Swordpriest

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Ok, just something I felt should be pointed out.

This is a game of MAKE BELIEVE!! He relies on you guys saying you accept his actions.

Don't want him to kill you? Just ignore EVERYTHING he says. Play like he's not there. Let him scream and rage and rant, but do absolutely nothing. He'll get the point after a while.

If the DM want's to encourage him and referances his actions or anything he does, ignore that too. He wants to act like a child then he no longer gets to play. He doesnt want to leave? Act like he's not there. Make sure everyone else does the same. Once he gets the hint he'll either change his tune or leave.

He can not do anything to your characters you dont allow him to.


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Rune wrote:

The group has to defend the kingdom from an an army of Gorum-worshipping barbarians (a very high-level adventure). At the climax of the conflict, the barbarian warpriests summon Gorum's herald, the First Blade.

They embark on mighty quests to find the location of the summoner, Gorum's mightiest mortal servant (a Warpriest 20 of Gorum, probably with 10 mythic tiers). Using his steel will, he has etched a realm into the Maelstrom, a terrible fortress where he's amassing a veritable army of outsiders to invade the Material Plane and subjugate the kingdom (and possible many others). The PCs might seek help among many sources; celestial would want to overthrow the tyrant, and even the proteans would like to see its realm dissolved into the formless glory of the Maelstrom.

An epic battle follows (feel free to throw gated/enslaved/mind-controlled solars, balors and other bad-asses) but the enemy is defeated. The world is saved, the campaign is pretty much over at this point.

The archpriest, on his last breath, recognizes the dwarf's skill and says Gorum awaits him on the Blade Mountain, the place where the first battle was fought on Golarion and Gorum's holiest place. When he finally dies, his will falters and his entire realm begins to collapse (cue a hastily retreat).

In the campaign's epilogue, while the PCs are all settling down, running the kingdom or starting a family, the dwarf arrives alone at the Blade Mountain. There, he finds Gorum. The two fight. The PC could really be 20th-level with 10 mythic tiers, but he doesn't have to.

Because when the two of them fight, they fight as equals. Gorum almost seems like a mortal (at the very least level 20). When the dwarf defeats him, his helm falls off and a half-orc face looks out. He reveals he's the 125th Gorum; as even the mightiest warrior eventually dies out (to be replaced by someone better) so should the god of war. By the ancient laws established by the...

This is BY FAR one of the most EPIC posts I think I've ever read.

I may make a campaign just to use this!

You sir are a Bard for the ages!


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So what happened?
Was there an all out brawl?
Did you kill him?
Did he kill you?
Did you walk out?

DETAILS MAN!


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So Ive seen the Hulk and Cap builds and suggestions for a Synth Summoner for Iron Man, but I haven't seen much for Thor.

So what I've come up with so far was

Human
Invulnerable Rager Barbarian (To emulate his ability to soak damage)
(I also put all my favored class bonus into +1hp)

Traits wise I don't know what would work best.

Str: 18 (+2)
Dex: 14
Con: 14
Int: 10
Wis: 12
Cha: 12

Feats:
Bonus: Deadly Aim
1: Power Attack
3: Opening Volley
5: Weapon Focus Warhammer
7: Vital Strike
9: Furious Finish

Rage Powers:
2: Reckless Abandon
4: Renewed Vigor
6: Ground Breaker
8: Increased Damage Reduction
10: Powerful Blow

For Mjolnir - I had a +4 Adamantine Shocking Burst Throwing Warhammer
with a Greater Belt of Mighty Hurling to give it the Returning property and a +4 Str bonus to boot.

And that's kind of as far as I've gotten.

I know I want to get Come and Get Me when I get the chance.
I've also been thinking of Close-Quarters Thrower but don't know if it's worth the feat chain.

Any suggestions on any of it?


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That's goes straight back to what redcelt32 said.
You need to find other things other than combat for them to do.

Some sort of arcane discovery that the Magus has to sort through or figure out.

A labyrinth with moving walls that forces the party to split up.

Finding ways to split that group up will work a lot for you. You can force players to be in groups they wouldnt normaly be in. Put classes together that don't usually work well together. Make them think outside the box.


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Pretty much all anyone is stating is opinion.
Lots of my opinion is better than your opinion going around.

Nothing in RAW states you can OR can not see an SLA OR "magic" in general. I think that's totally up to the DM whether or not Detect Evil is noticable and whether or not a Spellcraft check will work.

For me when I DM, Detect Evil doesn't manifest in anyway.
It doesn't make sense that it would. You can concentrate without anyone knowing you're concentrating. Just close you're flipping eyes! lol.