Chris Etheridge's page

75 posts. No reviews. 1 list. No wishlists. 1 alias.



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I'd say Welcome back Dark Mistress but, I too, haven't been here in the forum for a long while either--'til yesterday. ( And just to see if to see if the icon will still change like it did once upon a time, I will now utter the magic word: Smurf )


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Be a hero, have fun, laugh much.


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..and the mere glancing touch of a wraith was something to fear.


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225. Clearly one gobby was taught necromancy, as this thread was renewed. lol.
226. In one past adventure we saved a goblin female and she became a chamber maid at our friend's tavern; the bard dressed her in pink taffeta for this as well. Perhaps this could be their fate.
227. Raise them for few months, then smuggle them into your biggest rival's stronghold and turn them loose. Enjoy the chaos, then feign complete innocence later.


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121. Paizo II: All the character need do is hold out the flat of the blade or appropriate piece of armor before them like a plate and say, "The Customer Service team rocks." (or a similar phrase) and a warm, delicious, freshly baked cookie appears before them. Functions once per day.


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1. Ranger. My sentimental, traditional favorite over many years. Don't even need spells to enjoy playing one.
2. Fighter. My 'go to' class. Love the tactical element, going toe to toe with the opponent...and once in a while it just boils down to holding your ground with everything you've got or the party dies. (Cavalier gets a nod here as well).
3. Tie between Bard & Inquisitor. In real life having a love of playing music and being able have that in a character is fun with a bard. As for Inquisitor--Keeper of the Faith, Protector of the Faithful (from those who would abuse the faith) I've enjoyed this class so far.
Honorable mention: Rogue. A rogue is what you make of it.

My wife's favorites are:
1. Alchemist. Meet Fidjit. A very small, live wire, pink, female gnome bartender with purple hair and a love of all things that go boom. Always check your drink before consuming and don't plan on stealth tactics lasting very long.
2. Rogue.
3. Bard.
Honorable mention: Paladin.


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Intriguing question scallywag. From a player standpoint I can see why they'd want to get a really cool mount. Am presuming this is a horse. Also presuming we're giving or looking for an option for the party to do so. So my two cents, just for fun...

From Cavalier I think some relevant text is: A cavalier's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a cavalier's mount die, the cavalier may find another mount to serve him after 1 week of mourning.

Think a good starting point is the mount reacting in a similar manner. It too mourns for 1 week for the missing part of itself it lost, the enemy rider. From a role play angle I'd presume the players must use handle animal or another class feature to begin to build a relationship with animal as it overcomes it's loss and maybe skittishness if it was treated poorly, etc.

From a crunch standpoint I imagine a lot of folks might disagree, but one option is to keep HD and HP as is. Then regress the feats back to beginning two + the lt armor proficiency, plus skills of a regular riding horse. If you decide to let them unlock skills, feats, abilities, or tricks the horse is capable of they would need to either retrain the animal or figure out what the horse knows and what commands it responds to. Could be any number of words in a foreign language or signals from the rider that they'd might need to spend a good deal of time to figure out. Perhaps even researching the training habits of the enemy as a small side adventure.


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360. Us? We're here to build a monastery on top of the ruins of yon keep.


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320. If I survive long enough, I get to wear the gold tunic.
321. Them thar, they be mah couzins, and you friend broke our still.
322. Hey, it beats being a gladiator.
323. Because good career opportunities for a half-ogre are limited.
324. I get to poke things with a big stick.
325. It's the best way to increase my dagger collection.


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80. You wrote a tell all book about your last party and they are still chasing you.
81. Fortune and glory...but mostly just to have the wench in every tavern.
82. They are the only ones who don't point and laugh when you say 'hero'.
83. The blue hand of god implies you're motivated to help the neighboring valley when they send out a rider calling for aid.


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73. A powerful need to eat sometime this month.
74. To satisfy your morbid lifelong curiousity to see a dragon up close and personal.
75. It's the quickest way out of town to skip out on an arranged marriage or shotgun wedding.


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Absolutely worth converting. Kobolds are more about draining party resources and presenting moral quandries than always being a consistent threat.

