Forwell Hog

Devin Swift's page

38 posts. No reviews. No lists. No wishlists.


RSS


Saturday due to the small


tiny chihuahuas dipped in batter


scare good clerics


windego, which was reputed to be loose in


because they're 4e kobolds and have never seen werewolves


the night, when they (along with everyone there) were smashed into a million


of course were all under 400, and drew


right ear he really got a surprise: he turned a


, where he often hung out


carbuncle, which was really a universe full


having a 'cold one' at


which was terrifying because the large red


death to the Dragon Lord


large phallic symbols prominently displayed on the


and Serendipitously Found Sword of


and magically reinforced to dominate and contain


pit fiends who were using similarly decorated


otherwise known as the Dubiously


and all your orifices were used for


crawling into Erdrick's cave while


hopping on one foot backward


the smallest detail, like where you put


Webkinz, because he was tired


edge of the Hyborian lands


dudgeon. Erdrick the Dragon Warrior


merchant who travelled from the


where you put your pair of left-handed


Maybe I should be complaining to Adobe... I know little about programming, so maybe this is a programming issue with the software and not with Paizo per se, but on the surface I would assume the document layout could be chosen by the Paizo writer/editor who put it in pdf form.


Robert Miller 55 wrote:

I am not clear on what your complaining about, but if I do understand you I have to ask, do you know about those icons in the lower right corner of your PDF reader? They allow you to decide how you scroll through PDF documents.

If you do know about that feature then I am just confused about what is giving you a problem. Could you try describing it a bit more clearly?

I don't see any icons on the right side. There are some on the left in mine. I use Adobe Acrobat version 8 if that makes a difference.

The problem is when I go through the document line by line in the text (instead of moving the whole page) when I get to the end of the page, on the next page it goes to the end of the page where the personification tag is and flips up and down the page a few times while it goes through other objects (eg. artwork, page number, etc.) before moving to the text on the page. I just thought it would be easier if there was a way to set the document so that the pdf reader scrolls through the document in chronological order (ie. it scrolls through items on the page in the same order they appear on the page.)


I just wonder why the tags are set up the way they are within the document. Specifically, when I read pdfs I like to use the cursor to scroll through the document, but I noticed that with the personalization tag when I get to the bottom of the page it shifts the page up and down as it goes through the various objects. Why is the document not set up so that all these objects are scrolled through in chronological order? Is it a limitation of the pdf creating software you guys use? (This may seem a little nitpicky, but I find using the cursor handier and that way I just have to switch my finger between two keys rather than use the mouse and there is less up and down motion with this way of doing things. This is more of an irritant than a major problem for me, but I just thought there may be some rationale behind it).


From what Ive read in the new FR book, Grand History of the Realms, most of the changes in the setting seem to be streamlining. Take for example the drow gods. Vhaeraun is now dead, along with Kiaransalee(sp) and, umm, the protector/son of the Spider Queen whose name I don't remember. I think that leaves the Spider Queen, Eilistraee, and Ghauanadaur. A supreme evil drow deity, a lesser good drow god, and an alternate evil drow god. It makes things alot simpler and easier to keep track of. It is also simplistic if you look at real history, and therefore a little less interesting IMO. One of the things I like about FR and Greyhawk (as well as real history) is that things aren't so simple.


Roy wrote:

Fourth Session -Mainly written in the aftermath of the bar brawl, while awaiting my turn to be “interviewed” by the Watch

Talith and I headed back to town with our trophies. We ended up hiking through the wilderness in order to avoid the path from the mines, and almost missed the last ferry for the day.

Because it seemed like a good idea at the time, we boasted about our hunting expedition to the guards at the ferry, to give us some more credibility for our alibi once the dead Achaen soldiers were found. We figured if a 700 pound wild boar was impressive to us, it would be even more impressive to a bunch of guards who were 3 feet tall.

That got a little out of hand, and we ended up back at the tavern, buying rounds for the house, a crowd that included Achaen guards and Acadian townsfolk. After some more drinks, we figured it would be a good idea to keep on buying rounds, since the Achaen guards would be even less likely to suspect us if we were their drinking buddies the night before, especially if we bought more than our share of drinks.

Also, the others of the party were at the inn, but they weren’t in the tavern portion, apparently they had already retired for the night.

