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I have skipped on the last few AP. This one will bring me back by premise alone.


Best news I've read in a long time.

**Crawls back under a rock to lurk**


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Most important in mine is some fighter love.

-- 3 Skill Ranks + Int mod per level

-- Bravery is gone. Instead it is a players choice at lvl 2 of a bonus to either Will or Reflex saves.


*Out of lurker mode*

Dispense with the one shot kill ideas. Turn it into a RP encounter.

Look into Knowledge(planes) and Spellcraft, perhaps even Knowledge(religion). Allow PCs to work out some sort of ritual that involves a few spells, a lot of glyphs being chalked or carved, and hours of work. Basically make Skill checks the most important part of solving the problem. Throw a toned down combat encounter into the mix where those actively sealing the rift must make checks to maintain progress. This will give PCs not actively part of the sealing some purpose in defending their preoccupied allies.

*crawls under rock to hide*


Classic...... try a zombie apocalypse in the making. Have on the early to mid level BBEG be undead Justin Bieber. I'm sure your players will thank you for allowing them to obliterate such a foul fiend.


Rogue is still workable, but the key is the Rogue Talents. Canny Observer would be my must have. The second talent is up in the air.

The other selling point is the huge skill selection.

Ranger/Fighter would also net much of the same results the OP wants. Ranger nets more skill points than barbarian anyway. Personally, 3 lv dip into ranger for Endurance, Favored Terrain, plus the +1 to Will Saves.


DeathQuaker wrote:

I like the fighter as is, but I did write up a slightly revised version once.

The basic gist is that fighters get more skill points (I really don't see that breaking anything)

Sums my thoughts up. 3 or 4 skill points to encourage noncombat usage.

Get thinking back to 2nd Ed. didn't fighters get proficiencies at a fairly quick rate?


Since it appears you're stuck with him a few suggestions, some of which have been brought up.

1. No stat dumping. That will take the edge off the super specialization.

2. Read that AP closely knowing he'll be doing the same, then retailer a few encounters. You might catch him prepared for the encounter that was, and not that is.

3. Talk to this guy on the side before every session. Don't let him steal the show, and let him know it.


People have discovered the outer defenses fairly well.

If the walls fall have a rally point, possibly an escape route, for one final stand. A nice choke point where the PCs need to hold for some time. This gets interesting when the bodies start piling up and the bodies start becoming used as walls.


Would the BBEG at the end of a Lego dungeon be Lego Darth Vader?


boring7 wrote:


It's easier.

Players coming up with magical item combos and weird spell tricks that let them crush the souls of their enemies? Gone! No magic shops so go eff yerself.

That covers my main reasons. I can't stand players believing they need any specific magic item.

I want my players to look at other ways to spend wealth taken. Land, titles, women, or whatever else they can think of that isn't magic.

Besides I don't overly hamper the casters. I just keep a reign on what spells are captured in any spellbook taken.


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As I lay awake in bed I've always wondered if others house rule that Outsiders (those formed from souls specifically) gain a limited form of regeneration. Their immortal soul tries to slowly rebuild them back to ideal. Basically after a month or two they'll regrow a limb. Punch a succubi's teeth out, she'll have them grow back in a week or so.


Paizo has fairly good art. A few really stand out, a couple though I could do with out.

chip mckenzie wrote:
I second more Larry Elmore. His art helped define the Dragonlance setting which was the first setting I got into.

His pic towards the front of the AD&D 2nd ed of the party standing around a dragon strung up in a tree still is my favorite.


For the OP, mix and match the basic ideas of several different classes that have been put forward already.

The mongols bow though is a composite short bow (not a long bow). Most armors would be a variant blending leather and quilted cloth. Mongols were known to wear layers of silk shirts under their armor which stopped arrows. Only a few would wear heavier armors, most likely medium.


Personally, splash as little as needed. Two to three levels is it. The fighter's strength lies in BAB and bonus feats.

I'd lean to two levels as Inquisitor. Why? Shore up the the Will Save. Cunning Initiative, since a 12 or 14 into Wisdom does double duty for both Initiative and Will Save. Then all those extra skills to throw around. You don't really have to play it like an inquisitor. Just milk it for the goodness you get as a fighter with a few quirks.

Cleric would be next up. Shore up the Will Save yet again. I'd go three levels that route. A few more spells, spontaneous casting. Utility spells would be the order of the day.

Ranger, one level and done. Add a few skills, and enjoy a favored enemy. It takes two more levels to get anything major to buff the fighter side, hence the small splash.

Rogue, two levels. Stick with is for Rogue Talent (Canny Observer) and the huge spike in skills.