We're in Dragon Mountain right now and had an encounter this weekend with Infyrana foreshadowing the final showdown. We had left the forge survivors for a few minutes to collect corn from the nearby field to feed them & had to rush back to rescue them suddenly...unfortunately found the beast awaiting us, lording over their corpses.

Spring attack fighter buddy charged in, so I had to send my tank fighter in to help. Am glad to say we survived 3 rds in melee 'til a well placed ice wall allowed me to drag him out. It took a hero point + a very good wizard friend at the other end of the room, but we live for now. I had only a mere 6 HP left out of 129 at that point, but made it out still on my feet.

Understand this mod is responsible for a lot of TPK's over the years & see why. Any party unfortunate enough to come across her without foreknowledge and fully prepared is in for a rough ride. Will be very surprised if our GM doesn't use melt stone on us next time--if we cannot avoid her.


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102. Have one of your best players become a DM plant within the party. First, recruit said player simply by asking for their assistance with the game, but tell them if they agree they’re in all the way (so the surprise is not spoiled). If they say no, tell them nothing and recruit another player. Next, you’ll need an adventure that will last at least a few sessions to insure this agent of yours has time to gain the party’s trust and opportunity to achieve their individual goals. The agent’s goal: to defeat at least two players with separate acts and get away. Defeat means they must successfully deal a setback to the character. Anything under the sun goes to accomplish these goals. This could be literally anything from simply stealing something important to the character, all the way up to and including killing one of the characters—but do discourage this particular outcome. Then let the player/agent bring absolutely any character of their choice at the level you set and when the game starts just enjoy the view once the confusion begins.

I was running a game for 3rd thru 5th level pc’s and ended up with some great roleplay—and this is a large, very experienced group. Many of us date back to 1e, and it allowed me to truly challenge a gifted player to bring his A game.

What happened…My agent (Alpha) considered what to play for some time, he then chose a 5th level changeling posing as a human female rogue experiencing the urges of the person he now posed as. While the party traveled for the first session it was a great inside joke as he dropped subtle hints, even going so far as proposing robbing other hired mercenary groups headed the same way they were along the road—but they just took it as the player joking around and never caught on.

The second session he made his first move. Motivated by these urges one late evening at the inn, she snuck into the sleeping paladin’s room thru the window. The paladin (beta) then awoke manacled to the headboard with the beautiful rogue straddling him and desiring to have him accept her advances. Now keep in mind both Alpha & Beta are both male IRL. Beta is straight laced fellow somewhat uncomfortable with PDA in real life, so this just added to the realism of the moment.

The discombobulated paladin finally rebuffed her advances so she departed, but as the woman scorned left him cuffed to the bed which he then failed to break and spent much of the night in that predicament. Meanwhile (and told to me privately), she went out on the town, back to the temple the party had visited earlier. She then murdered the priest, and here is the kicker, she posed as the paladin and openly walked back to the inn so he would be seen in the vicinity. Score one for the agent, paladin thoroughly framed for the murder. The shock for the party in the morning as the constable came to arrest him was something to see & they completely bought it as merely part of the planned adventure. No suspicion of Alpha whatsoever. Trouble was now I had to come up with the trial, etc, etc for session three!

Trial begins, and the party is trying to mount a defense for their esteemed paladin. While evidence is being presented an item must be retrieved from the inn and one of the players (a female samurai) goes to get it. Alpha volunteers to fetch it with her. When they’re alone upstairs at the inn, he changes into a twin of the samurai and fights her 1 on 1, winning by the barest of margins. Alpha played out this reveal and fight away from other players—so party is still none the wiser. Score number 2 for Alpha.

Alpha then walks back into the courtroom as the samurai, carrying the real samurai. He then dumps her unconscious form unceremoniously in the center of the room and decries her as the murderer. Party is now dumbfounded and confused. Eventually they turn on Alpha and he runs back to the busy town square hotly pursued by most of the party—except one who still thinks Alpha is innocent and who happens to be the first one to catch up. This misled pc then teleports herself and Alpha in a clean getaway. Score number 3 for the agent and no permanent damage to the pcs, except I don’t think those particular characters ever will quite fully trust the one who did the teleporting.