As Talith went to settle our tab, it was getting quite apparent that;
A) These little folk can’t handle their watered wine
B) There is quite a bit of class tension between the Acadians and their Achaen overlords. Nothing like alcohol and a hot night to bring out people’s true feelings.
C) Talith should have worked more on his close combat techniques when we were trained together by the Val’Etheren, since he went down like a sad little kobold when that Achaen guard tackled him.

Later on I heard that Talith had apparently said something about the guard’s family, or knocked his drink over… but seeing as how they were trying to point all the blame on the outsiders after the fact, I’m not sure what exactly started the brawl.

Once Talith started stumbling into tables while grappling with that guard, everything...

Actually, Talith and Roy decided to try to drag the boar back to town, but after making it maybe 1/2 a mile in about 1/2 an hour over very rocky ground, they then decided that maybe the tusks were enough of a trophy.


Just finished Salvatore's Promise of the Witch-King
Working on Weis & hickman's Legends series in the annotated version
Read the latest by Turtledove last week in his Alternate WWII with the Confederate States series, whatever that is called.
Reading a book called Non-violence by some guy from New York whose name escapes me.
Read a book called the Secret Supper, a spinoff book from the Da Vinci Code furor that passed recently
Looking forward to reading Dragons of the Dwarven Depths, which is sitting under my coffee table right now and is a new Weis and Hickman in between the Autumn and Winter books of the Chronicles


Im a DM with experience in published worlds and I want to start a new campaign in my own realm Ive been developing. Im looking for a nice balance between combat and roleplaying, preferably with some emphasis on character development as the game continues from week to week. Currently wednesday nights are the best bet for me, but Im willing to negotiate another time if campaign members prefer it. To those interested, post below or email me at eraist@hotmail.com.


Well, alot has happened since I last had a chance to write anything in here, and not alot of it was good. It is now the 20th day of our group's adventure, but I think I'll go back to the 8th day...

I last wrote that we had found a way to make the tube device work and had headed down the tube. Well, when we had all gotten down there we realized that there was a passageway ahead, but it was blocked by a gigantic stone block. Kupo, being the adventuresome soul he was, decided to squeeze between the stone and the doorway and explore ahead. As the rest of us were attempting to dislodge the stone, he was attacked by a hideous flying cave creature that looked something like a bat only larger and more disgusting. It somehow stunned him, but by this point we had knocked over the stone, only to have it fall on my brother Richard. At this point some sort of gas was released and half the party went down, including myself. It actually came down to only my brother Hal and the monster. I shudder to think that this creature might have eaten us all had my brother gone down too.

Luckily the gas had only knocked us out, and shortly after most of us were up and able to move again following a few healing spells. However, we decided that it might be best if we were to rest up a bit before moving on.

Day 9

After my daily prayer-chant to Procan, I was able to heal the others once more and we decided to explore farther down the tunnel. So we discovered a room with a large column in the middle with three rooms off of it, a fountain of some sort, and some creepy looking fungus. In the room opposite the fungus we found what we thought might have been a magic hat of some sort. So of course instead of waiting for the rogue to look for any traps my silly brother Richard decides to head forward and try to put it on. At that point the hat started trying to eat him, and someone, perhaps Hal, mentioned that it was a monster he had heard about that could disguise itself as items to fool prey. Of course, Asuna the paladin tried to swing his morningstar at the beast but managed to injure the rest of the party more than the creature. (It just shows what happens when you allow rigid-thinking types to impose their rules on life!) Finally, we took down the creature, but not before Asuna had taken down most of the party with it. So we hunkered down and planned to wait a few days before moving on while healing up.

Day 10

I healed most of the party but the rogue is still down and several party members are still feeling quite bruised. I healed Kupo well though, and it may have been a mistake to start with him because he is quite antsy to get going.

Day 11

Hal and Richard decided to check out the mold across the central room from us, and while fooling around with it, they somehow made it expand to fill more of the room. They said it had something to do with fire, even though it is intensely cold. Richard thought to bring some back with him as we had decided to leave as we were running short on foodstuffs and torches, but it may have been a mistake. The stuff is so cold everyone near him was injured even though we could somehow withstand it. We made him travel behind the rest of the group, but the moss had started to eat through the bag. We all ran ahead before he ran past the fire trap we had set off, and the moss went crazy. It somehow destroyed the trap, but not before the moss filled the entire floor surface of the sarcophagus chamber. Richard was lucky to make it out alive after I went back and dragged him out, and we went to the foreman's shack we found before and spent the night there.

