
armor to its DR/armor.
For instance, if a creature has natural armor and DR/
magic and is wearing adamantine armor, that creature’s
DR/armor functions as DR/—, and can be bypassed by
Gargantuan or larger creatures, since the adamantine
armor provides the best of the two damage reductions.

Anyone have any clue how this would translate? I have a few, but not sure if it is correct.

Thanks for input.


Just a quick post to see if there are anything unforeseen with this group composition.

Barbarian
Fighter
Rogue
Ranger
Witch
Cleric

Don't have the characteristics/ builds yet of the characters, but I was curious what others might think of the group make-up. I dont foresee anything lacking, but I'm open to input.

sidenote- Rogue is or will be viable in this setting. Traveling underground will most likely happen alot, and I'm planning on using that time for posing Traps and other dangerous obstacles.

Thanks for any Input.


After reading through the posts the passed few months, I find it peculiar that MAD, SAD, and building optimal characters are a deterrent from a team-based game. Meaning that if I build Billy-Bad @ss, why would I need to be with a group of people. I guess Pinky was Brain's comedic relief, but to me it seems that people are afraid to build chracters with some weaknesses.

I was reading through some Monk posts and see people get all up in arms about how they are sub-par. The rogue is sometimes compared to being sub-par as well. To me, that stands to be within reason. I like characters with weaknesses. Usually through their weaknesses, I play better and develop "creative" solutions to solving conflicts.

A buddy of mine and I debate about this more times than I can count. I'm curious if it's an age and maturity thing. Don't mean anything negative about that just an observation. I have 3 younger players in my group that tend to go that way, but I expect it. Most gamers go through that phase. Sadly though, there are 3 older players that are still stuck on this mentality. Then the last 4 players are embracing their character's weaknesses and come together as a team. They function far better than the previous 6 combined. Just another GM observation.

So, I guess I'm asking if their are Players and GMs out there that see this and recognize it. Curious on their observations. Don't get me wrong, sometimes after a bad week of work, I want to smack some goblins around.


Okay I have a big Mine/ Kobold dungeon coming up in my next campaign chapter, and I'm looking for a decent RANDOM ENCOUNTER CHANCE that seems plausible.

Near Cavern Openings/ Cliffs
30% per hour that they are hanging around
+10% if there is fighting going on
+5% if loud speaking
+5% if characters are bloodied(4th ed term but i like the status indicator)
+10% if light sources are present

Basic Camping/ Resting
20% per 6 hours
+10% fighting
+5% loud speaking
+5% bloodied or injuried as above
+5% light
+5% food is out in the open
+5% for each entrance opening to established camp site
-10% for each Secured Entrance

Very broad and General points to track, but I didnt want to overwhelm the party. Currently, 9 PCs level 2-3, and half are pretty new to gaming. The other Half have been gaming 10+ years. My goal is to impose the sense of exploration, fear of the unknown, etc. Thanks for any comments.