I'd disregard Magus. Not a boost in skills, spell selection is limited in the utility department. But it could be a gateway to arcane archer.


GM Elton wrote:

I'm going to say, Colorado Springs.

Captain Howdy (Strangeland reference) Seriously you need a tattooed sadomasochist as an NPC in the region.

Really a Colorado Springs like area would have two encounter tables. Mountains for sure, but to the East lies the high plains. Between the two quite a few creatures roam between them.

MOUNTAINS
hill giants, stone giants, trolls, ogres, dwarves, dragons, drakes, wyvern, black bear, cougar, bighorn sheep, eagles

HIGH PLAINS
bison, pronghorns, wolves, some sort of monstrous humanoid


Depends on what he did with the cash. Spreading the wealth to charities and such would alleviate any alignment issues in this case. Keeping it on the other hand is an atonement waiting to happen.


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Considering a Reincarnated Druid NPC as a viable contact/healer for some PCs. Add in a penchant that he'd loves reincarnating all that fall around him should be good entertainment alone. Considering adding a much lower level ranger helper as a sidekick for him. The sidekick will be loaned out to provide some support. Like any good sidekick, he'll die.


Monk, Samurai, Ninja, Gunslinger all out for flavor reasons.

Summoner to avoid the hassle.

Alchemist, is restricted to hobgoblins only.

Inquisitor, is restricted to elves only.

Paladins get some leeway to avoid Lawful Stupid in a more intrigue/finesse based campaign.

Archtypes are by permission only. Keeps a few annoying gimmicks out, and also protects the flavor of the campaign.

I sit on the fence with the Oracle. I already had a few NPCs listed as oracles (clerics or diviners). I really see no need for a dedicated class, and so far no players have either.

No Evil PCs except for a dedicated evil campaign. Hobgoblins are the only race allowed for the evil campaign.

Icyshadow wrote:
Also, all classes get a minimum of 4+Int skill points (with the possible exception of Wizard and other Int-dependent classes) as well as small tweaks here and there depending on what I don't happen to agree with.

I'm considering 3+Int. A small bump in power while I diagnose problems in the campaign.


By not forcing masterwork upon it, Cold Iron could in theory be say one of the main mineral resources of one or more subterranean race. Allows some good flavor for GMs to play with.


To the OP, invest in a few notebooks and start compiling notes.

Rape, steal, and pillage... intellectual property like it's going out of style.

To be honest, my campaign world started with some ideas some 20-15 years back. Little things like the small percentage of alu-demons being good was the start. Made one as an NPC but never found a use. Sometime later I read something about Lolth wanting worship on the surface, so I jotted down about a group of surface elves who were hers and detailed a few NPCs. A few lesser ideas and a desire to have a little more of an intrigue based campaign was fermenting with no home. Then one day in a lecture hall I fell asleep with pen in hand. A few moments of being out, subtle movements of the hand, before the pen fell and I had 1 inch outline of what would become a small continent. I scaled it up to 9 inches and started putting features to it. After that I spent a few weeks really fleshing out the details that mattered.

I still go back to some of the original notes every so often to consulate the fluff. Since it was started in AD&D 2 ed, then 3rd ed, and now Pathfinder with short pauses to convert and expand, the notes are necessity.


By my books he's being way to generous.

Don't coddle the players. Strip them down naked and have 6 orcs attack. The PCs can have some nice rusty swords after they tear out the throats of those orcs with their teeth.

WBL is not some absolute, just a guide line for one style of of play. No reason to quote it over and over when it is ultimately just an opinion.


Any class that can add some combat usage, while having some versatility.

Bard -- there is a reason why it's considered the best 5th character for a party
Cleric -- More healing, good armor, great saves, fair combat abilities
Witch -- The full bag of tricks for a caster.
Ranger -- more combat able than any of the others, less of caster, but a fair skill monkey


Don't use it to trap them all at the same time. Split the group with it and let the now isolated members of the party sweat it out.


I'm more of use them right out of the book for speed type. Maybe throw in a small monetary reward if appropriate.

Only important mobs get a few goodies. Even then I scarcely load them up to the full potential. Frankly I like to keep a tight reign on magical goods that get into the hands of my PCs, so I keep them out of the mobs and NPC's hands as well.


A few non combat encounters.

--Sighting of a large drake soaring on the horizon

--A ravine with sheer edges (maybe 20' deep) either forces a several mile detour or the PC's need to create a clever way across

--Vultures picking over a pair of bodies. The vultures make it hard to determine cause of death, but some other tracks can be found in the area. A thorough search might locate a coin purse full of coppers nearby or something else of value. Great for dropping a small RP reward in.