Also, Kupo managed to disappear somewhere. Several party members saw him heading off to a room with a toilet near where the moss originally was and he never came back. There were no signs of him in the bathroom and I wonder if maybe he was just getting bored with sitting around. Maybe we will see him again sometime soon.

Day 12

We marched back down to the waterside and started a fire to signal the death goddess ship, which took us back to town, and after we all bought supplies, Asuna headed off on some business and the rest of us went to the druid grove outside town to find out more about the moss. We found out that the only way to get rid of this moss was to hit it with lightning, which none of us can currently do, or to put lime, a byproduct of mining, on it. We headed back to town and stayed at the Feral Dog for the night.


Day 8, continued

In order to make things easier when we get back, the party decided to burn a little of the webbing blocking the tunnel further down. A bunch of spiders came out, including one rather large one, but luckily the bat creature seems to immune to their bites and he was front and center. After killing the big one, we fled when a couple others threw torches into the webbing and a swarm of the eight-legged creatures came out.

Running outside, we realized at this point that it was very dark and storming, and while I didn't mind it so much, I suggested we head back just inside the entrance to the cairn so some of the weaker ones wouldn't catch cold.

I examined some of the markings near the entrance at this point and realized that the sounds of moaning appeared to be coming from some small holes in the walls, and they seemed to be man-made. Perhaps they were designed to scare us and those like us away? If anything maybe this increases the likelihood of treasure...

From there I decided to pray for some more spells as my selection was largely depleted at this point, and it was lucky too. Though we managed to burn out most of the webbing and get by the spiders with no major catastrophe, when my brother Richard and the imp snuck down the stairs afterwards and began exploring, disaster struck.

It seems Richard was enveloped by some hideous cloaklike creature that had hidden in the shadows above and dropped down to engulf him. Since the rest of the party had no idea what had happened but heard screaming, we ran down the stairs and attacked the writhing body-shaped object. Luckily we only knocked my younger brother unconcious killing the monster, and my spells soon got him up and walking again.

At this point I realized we were in some vast chamber with an ornately carved sarcophagus in the center with 5 lanterns hung at the end of 7 hallways, with a green one being lit. But with my eyes looking for treasure, it took little prodding for Hal to convince me that prodding off the lid to the sarcophagus might be a good idea. With a crowbar we soon had the lid open, and just then a flash of fie singed us all. Assuming that this was a one-time effect, Hal shone a light into the slightly ajar coffin just as we were hit by another burst of fire. Hal went down and someone in the party pulled him back as the rest of us stepped back just as another burst of flame eminated, narrowly missing us. With the few healing spells I had left I healed Hal just enough to wake him, but at this point now the only spell I have left is one to help with communication, which may be useful later but is of little help now...

So with the fire trap going off every 6 seconds or so, we decided to light the lantern above the alcove that the coffin was pointing towards, and a strange tube came out of the floor, with a door that opened.

After much cajoling, we convinced Hal to come into the tube despite his fear of small, dark spaces. While waiting for the whole party to come down, we noticed that there were carvings down here similar to those on the sarcophagus above, and a large rock blocking a passageway ahead. Kupo the bat creature has decided to squeeze past and look to see what is there and is bringing his report back just as I am writing this and the rest of the party is coming down the large tube device....


~An excerpt from the Journal of Devin Swift~

Day 1 of my return home.

It's amazing how the storms of life lead one along paths they never expect to follow. Such is what has happened to me. I left home, thinking I would never be back, and boom, here I am, once again in dreary little Diamond Lake. I thought that as a sailor, life would take me great distances away... but Procan apparently had other ideas. I've been praying alot lately, and I believe Procan wants be to preach to those in town. The only problem is, I need to make a living somehow to support that....

Day 4 of my return

I've met many I know since I last wrote in here, including the wretched creature who once called himself my older brother. To think that he had the nerve to drop the Swift family name for that of some shining Cuthbertian hero. What, are we not good enough for him?!? Well, I say good riddance. If he would forsake us, I say we should foresake him. Besides, the only good thing any Cuthbertian ever did was get himself killed so's the rest of us don't have to listen to him prattling on about laws and such...

