![]() ![]()
![]() bigrig107 wrote: @Kobolds and their eggs: I don't think this forum will ever come to any sort of consensus about whether or not destroying the young (whether eggs or babies) of enemies is evil. And honestly, that's for you to decide. But what I can say for certain is that raising the kobold eggs to the stage where they have tails, and then slaughtering them just for the 20 gp per is almost certainly evil. Selling the eggs could be considered a form of slavery, at which point you have to decide if slavery is evil. The first form of slavery you mention is very much an evil act in my world. The second form is, too, albeit less so (we use the numerical alignment scale, and the former counts as a 2 point shift, the later a 1-point shift if both sides don't hold that value.) Regarding the eggs, my party isn't deranged enough to raise the hatchlings just to harvest the tails. But as servants/minions? Maybe.![]()
![]() Thats actually perfect. I know exactly how to use it, too. The hamlet of Pendaka has come under siege by werewolves, and has only survived this long thanks to the skill and tactics of of its most recent visitor; Shalelu. Shalelu had stopped in the little town on her way to Fort Rannick, traveling there for her own reasons and unaware of the recent troubles. Originally she had stopped the ensure that nothing was amiss in the town, but found the hamlet under siege by a pack of werewolves, led by a particularly vicious ettin werewolf named Nesh and Shen. Nesh/Shen came to power after brutally killing at eating the old alpha and brutalizing the rest of the pack until they were cowed. Immediately after assuming control they had the pack start making midnight raids on Pendaka, hoping to capture, infect and dominate the village's entire population in order to build a werewolf army and sweep south into more heavily populated lands. Of course the idiotic Nesh/Shen couldn't think of this on their own. They are yet another pawn of Lucrecia, who discovered the brutish abomination shortly after the ogres razed Fort Rannick. Inspired by his terrible form, the lamia decided that an army of werewolves would make an excellent addition to Karzoug's forces. It was she who sent the monster to dominate the werewolf pack and told him to have his minions capture villagers alive whenever he could so as to swell the pack's ranks. Several townsfolk have already been taken, though since her arrival Shalelu has been able to protect those who remain and killed several werewolves. The siege has been stymied, but Nesh/Sheg is furious at the elf's interference. On the next full moon, just a few days after the PCs' arrival, he intends to lead a final assault on the town, overwhelming its defenses, capturing any able-bodied adults and slaughtering the rest to feed his growing pack. Nesh/Shen is supported by the pack's witch, Sihana, who had long pushed for the pack to expand. She spends all of her time with the behemoth, fawning over their strength and ferocity. Nesh/Shen thinks she adores them, but the truth of the matter is that Sihana has longed to be a sort of power behind the throne, but Loper was too clever and too proud to be controlled. Lucrecia knows of the witch's scheming, but is content to let her think she is in control so long as their goals are similar. The werewolves are not the only threat to Pendaka, however. In death, the former alpha's rage and bloodlust fueled his transformation into a vicious and dangerous undead known as a vilkacis. The specter has yet to appear in the village, its self, but it is only a matter of time it makes its presence known. With the exception of Nesh/Shen, the werewolves of the Ashwood are of human stock and natural descent. The Ashwood is a tangled mass of mostly ash trees, hence the name, though elms are common and a few mighty oaks exist as well, and the area beneath the canopy is choked with underbrush, with the exception of a few well-traveled game trails. Besides the werewolves, deer and other game are common and make up the primary source of food for the former. The werewolves are know to tolerate hunters who leave some form of tribute, usually in the form of a freshly killed (or preferably live) prey animal under an oak tree. Though with Nesh/Shen's arrival, no hunter has entered the forest; even Shalelu has not dared enter the pack's territory alone. ![]()
![]() Imagine the following:
How threatening can diseases actually BE in a world where a 5th level Cleric (3rd level if he has the Restoration subdomain) can cure all but the most virulent (or magical) diseases? The illnesses that threatened our medieval world, like plague, dysentery, tetanus, tuberculosis and rabies, can be healed by the town priest in fantasy worlds. So, why bother at all?
I have a reason beyond theory to ask this, honestly; one of my players in Rise of the Runelords just contracted tetanus from the trapped chest in Thistletop. Their 4th level and by the time they defeat Nualia (or allow her to escape, they have a foolish habit of that) they'll be 5th, high enough for the druid to cast the fore-mentioned miracle spell. I'm trying to up the ante for my group as they've been mowing through every encounter (including the tentomort, which I had even slapped the Advanced template and a Mythic rank on), so I want to give them some out-of-combat reason to fret. ![]()
![]() Fetchystick wrote: Trousers of deception: This pair of thick, wooly trousers provides a +9 enhancement bonus to the wearer's bluff skill. When the wearer begins telling a lie, the powerful magic imbued within the Trousers of Deception causes the trousers to light on fire. Ok, I admit it, before reading the part about catching on fire I was thinking "Pinocchio." ![]()
![]() As far as classes that can fall, my group alters things a bit, at least with regards to anti/paladins. If you look at the paladin class description and abilities there isn't a SINGLE thing that has to do with being lawful. No Smite Chaos ability, no Aura of Law, nothing. Its all about being the pinnacle of GOOD. The opposite is true for the anti-paladin (why they arent called blackguards I don't know); not a single Smite Law or ANYTHING relating to them being chaotic. So we simply lift the law-chaos requirement. Chaotic Good paladins are just as good as Lawful Good ones, just a different flavor.
On the note of barbarians and monks, those make sense. To me, anyways. A lawful character would, conceivably, try to control and suppress his anger (like Republic-era Jedi), while barbarians function by giving themselves to it (like your typical Dark Jedi or Sith). We houserule it so that ANYTHING with a rage ability must be non-lawful (exception for the rage spell, since its slightly mind-controlling). Maybe a lawful barbarian archetype could focus that rage, getting reduced benefit (like +2 STR/CON and +1 Will) but also reduced drawback (-1 AC, penalty on normally restricted skills, CL check to cast spells). But the core barbarian doesn't do that, and a well-ordered mind just doesn't fit with giving yourself to a wild and destructive emotion. Likewise, being a (typical) monk requires having an orderly, focused and meditative mind; it'd make sense that you need that kind of inner calm to channel your ki. That said it doesn't make sense that loving freedom and spontaneity means you cant keep doing kung-fu, so our group takes away ki and related abilities from "fallen" monks, and gives them the chance to immediately take the Martial Artist archetype instead of atoning. $0.02 ![]()
![]() Aberzombie wrote:
THE NECROMANCER STRIKES! You are transformed into a d20 passed around like a village bicycle at an endless PFS game at GenCon Infinity. I wish I lived in Ponyville. ![]()
![]() 1. I'll be a player but my GM has given me more-or-less free reign as long as i stay under 20 RP (in exchange I'm GMing a game in which she's using a race of tiny fey she built: shes a huge Tinkerbell fan).
Someone recomended another limitation that may reduce the point cost and give a normally epic power a bit of a nerf: making the echolocation effect a 30ft cone-shaped burst.
Off topic slightly, do larger creatures have greater ranges for sight and hearing? Like, would a dwarf under the effects of enlarge person have Darkvision 90ft? ![]()
![]() Aw, no Dorn? Sad face.
![]()
![]() I need some help building some evil NPCs for a Circus of Shadows.
|