--Party runs crossing some remote unnamed hamlet of 20-30 people. There might be a problem there for the PCs to unravel. Perhaps it's all kitsunes (in human form) or tieflings and the PC's get a bad vibe. They could be in to demon worship. Lots of possibilities for this one.


Ashiel wrote:
Lakesidefantasy wrote:

This will probably be the only thread I'll ever be able to pull this out, so...If you're looking for a 'good' time try the 1 on 1 adventure #6.66, The Pleasure Prison of the B'thuvian Demon Whore from Expeditious Retreat Press.

Krunk, the pre-generated character for the adventure has 18s in all of his ability scores; futhermore, he has a +4 studly bonus to charisma provided by the legendary loincloth of Dhavar-K'tlar, which also provides a +6 armor bonus.

Alayshia, the B'thuvian demon whore, resides on the plane of Naughty with her entourage of succubi and chocolate golems.

(0_0)

I'll second that.


Croakimus Pond


I run a rule of thumb for arcane casters of 1 self prot or escape for every 3 spell levels, plus one. So basically two, until I can start casting 4th level spells. Then three, until 7th level spells become available.

Any additional defensive spells, along with some utility are in the form of a cache of scrolls.


Most of the time they stay distant, working through their priests. The few times PCs do cross a deity's path it's subtle

My main campaign world seems to work this way. One god has created powerful wards to limit all divine influence on the world, and basically uses the world their private game preserve. Just here the game being stalked is other deities. The few gods that have sway there have to maintain a mortal aspect to maintain a connection with their followers. Almost to the last these aspects keep a low profile, since they are hunted by the demon allies of the god that holds the upper hand.


Worth while, unlike the version unveiled in 3.0.

It's a great safety net for soft targets. Also a good dump feet for high levels that really don't need or care.

I'd place it high in the second tier of feats. (tier 1 being Improved Initiative, Iron Will, Lightning Reflexes, and a few others)


The kitten has hidden a nuke that will detonate one hour from now in LA and is the only one who know where it is.

Deadmanwalking wrote:
I'm always disturbed by the number of people who think torture is justifiable or acceptable.

So sitting on ones hands, when torturing a vile piece of undead garbage could save hundred or thousands of innocent lives. In fact a paladin that failed to save these innocents could/should face considerable repercussions from society for his failure to act. A social upheaval could lead to persecution of the paladins deity, a justifiable persecution.

I personally couldn't stand there and do nothing because some uptight artificial moral code/divine edict. I'd be driving wooden stakes into every vital organ of that blood sucker in reverse alphabetical order while smacking it along the side the head with a braid of garlic. And if that didn't get it talking I'd move on to water boarding, with holy water.

Deadmanwalking wrote:

So, is raping a vampire Evil? I certainly think so.

Could be considered Chaotic as well. Got to check the local laws on necrophilia. ;) I'm having flashbacks to Oblivion's Falanu Hlaalu.


on the OP.

Is it an instant alignment change, no. Was it evil, not really. When does it become an issue or an alignment change, when it becomes the norm for the PC.


Pressure. Hard to rest when a few dozen orcs are attacking, or a pair of goblin archers are trying to snipe from cover.


I think the answer to the OP is simply said, get a Wand.


http://paizo.com/forums/dmtz638l?1st-Fighter

Other thread by OP, same topic.


Personally, I'd roll. I detest stat dumps. Use a rolled set of stats and RP it up. The real deal comes in the feats. Mind you some you might not reach the req.

Dwarf Fighter feats by level

1. Iron Will
1. Weapon Focus
2. Power Attack or Dodge
3. Power Attack or Dodge
4. Weapon Specialization

After lv 4 I'd worry about what feat path to pursue. Cover the basics early and get a feel for what you'll really need to do.


Weapon Focus
Iron Will
Lightning Reflexes
Improved Initiative

One of these four usually go first, two if the character is human.


Or you could really go back in time and use the hoarde from the Dragon Mountain boxed adventure (AD&D). In many ways that box gives a hell of example of Ashiel posted, that and was one great adventure.


Expansion. Be it for new lands, resources, or just a place for their own freedoms.

Trade. What's out there and can you turn a buck on it.

Just look at historical accounts that led to exploration of the worls and apply them to fantasy space.


Flavor for the campaign. I don't optimize the class by picking the naturally advantaged race.


Set wrote:

An eeeevil Kitsune might decide to take a shortcut, and use some cruel magic to steal tails from other Kitsune and graft them to themself...