That said, Ive met some of the more useful members of the family too. I stopped in at the old farm where my younger brother Jack was working hard (as usual) repairing the barn, and who should show up 15 minutes later but Richard. It's funny though, he seems a little more standoffish than before and there is something about his appearance... eh, maybe I am just imagining things. But he mentioned that Hal and May, tow of my other siblings, are also in town and they have a potential job. This could fund me for months if it works out...

Day 6

So after talking with May, Hal, Richard and a couple of their friends, (including a weird little bat creature with a nasty looking barb on his tail called Kupo) we have decided to head across the lake to the Whispering Cairn, where rumors say there may be treasure to be found. Like as not we find nothing, but such is the will of the Storm Lord. The Mighty One may be capricious, but I pray for his allowance...

We ended up crossing the lake on the boat of some cult who embrace death... they tried to convert the small bat creature, but I did my best to convince him that death is something that may happen, but the Storm Lord teaches us to embrace the storm of life, not the blackness of death. Then he went fishing, and by Procan's grace wasn't pulled overboard by a giant pike.

I should also mention there were some snooty Greyhawk adventurers aboard who seemed to think they know everything about where the real treasures lie. When they went off in the opposite direction when we were ashore I could barely contain my laughter at their idiocy. Everyone knows the cairns they went to were cleaned out long ago.

Day 6, after lunch

We stopped at an old overseer's shack on the way to the cairn and laid claim to the property rights. After setting out again, some lizardmen tried to ambush us, and the lone survivor tried to claim we had snuck up on them and they were only defending themselves. Likely story! After sending the paladin, who is as snooty as they come, off on a little jaunt, we dealt with the remaining survivor and headed off for the Cairn.

After a search, we found the Cairn and I must say that the sounds coming from it still raise the hairs on the back of my neck. After some exploration (where we found some interesting markings on the wall, an old sleeping bag, and a strange device)several in the group moved deeper in because it seemed likely the sounds were just the wind. I advanced forward to this rocky area that looked interesting, and tumbling out of an opening several growling and nashing balls of fur leaped forward and attacked me. I went down within seconds.

I found out when I regained conciousness several hours later that they were wolves, and the party was lucky to survive the attack. I found out that we have moved into their lair and are staying here while the wounded members of the party are tended to.

Day 8

We are finally healed enough to move on...


1 person marked this as a favorite.

Mainly posting here in the hopes that some resolution will be mentioned in this thread if/when resolution occurs, since otherwise it will prey on my mind.

My opinion on the topic has already been mentioned by others at this stage. I hope some manner of acceptable resolution occurs and I can only offer sympathy/empathy to those involved.


3 people marked this as a favorite.

After a lot of thought, my favourite thing that other people hate is my characters making decisions that make the rest of the party put their heads in their hands and say "jesus f*ing christ"

My friends are the ones that hate it =P


1 person marked this as a favorite.
Quintain wrote:

Here's my favorite thing that people hate (demonstrated by this very thread).

Using rules as written.

You're right I do hate that, whichever side of the GM screen I'm sitting on. I'd much rather hand wave a fair sounding compromise into existence and get back into the flow of a combat than tell a player the cool thing he wants to try wouldn't work "by raw" or pause the combat to spend ages consulting a book for grammar minutia, for example.

I also much rather being allowed to for example swap out a certain sorcerer bloodline spell for a different one that more fits with the character concept I'm trying to create (and isn't pure shite).

To each their own though, I'm not saying one way is objectively better than another.

Maneuvermoose wrote:
I like being able to bump very old threads whose topics are just as relevant today as they were when the thread was created.

I honestly had to go back to the first post and check that that wasn't a snarky comment aimed in my direction haha! I'm sorry for doubting you, and I also like being able to bump old relevant threads.


1 person marked this as a favorite.
Cole Deschain wrote:
while someone else runs us through some L5R.

You have no idea how jealous I am right now.

