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Organized Play Member. 10 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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An elven ranger named Thrance back in 2.0.

Dont know why I picked that combo, but I enjoyed it tons. Ive had a handfull of fav characters over the years, he is on my top three list, being number two. Breetai the Just, or as my friends call him, Breetai the Xenophobe or Unjust is my all time fav though.

The Exchange

Yeah, I guess it's just the one who mentioned crossing over into the wizard class, is whats slightly bugging me. I mean, I have no problems with my characters multi classing, it's just I cant see a injured group sitting in a tomp, the bard asking the wizard npc to teach him how to cast spells etc, and bam, he's a full fledged wizardling.

But yes, I'd rather them have fun and myself as well, instead of try to get them to RP something like that when it's not that important.

The Exchange

I have just started this adventure path after a long break from DMing. Was rushed, a little rusty, but everything went well.

But now my players are still in the fake tomb after our first session. Pretty injured, and no clerics. So, they will most likely be taking a day or three off to rest.

My question is, because they have gained enough XP, how should I handle them going up to their second level? It makes sence for them to gain their starting class levels, but two of them mentioned multiclassing, one a bard, the other a barb multi classing into a bard/wiz and barb/rog. I dont see how that would happen honestly, since neither of them have been studying those classes or doing anything that would grant access to it. So, how would you handle it? Deny them their second class? Wait till a better time to give out XP to the party? Just let them gain those classes out of the blue?

Thanks in advance for any ideas/responces

The Exchange

I would of figured there would of been an update for Al-Qadim due to it being part of the Realms universe. Guess it wasnt as popular as I hoped.

And I just thought it odd, they would list the Dao and Marid only in one book that isnt along the lines of a MM etc.

Ah well, thanks for the help

The Exchange

The Dao and Marids from Manual of The Planes,as in do they show up in other books after that one?

Also, did Al-Qadim ever get updated to 3.0-3.5 rules?

Thanks in advance for any help.

The Exchange

Marc Chin, with the savage species book, the monster class levels come first so I wouldnt be starting off full blown with all the powers of say an astral deva, which is a 20 level creature if we started at first. But they still think this is to strong I guess. And Yeah I have been trying every new angle I could think of for race and class, but even then they sometimes question it.

Example, for a druid, I wanted to do a vermin druid. So, instead of an animal companion, I would get a vermin. Instead of wildhaping into a eagle or something, a swarm of insects or large spider etc depending on the level. But then, some of them argued about the various feats and PrC that exsist for this already, instead of making it basic class with minor twists to the powers of the original.

Ultradan,we did once eons ago for 2ed. It ended in about 30 min though.

The Exchange

I think our main problem is, we usualy only max get to around lvl 9 before something happens in game or not that just causes us to stop that campaign. So, with some of the races I want to play, I gain powers pretty fast while the others, though they have their spells and items, somehow see such a race as being "stronger". Physicaly, aside from HP unless they are d4 classes or just not rolling good, yeah, I would have better stats. But that shouldnt make or break the game.

I love my group, but dang, sometimes they just need to emerge from their cocoons! We are all good DM's in some area's but none of us is shining example all the time, and we all have said this, so I think that also plays into why the others shy away from such things.

For me, besides being bored of the standard races, I enjoy playing good clerics. And although a celestial isnt a cleric, it's along the same lines, and I can see alot of the powers as very good RP helpers. Ah well, I'll mention some of your idea's to the group and see what they think.

The Exchange

I would have to say divine spellcasters. That is if you want undead minions. You get animate undead, the create undeads, the power to rebuke/command undead, various feats to empower undead you create or add more to the undead you can controll, and some PrC that let you summon undead as a class power instead of using spells up (master of shrouds as an example)plus as everyone has mentioned, the true necro class

The Exchange

All I have to say is summon undead spells, and using the skeleton template to create a skeletal marilith if you want a good melee damage dealing creature for a few turns!

The Exchange

First, hello all! New member here, but a long time player.

Anyways, lately I have been wanting to a character that is out of the norm. I dont want to power play, dont want attention etc, but I am getting bored slightly of the standard races.