I saw the feat for multiple tails and spent a little bit of time pondering how it would work in my campaign. What I came up with provides a great cover story and should add great RP value.

Multiple tails are signs of expanding the innate magic of the kitsune. Problem is many in the past have taken short cuts in expanding it which frequently leads to demonic possession. These decadent souls are pretty much lost and become major villains, even centuries after their deaths their actions have repercussions still being felt.

Because of this those few that take more natural ways in developing their powers are shunned, even hunted. Most will flee their communities to dwell hidden among humans rather than risk their life.


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I have a dreadful suspicion that this cross (if allowed) would look like a green Stewie Griffin.


I like the alternate racial traits.

Especially the elves Eternal Grudge and Fleet-Footed. Plus most other alternate racial traits that allow them to work in classes usually reserved for other races by our local min/maxers. I just see no reason why all dwarves should be fighters or clerics, elves as wizards or rogues, etc etc etc.


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Cleric/Rogue or Rogue/Cleric. Choice a neutral or evil god as a patron, he'll conceal it if needs be. Load him up on social skills to use his Charisma. Play up his priestly side, don't let them know of the rogue stuff.

Have him become a core member of the community and someone the PCs would even trust. A little free healing, some advice, some bogus blessings, stuff like that.

Then have him selling valuable information on the PC's, maybe even orchestrating a theft on a PC base when they are out of town. Get this guys fingers in the local politics some, but even more so in the underbelly of society. He could cause the PC's grief for years before they realize if ever he has been at the center of some of their woes.

Have him tag along on a few adventures to establish some credibility. Imagine though the look on their faces when facing the BBEG and he stabs a caster in the back and switches sides at such a crucial point.


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I severed my fey from some faerie realm. The whole lot are the result of divine tinkering (or punishment depending on the race). Even then they all still pay at least lip service to the same progenitor, who can be as whimsical as his fey.

My sprites and such are pretty much the norm. Some are annoying, some are fun, others are nasty.

Don't use satyrs, korreds, and many similar fey.

Centaur got a more sinister reputation as raiders from the edge of civilization. Births are 90% male, leaving a shortage in breeding stock. In response they kidnap females of other races and use rituals to change them into centaurs.

Harpies get tamed down some. They are actually civilized, claiming to be cursed kindred of the elves of old.

Dryads got an overhaul. Woody looking maidens are okay, but I allowed tweaked them allowing them to change form into the 4E look for combat.

Glaistig, possible the most viscous of the fey in my world (using the 3.5) can also be one of the more helpful if PC's help them. The overriding need for them to drink blood can lead some to amazing schemes to get reliable sources. Those that go to long with feeding risk becoming feral predators.

Kitsune, I threw them into the fey since they fit the bill for my standards.

Nymphs, beloved of their god. Promoted from other fey and humanoids in his service.

Hags. I punted them out of the fey. All hags in my campaign are humanoid females who made a deal with the local demon lord for various reasons.


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I love the Pleistocene Epochs (Ice Age) mammalian mega fauna so I used it heavily to create an ecosystem that could also support large mythical predators as well.

Mammoths, Mastodons, and Wooly Rhinos form the real world extinct part of the great herds well away from civilized lands. Now toss in elk, moose, deer, oxen, bighorn sheep, and vast herds of bison. Damn dragons and a giants are eating well in my world.

For natural carnivores; wolves, various large cats, and bears.

In the rivers and lakes; pike and catfish are notables. Turtles, leeches, and beavers. Got to have some beavers.

For avians; prairy chicken, various doves, song birds, hawks, eagles, and vultures.

I'm also one of those DM's that try to keep the dinos out marginalized or out of the game.


1. Drive the point home early that magic items will be few and far between. Throw them a bone though with a silver or cold iron dagger fairly early.

2. Heavily limit which spells get introduced.

3. Throw out the one stop magic shop. Make the players jump through a hoop (quest) just to get access to say a limited supply of healing potions.

4. Hordes of lesser monsters. Don't expect the group to handle level appropriate CRs, save those for the final challenge or two in a mission.


Negative Energy Plane would have plenty of undead, wights, wraiths, and specters being the notable rank and file. For a main bad guy, a vampire or lich.

Since the very nature of the plane is the anti thesis to life players will be constantly bombarded by lethal energies. Any local that reduces are blocks the planes energies would be notable as well as any point where it becomes even more deadly.


James Jacobs wrote:
I roll my dice with my mouth to avoid getting dirty hands.

Saliva, lots of saliva. And perhaps a little whiskey mixed in.