As for what I enjoy about GMing, it depends on my mood. Sometimes I love setting up or planning out a mechanically intricate combat encounter. I love getting to try out character concepts, I always have too many to ever get to play them as a player. Other times I just don't have the energy for that, and in those instances I love when winging something pays off, like when you decide at the last second to add a character quirk to an otherwise unremarkable npc that really makes the players remember the character for months later, or when you start tangling yourself up with story threads and feeling trapped by your own spur of the moment answers and then you see that one piece of info that ties everything together and makes it all make sense. I love the post-game discussions, and hearing what parts really grabbed the players' imaginations or they found really tense. I love seeing what solutions my players come up with and how they role play their characters, and thinking out what the logical ramifications of their actions might be.


2 people marked this as a favorite.
Atarlost wrote:

A druid wears leather. An oracle is a cripple or a deaf mute or has severe cataracts or has some other pitiable weakness. We do not send cripples into battle. The two drawbacks are nothing alike. Cripples and deaf mutes and people with severe cataracts should not be sent into harms way. Occasionally people who are already high level have remained active, but a level 1 party is not going to get the adventuring equivalent of Horatio Nelson. And Nelson wouldn't have been permitted to continue serving in anything but a command or administrative role.

It's not the mechanics that make oracles completely unsuitable for adventuring. It's the RP. The druid, like the bard or rogue, doesn't wear certain armor. The oracle is disabled and just like disabled people aren't welcome in the military unless they already have a proven track record doing something their disability doesn't prevent, disabled people are not welcome in adventuring parties where everyone is making decisions in character.

Only the cleric provides all condition removal spells without a cripplingly low spells known limit or an access delay. The druid and shaman supply some, but at least one is only on the cleric/oracle list. If no one plays a cleric someone has to play an oracle and someone else a druid or shaman. Since people who actually care about roleplaying can't have oracles in low level parties without some extreme railroading forcing everyone to adventure together, someone must play a cleric.

And the GM isn't forced to be a dick over codes of conduct, but if he isn't a dick the code of conduct isn't doing anything to balance the class. A non-dickish GM will ignore everything on the druid code except the armor restriction. And, lo and behold, druids are overpowered. They wouldn't be overpowered if the GM were a dick and made them fall on any stupid excuse, but then the GM would have to be a dick. The same thing happens with paladins, but since they're martials they merely suck less than they otherwise would have.

You're proposing balancing clerics like druids. Any GM who isn't willing to be a dick will find them just as overpowered. Any GM who is willing to be a dick to his players is forced to single out whoever runs the cleric (or druid or paladin) to be a dick to them because they have codes of conduct.

I just... disagree with everything you just said.

Everything.

That's quite rare for me.


2 people marked this as a favorite.

The "boring cleric/boring wizard" mentioned by... someone... (I've just read through the entire thread at once so everyone is blending together) is kind of how I feel about all prepared casters in fairness.
You end up just picking either generically effective spells for the day or spells to counter a specific thing that day (eg. remove blindness), and it removes a lot of the interesting build-defining character choices that spontaneous casters make every time they level up.

I like the suggested ideas for making the choice of deity more relevant and the trimming the current spell list combined with expanding the domain granted spell lists, losing the domain slot restriction, and picking one domain choice to cast spontaneously instead of it automatically being cure/inflict (but it could still be cure/inflict with the right domains/portfolio). Also really interested in that idea of spells getting minor bonuses if they're added more than once.

I agree with the person who said d6 hit points isn't particularly appealing for a class that generally can't afford to hang back as much as the wizard can (unless you make all life-saving clutch situation spells ranged, which...), it can be reflected by a poorer con score if you really want the squishiness, since realistically a d6 hp is -1 hp/lvl compared to d8, and should also be combined with a poor fort save for true wizard-squish. =P

I'm now really interested in expanding domain spell lists and fiddling with deity portfolios... damn there goes my afternoon...


2 people marked this as a favorite.
Set wrote:

The scary things from level one are fleeing the scary things from level two. Diseased rats fleeing an ooze-infested flood, for instance, or giant spiders fleeing awakened spider-eaters, or deformed mutated goblins fleeing a troll alchemist who has been experimenting (and snacking) upon them, or whatever. The nasty of one level is thus tied to the nasty of the next level, thematically.

Now this I love. Makes the environment feel alive.

