Jozan

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Oozing Demigods were already in


The holy book of kobolds


How about giving Dragotha a cohort in the form of a Dracolich Ilthane? That would add a second fairly tough opponent. Also to make teleportation more difficult Dragothas lair could be protected by Anticipate teleportation (from the complete arcane) giving him a few rounds to prepare.


Generaly I allow any pres class that i've had a chance to read through the rules for. I rarey make many changes changes exept for flavor purposes(obviously i have to change the gods and any oganizations that the class relies on).


I like the look of Darl quethos and am giving him a bit more of an intro... first off the currant group of PCs(who will also do the AoWAP)have just met him as a low level cleric with a group of members of the ebon triad. The PCs were high level and had just completed a long adventure on the Isle of dread and the last group of their rivals had just been defeated(including these strange cleric who called them selves the ebon triad).they proceded to loot the area and found the hand of vecna. Darl managed to steal it while they were occupied appraising several large black pearls (even at high levels none of the chariters have good skill in spot...)and got away. I think ill have them hear more of him at some point but im not sure where yet.


I like the fact that the Half-Feind PC is tied in to the plot but make sure that the others have something cool as well so that they don't feel left out at times.


I'm just starting a campain in which some of the party are orcs. I've made some minor adjustments to the orc rules(i lost the wisdom penalty and gave a +2 to intimidate) and thing are shaping up well. The campain is taking place just up from the currantly know area of the world and orcs are no more evil than humans but are more pirmitive. The campian will probly involve the Ranger/Barbarian/Orc warlord uniting the orcs and sweeping through a humman nation thats currantly attacking a differant group of PCs homeland and then attacking said homeland.


i wish my Players thought more like that sometimes, usualy they worry for ages about whether each action is the 'right' one.


I have one player who has a habit of creating PCs who have a desire to kill other PCs which has caused some problems, but has also cause a lot of fun. One example is Attikal a Human rogue who has changed sides twice fighting the rest of the group and then joining up with them again (although not trusted a all) and is going to be a reacuring PC/NPC in my campain world for some time.
if it is disruptive PVP is very bad but can be great fun if the chariter is now going to become a npc(and there is no hard hard felling amongst the group).


We're going to start the adventure path soon and it looks like the PCs are going to be:

A warforged Fighter or Knight (this isn't an Ebberon campain but we liked the Warforged so much that the previous PCs found a found a Warforged creation forge)

A Cleric of pelor/radiant servent

A Kobold spell theif (a spy for a coming Kobold invasion)

A Raptoran sorcerer

A CG variant palidin who uses two repeating crossbows

And a Teifling war mage (a modified ECL +0 version of Teifling)


Cool idea i like the bard one best. The Druid one is already a pres class in Races of the wild called Arcane Hierophant which allows wild shape and animal companion progersions to continue.


I think that high levels are more fun if the PCs started from first and got there the hard way. PCs built at high levels fell more like an exercise in chariter optimisation. The fights are a lot more work and can go down-hill for either side with one unlucky saving throw. i enjoy running all levels (my currant group is at level 12) but i like the PCs to earn them through leveling. ive tried starting at 6th level but it didn't feel right.