Full Name

Entorra Dinnai

Race

(core) Elven Barbarian 3.0 | HP: 32/32 | AC: 19 -- TCH: 13 -- FF: 16 | Initiative: +3 | Perception: +8 | Fort: +3 -- Reflex: +3 -- Will: +2

Classes/Levels

Rage Rounds: 9/9 | HP: 38/38 | AC: 17 -- TCH: 11 -- FF: 14 | Str: 20 | Con: 16

Homepage URL

PFS# 63386-24

Strength 14
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 14
Charisma 10

About Entorra Dinnai

HP: 32 (26 + 3 con + 3 fc)
AC: 19 (10 base + 6 armor + 3 dex)
FF: 16
TCH: 13

[dice=Elven Curveblade]1d20+6[/dice] for [dice=slash damage]1d10+3[/dice]

[dice=Silver Gauntlet]1d20+6[/dice] for [dice=bludgeon damage]1d3+2[/dice]

[dice=Cold Iron Spiked Gauntlet]1d20+6[/dice] for [dice=pierce damage]1d4+2[/dice]

[dice=Javelin]1d20+6[/dice] for [dice=pierce damage]1d6+2[/dice]

--------------------

Feats:
1) Weapon Finesse: use dexterity in place of strength for attack rolls of certain weapons
3) Power Attack: -1 atk / + 3 dmg

Rage Powers:

2) Intimidating Glare: The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC.

--------------------

Skills: 4+int = 5

Acrobatics (Dex) = +6 3 rank + 3 dex + 3 class - 3 acp
Climb (Str) = +3 1 rank + 2 str + 3 class - 3 acp
Craft Weapons(Int) +5 1 rank + 1 int + 3 class
Handle Animal (Cha) +5 1 rnk + 1 int + 3 class
Intimidate (Cha) = +5 2 rank + 3 class
Knowledge (nature) (Int) +5 1 rank + 1 int + 3 class
Perception (Wis) = +10 3 rank + 2 wis + 3 class + 2 race
Ride (Dex) +4 1 rnk + 3 dex + 3 class - 3 acp
Survival (Wis) +6 1 rnk + 2 wis + 3 class
Swim (Str) = +3 1 rnk + 2 str + 3 class - 3 acp

--------------------

Gear: 2277 gp / 104 sp / 8 cp + 505 gp + 7.5 - 350

Elven Curveblade / 80 gp / 7 lbs
MWK Breastplate Armor / 350 gp / 30 lbs (6 armor / 3 dex / -3 acp)
Silver Gauntlet / 22 gp / 1 lbs
Cold Iron Spiked Gauntlet / 10 gp / 1 lbs
Javelin / 1 gp / 2 lbs
Javelin / 1 gp / 2 lbs
Javelin / 1 gp / 2 lbs

Backpack / 2 gp / 2 lbs
** Climber's Kit / 5 lbs
** Silk Rope / 10 gp / 5 lbs
** Whetstone / 2 cp / 1 lbs

** Artisan's Tools / 5 gp / 5 lbs

PFS:

Wounded Wisp - 430gp
Crypt of Everflame (GM) - 1398gp
Sky Key Solution (GM) - 500gp

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Path nder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Path nder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately re ects the action’s impact on the PC’s ful llment of the secondary success conditions, the GM may respond with a phrase of ve words or less. Once you use this boon, cross it o your Chronicle sheet.

Prized Find: You were instrumental in uncovering a cache of lost records that the Path nder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon o your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully ful lled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).

alexandrite gem (750 gp; glows as affected by continual flame heightened to a 3rd-level spell [CL 5th])

cloak of resistance +1 (1,000 gp)
potion of cure moderate wounds (300 gp) scroll of shatter (150 gp)
wand of cause fear (15 charges; 225 gp)

+1 bashing heavy steel shield, bag of holding type I, bracers of armor +1, elemental gem water, horn fog, potion bear endurance, potion cat grace, potion invisibility, potion bull strength, potion owl wisdom, potion cure mod, ring swimming, wand cure light (10, 150gp), wand lesser confusion (10, 150gp), wand mage armor (10, 150gp), wand magic missile (3rd, 22, 990gp), wand magic missile (10, 150gp), wand produce flame (10, 150gp)

---

Purchases:

Climber's Kit / 80 gp
Cold Iron Spiked Gauntlet / 10 gp
Silver Gauntlet / 22 gp
Potion CLW / 50 gp
MWK Breastplate Armor / 350 gp

Selling:

Gauntlet / 1 gp
Spiked Gauntlet / 2.5 gp
Hide Armor / 7.5 gp