When running a horror-esque session I think the most important part is to be descriptive. Don't say "you encounter a troll", say "as your eyes adjust to the light you notice that the pile of soiled discarded rags on the opposite side of the room is moving. It rises up and resolves itself into the form of a hulking monstrous entity, it's eyes gleam a wicked red under the mass of knotted hair and as it raises an elongated clawed arm to strike at you a waft of foul smelling air assaults your senses". Just never name the things they encounter, and if they succeed at knowledge checks to learn more about them phrase it in such a way that you give them the necessary info without giving them the thing's name eg "you've heard tale of such creatures before, the lore seemed to indicate that the thing shied away from sources of open flame" The less game terms you can use the better.

With that in mind, some things I've enjoyed using in horror themed games include:
Tengu, I think done right they should be properly terrifying, as human-sized predators with razor sharp beaks and claws and utterly alien minds. (Think jurrasic park raptors but with even more intellect)
Children, as has been mentioned. And children's toys in places you wouldn't expect them. My players once opened a door to find a room seemingly empty but for a doll sitting upright in the dead centre of the room. They never went in to that room.
Blood in unexpected places. Eg. I had statues that bled when damaged. The masonry around them had begun to crumble and some of the statues had been damaged by falling brickwork. Despite the decades old damage the "wounds" on the statues still seeped fresh blood.
People get very squeamish when it comes to eyes or damage to eyes. And faces. Mirrors. One room held a statue holding a reflective hand mirror. Each time the players passed it the statue changed slightly and a different face was reflected in the mirror. Then one time they passed it the mirror was shattered on the floor. They were convinced that that meant that something had been released but next time they went to the statue they found the mirror whole again and a placcid expression on the statue's face.
A patch of wall that inexplicably oozed pus, which led to the catch phrase for that and many other sessions being "I lick the goo".

My players were great for theorising to each other during the session, which meant that I was in a great position to play against their fears and expectations, either challenging or corroborating their past assumptions. Don't be scared to abandon what you've already laid out in favour of the story they're making up themselves as they go along, use their imaginations against them, work on your poker face and never explain the origins of anything that you don't need to.

Hope it goes well =D


1 person marked this as a favorite.

I tend to use poisons more than what I now assume to be the average amount (after reading some of these comments) when I GM games because I find it a good way to vary encounters, and having more than one death counter in effect is nice and memorable. It just makes it more interesting for us. So if you were playing in my game, Poison Resistance would probably be of more value than SADdening your character's ability scores. In comparison, I dislike effects that are all-or-nothing "now you don't get to take part in this encounter", like some will save effects are. So in my game you wouldn't tend to have as much "encounter ending" will saves, but they do still tend to come up for the more interesting effects.

So basically, which archetype is more effective depends on the kind of game you're in, but that kind of thinking shouldn't really dictate which option you choose. Go for whichever feels right for your character concept.


2 people marked this as a favorite.

Also, Samurai Jack. Imakandi.


2 people marked this as a favorite.

Rudyard Kipling started my love of Indian mythology.
Catfolk are the playable Rakshasa.

Because I want a character named Claude.


1 person marked this as a favorite.

You know, the more I think about it the more I think if it was me building it I'd go with a Divine / Primal Companion Hunter, and just with or without the pet as Onyxlion was saying.

Trickery (deception) Domain gets you disguise self, mirror image, nondetection. It's domain powers kick ass for similarly tricksy shenanigans with an easyflank teleport and Veil.

The wild empathy/animal charming powers/hide from animals to bypass guard dogs and similar, things like negate aroma to avoid being followed or protective spirit to get out of danger or maneuver around the battlefield, tracking class feature combined with bloodhound to find your mark, spells like jump and spider climb for getting in places you shouldn't, blend and chameleon stride in place of invisibility, spells that can cause poison and ability damage, as well as summoning distracting rains of frogs or monkey swarms.

All potentially backed up with the versatility or damage that evolutions can bring.
In fact the only thing I'm not seeing here is some kind of bursty damage buff source, like sneak attack or bane would be. Closest I can see is lead blades, which is admittedly a nice spell.


1 person marked this as a favorite.

Han Solo had Chewbacca. Even after Anthropomorphic Animal happened.

The animal sidekick seems to be a thing for a lot of Disney characters.

Bond villains go to huge lengths to keep their shark companions nearby.


1 person marked this as a favorite.

If your DM really doesn't want to deal with summons, then respect his wishes and don't use summons. They can really slow down the game, especially if it's your first time playing a caster.

You've probably seen all this already but just in case.