Now, my group does not seem to like playing powerful races, which I can understand, but what I have in mind is playing one of the listed celestials in the Savage Species book.

Now I know from a past experiance, whoever is DM'ing hates a character that can turn invis at will, or even half the time has flight.

My question is, since the ones listed have some nifty powers like that as you level up, how can I coax the DM into letting me play such a race? Heck, I would even be willing to swap any invis powers out with something else as I would also want the DM to have fun as well. I guess Im just looking for a way to open the group up to new stuff instead of the same ol same ol.

Any ideas? Thanks in advance for any replies/help.

Full Name

Gratius Laelius

Classes/Levels

AC13(T11,FF12) CMD18| HP 28/28| F +6 R +3 W +4 | Init +1, Perc +9, Sense Motive +1 |

Strength 18
Dexterity 13
Constitution 13
Intelligence 12
Wisdom 12
Charisma 10

About Gratius Laelius

PFS Number: # 22523-31
Fighter 2 / Ranger 1
XP: 6
Fame : 11
Prestige: 5

Completed Adventures:

#module : Master of the Fallen Fortress (CORE)
#5-01: The Glass River Rescue (CORE)
#4-19: The Night March of Kalkamedes (CORE) - GM
#2-21: The Dalsine Affair (CORE)
#6-10: The Wounded Wisp (CORE)

Gratius
Male half-elf fighter 2/ranger 1
LN Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +9
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Defense
--------------------
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 28 (3d10+6)
Fort +6, Ref +3, Will +4; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee kukri +7 (1d4+4/18-20) or
. . mwk cold iron glaive +9 (1d10+6/×3) or
. . mwk silver morningstar +8 (1d8+4) or
. . longsword +7 (1d8+4) or
. . sap +7 (1d6+4 nonlethal)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork cold iron glaive)
Special Attacks favored enemy (humans +2)
--------------------
Statistics
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Str 18, Dex 13, Con 13, Int 12, Wis 12, Cha 10
Base Atk +3; CMB +7; CMD 18
Feats Combat Reflexes, Iron Will, Magical Aptitude, Skill Focus (Use Magic Device), Weapon Focus (Glaive)
Traits arcane archivist, classically schooled, indomitable faith
Skills Acrobatics +1, Climb +8, Perception +9, Profession (soldier) +5, Spellcraft +10, Stealth +5, Survival +5, Use Magic Device +12; Racial Modifiers +2 Perception
Languages Common, Elven, Infernal
SQ elf blood, track +1, wild empathy +1
Combat Gear wand of cure light wounds, wand of detect magic (49 charges), wand of longstrider (50 charges), wand of summon monster i (CL 3rd, 9 charges), alchemist's fire (2); Other Gear leather armor, heavy wooden shield, kukri, mwk cold iron glaive, mwk silver morningstar, longsword, sap, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), pot, soap, trail rations (5), waterskin, 1,403 gp, 3 sp
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Special Abilities
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Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

buys:

#Master of the Fallen Fortress
- wand of summon monster I (CL3) 9 charges 135gp
#5-01
- wand of cure light wounds 2PP
#4-19
- wand of detect magic 375p
- wand of long strider 2PP

Faction Card:

GM 1/5

Background:
Gratius was a guard of one of the Egorian Academy of Magic. He serves there a long time as a simple guard, sometime thinking at the time when Aroden was still a god.
As a citizen of Cheliax, Asmodeus was his primary god, but Aroden has his heart's favor.
When he heard of the Harbringers of Fate, and their effort to help Aroden's return he join them and quit his post.
Their last ploy ended not well and he sees the wrongness of their attempt. Unable to get back his job, he decided to join the Pathfinder Society who give him the possibility to get back in his time.

Boons:
Champion of Time: (character #22523-28)
You survived the Society’s ill-advised jaunt through time and survived. You gain one of the following boons depending on your role in the victory. Each references traits that appear on pages 327–330 of Pathfinder RPG Advanced Player’s Guide. Record the number of the character who earns this trait below, and include a copy of this Chronicle sheet with that character.