Some of my favourite spells are Spiritual Weapon/Ally, since they give you at least something to do on each of your turns, and Ally counts as a flanking buddy for your melee friends/rogues. You can even flavour them as binding a soul temporarily into service or something, if that fits the character. A guy in a thread I saw a little while ago mentioned combining those spells with the Toppling Spell metamagic, which I can't believe I never thought of and now really want to try for myself. Stacking flanking and prone bonuses for an ally would be quite nice. Doesn't work if your GM insists that it has to be wisdom that's used rather than your casting stat though. (Guy in the thread also mentioned that Blade Barrier at level 12+ would benefit from Toppling too, which is even more amazing!)

Silence can be situationally really nice to have, maybe cast on something like an archer friend's arrow just before he shoots at a caster enemy to avoid the save being an issue?

Much love for Bestow Curse, it's just so good. I'd go for it over blindness/deafness. Maybe ask to swap it out if you're not happy? Though admittedly range might be an issue, but you're a life oracle! You can come back from anything. Or use a Reach rod if you have the gold for it.

Multitarget options are always good, so a Bouncing rod for your Hold Person or whatever as mentioned above is nice.

I might have missed it, but what's the 5th level spell you chose? I have a soft spot for Boneshatter, it always does at least something and is just visually really evil/fun. Greater Command/Forbid is also a nice option for groups. ("Just walk through that blade barrier again for me, there's a good puppet")


2 people marked this as a favorite.

The errata getting recinded would involve the devs admitting they were wrong, on the internet. Do we really expect someone doing that to happen more than once in a single thread? =P


1 person marked this as a favorite.

A party of inquisitors would be weird.

So much Solo Tactics.


1 person marked this as a favorite.

I'm playing with alternate magic systems to pass the time.

I wonder if hybrid classes will help me finally kick the multiclassing habit. Probably not.


1 person marked this as a favorite.
LoreKeeper wrote:

Don't get me wrong - I really like the many small changes that have happened for the monk in the last year or so. I don't feel the monk is under powered or anything like that (sure, he isn't a powerhouse, but he plays reliable and fun games).

What I'd like is to move away from the "old" design on the monk, and get closer to the new hotness (barbarian rage powers, rogue talents, ninja tricks, oracle revelations, alchemist discoveries, magus arcana, etc). A monk-orientated class that did something similar (insights?) would be amazing. Take away Bonus Feats, and replace them with Insights every even level; add a big set of flavor heavy insights and we're good to go!

You know, the more I think about it since reading it in the monk vs. fighter thread, the more I've started really wanting a monk/cavalier hybrid. Monk Orders could be a really neat way to choose between focusing your character on the more martial or magical aspects of the trope.


1 person marked this as a favorite.
Adamantine Dragon wrote:

Ub3r n3rd, sure I reward imagination too. I just don't consider "I summon a horse and drop it on his head" to be very imaginative. Maybe in 1977, but not 35 years after the first time a GM had to say "wait a minute..."

I suppose what qualifies as being "imaginative" varies from table to table. The vast majority of the things listed here, imho, for my games, are more "cliche" than "imaginative."

YMMV.

It's imaginative if they've never seen it before, whether or not it's been done before has nothing much to do with it.


1 person marked this as a favorite.
Bill Kirsch wrote:
48. Enjoying a massage from an attractive underling. It's good to be the king.

Misread that as enjoying a massacre from an attractive underling.

Apologies if these were said already, memory failing.

100. At a royal gala, having a grand old time. Shows how well connected he is, and how difficult it'll be to deal with him in a non-destructive good-aligned way.

101. Tending his garden. (in either pretty or deathtrap varieties)

102. Dungeon delving with his own adventuring party.


1 person marked this as a favorite.

Heh, has to be said if it was me and my half-golem character was met with groans because he wasn't a cleric, I'd be much more likely to also bring out a clockwork animal companion than to switch characters at that point.


1 person marked this as a favorite.
Vamptastic wrote:


This happened in 3.5, and the DM was a completely insane religious sociopath, and was also a completely killer DM who happened to love when people made overpowered characters(I think for the challenge.). His games were great.

Anyway, my buddy ended up making a Vampire Monk whose signature weapon was a giant Maul, who later shed the Vampire business and became an Angel. His character was the most absurd thing in existence, until he played in my Star Wars campaign. Dear god...

Oh I completely forgot I had a fairly fun semi-lethal dwarven battle-judge of a flowing monk npc who wielded a two-handed hammer.

One of the npcs I'd really enjoy bringing into a new campaign as a player.


1 person marked this as a favorite.

Heh, kind of missing the point of the thread aren't you. =)


2 people marked this as a favorite.
Kolokotroni wrote:
Personally I like making jack of all trades characters. I usually get pretty bored with highly specialized characters.

Sometimes I think that some people who only make highly specialized characters also get pretty bored with them, and that's why they insist on playing everyone else's characters too instead of just their own.


1 person marked this as a favorite.

Huh, I never read it that way before. I wouldn't really consider it an overpowered interpretation, but I don't believe it was intended to be able to be consistently used that way. Though since LoH uses are generally a nice safety net it'd be kind of cool that your charge damage increases when you're that bit more vulnerable.

@Drakkiel: provided you got the devil to agree to perform the task in exchange for "all that remains of your soul" then you'd have no problem! All you need to do is find a staggeringly dumb devil.


1 person marked this as a favorite.
Trainwreck wrote:

Fun things to do in your campaign involving spell components:

--Tell the players what components the enemy caster is pulling out of her pouch during combat. How many players will know what's coming up when the wizard pulls out a bit of fur and a glass rod?

--Allow spell casters to improve certain spells if they use better versions of the components. After killing the red dragon, let them collect some dragon guano to maximize their fireballs, or something like that.

--Leave them behind as clues. What does it mean that there were a few hummingbird feathers left on the wizard's desk? Did he scry us? Cast some sort of protective spell?

Really lame thing to do in your campaign involving spell components:

--Make players track usage.

I really like the idea of rarer components yielding better results. It kind of ties into how we play polymorph spells, in that you can change into a specific individual by using a part of that specific individual as the spell component. My magus has a roll of leather with meticulously labelled vials of blood, hair, and nails he's collected over the course of the adventure for use with alter self (and curses, but that's a different story). It gives more fun options for espionage and creating a bit of chaos but also limits the spell's effectiveness since you need to harvest scales from a merfolk to be able to turn into a merfolk etc.


1 person marked this as a favorite.

What would a generic human even look like? Would it fall into the uncanny valley for any human npc that looked at it?


1 person marked this as a favorite.

Oohh this is excellent news!

I will always love the words of power system, though admittedly I houserule some of the things away, like that annoying spell duration bit. I'm very curious to see what fixes you implement and your word suggestions, and definitely looking forward to expansions to the system.


2 people marked this as a favorite.

I had a sacred servant paladin of Shelyn with unsanctioned knowledge who'd always try to use her charms to end encounters before they devolved into fighting. She was a kitsune, in the most anime-girl style possible.

Another one of my characters was a water bender, Undine quinngong monk with the Marid Style feats and hydraulic push/torrent. Was the fastest tea-maker in all the land.

I homebrewed up a tengu death dealer type who could shapechange into a swarm of ravens by slightly altering the Spherewalker prestige class (basically swapping the domains for death, darkness, trickery etc and calling the swarm of butterflies a swarm of ravens). He was fun since we were testing out the mythic rules, so he required no food or drink except for the eyeballs plucked from his victim's skulls, of which he needed at least one per day.

I also created a pirate golemancer who specialised in creating singing cloth golems to help him sail the seven seas, but the gm didn't like my Tim Curry impression, and didn't want me always trying to go to Zanzibar to meet the Zanzibarbarians.


1 person marked this as a favorite.

I have a huge amount of love for wordcasting, and words of power really lend themselves beautifully to spontaneous casters. As soon as I get a game for him I have a kitsune sorcerer wordcaster concept all ready to go.

Taking some illusion, charm and weather based spells, as well as making sure that I have one damaging spell of each spell level in an element other than electricity, and going with the.... djinni? bloodline to freely swap to lightning whenever I care to I feel that I can have huge versatility in how to deal with any given scenario.

Also, in terms of character playing, I much prefer knowing a few spell descriptions really well, adapting my chosen skill set to different scenarios and coming up with off-the-wall solutions on the fly than saying I'll be back in a minute, I think I have a spell for that somewhere... *looks up rulebook to check*