Paladin

DustinGebhardt's page

97 posts. 1 review. No lists. No wishlists.




I have 2 or 3 spots open for a newly-begun Legacy of Fire AP game. We had a full group, but the weekly schedule didn't work for 3 of the players.

We play weekly, Sundays, from 10AM to 2:30PM. We play at my house in Apex, near the intersection of I-540 and Hwy 64.


About me:


  • Using the Robin Laws' GM types scale, I'm mostly Storyteller (75%), with the remaining 25% split between Method Actor, Power Gamer, Casual Gamer, and Butt-Kicker.

  • Here is a link to my GM profile.

I ended my last campaign about a year ago when I moved away from the area, but now I'm back (and better than ever!). I'm looking for 4 to 6 players for a weekly Pathfinder game, playing on Saturdays or Sundays, typically from 10AM to 3PM, and typically hosted at my home (in Apex). Here are some details of the game:


  • Tactical players need not apply. My combat sessions are geared to be fast and loose, with PCs swinging from chandeliers and the BBEG twirling his moustache and delivering his monologue.

  • The game will be character-centric. The characters are the stars. I modify the adventures to maximize the fun and challenge. PCs with deep backgrounds are encouraged, and I will never use it against the PC (but I may use their background to propel the story forward).

  • This game will probably be run in the OD&D world of Mystara. Expect an old-school feel. You will encounter several classic monsters. Death happens, but it doesn't mean the end of a PC (perhaps a ghost character? Undead?). I reward players that stay in character and make the hard choices. Tell me what you want the PC to do and I will tell you to make the appropriate check; don't just make a skill check and ask for the outcome.

  • New players are welcome and encouraged. The game will be PG-13 (moderate violence, mild language, mild adult themes). I don't expect everybody to know all of the rules, and I allow some character changes if something doesn't work the way you thought it would.

  • Unique characters are always welcome, but "Special Snowflakes" should stay away. This is a group game, so I try to include something for every character in every session. However, some sessions may feature one PC more than another. Everybody will get their moment to shine, if they desire that.

  • The overall campaign will have a direction, but the PCs will choose how they get there. Expect to have several loose ends and open story-hooks at any given time. This is somewhat of a sandbox approach, but with a theme.

Let me know if you have any questions.


I'm DMing a Legacy of Fire game and one of my players is a goblin ninja. Recently he asked if he could acquire several mice and carry them along while adventuring. After looking at him oddly, I agreed. Then, at our next game, he successfully Stealthed near an enemy, then threw a mouse at the creature, saying that it was a sneak attack. I gave him the -4 to attack for an improvised weapon, but I couldn't come up with anything that explicitly said he could or could not do this. Granted, the base damage was minimal (1 point), but the sneak attack damage was what he was after.

1. Is there anything that rules for or against this?
2. If this is allowed to continue, at what point does the suspension of disbelief break down? "I throw a speck of sand at a guy." "You hit." (Player rolls sneak attack damage).


1 person marked this as a favorite.

I have a PC in my group playing an awakened heavy horse. She has not yet taken a core class level, but will take paladin soon. She has asked me a question regarding feats that require Imp Unarmed Strike. Does a creature with no hope of using a "normal" weapon effectively qualify for feats that require IUS?

I can see her point that if she wants to use feats that require IUS, she will have to take Feral Combat Training, IUS, and Wpn Focus (x,y,z), of which the IUS really has no use, plus the FCT is "wasted" just to give her the ability to use feats with the IUS pre-requisite.

On the other hand, I can see some validity to requiring her to take the 3 feats, as this seems closest to the RAW interpretation.

Initially when she wanted to play the horse character, I told her that I would not make huge changes to the campaign just for her character, and so far we've both been good about making other rulings on the fly.


One of my players is creating a PC with a strict honesty personality. Since this is a defining characteristic for the PC, she wants a trait based on this. Any thoughts on one that will work? Or, if a custom trait needs to be created, what would be appropriate?


I've recently moved away from my long-running gaming group and I'm looking to find a local group of players (I generally only DM). Obviosuly, I don't know anybody in the area, and finding a group where our playing/DMing styles match may be difficult and/or time consuming.

Does anybody have a survey or questionnaire for the players? I've seen questionnaires for characters, and they are useful to help flesh out and define the character. But I'm not looking for that. I need a survey for players. It should ask questions that help define the type of game they want to play. High or low magic? family-freindly or blood-and-guts? Etc.

I don't want to force my game down the throats of the players. I want to come up with an agreed-upon game where we can all have fun and know what to expect.

TIA


I just moved to Raleigh (Cary), and I'm looking to start a new gaming group. My last group played for over 2 years before I had to move.

I would describe my games as pulpy, action-oriented, grand in scope, and player-centric. I welcome players that think outside of the box and are beyond the basic roll-to-hit, roll-for-damage humdrum. If your character likes to swing across the room on a chandelier, this game might be for you. If, in a few words, you can describe what your magic missile looks like, this game might be for you.

Robin's Laws says that I'm a power-gamer and storyteller. Therefore, tacticians may be frustrated with my game.

I'd like to start a weekly or every-other-week game. Friday evenings and the weekend work best for me, but I'm flexible.

Reply to this thread, if you are interested.


My upcoming adventure features a female human enchanter, level around 14. I haven't played a caster in a while so I need some help with feats, ability scores, gear, and tactics. She will have double treasure for her level.

Any suggestions?

Thanks!


I've just about read the GMG from cover to cover and I think it is awesome. However, I was hoping for some structured rules for creating hazards and haunts. I see that LPJ Design has a pdf with additional haunts, but I'd like to see a table akin to Table 13-3/13-4 in the Core Rules. I need a way to determine CR, effects, etc.

Any suggestions?


During our last game, I tossed out what I thought was a minor plot hook to one of the PCs. It was a sending message with the gist of "Your brother has kidnapped your sister and the city has been overrun by undead." However, like all good -smirk- players, they've taken this and run with it. So now I'm asking the PFRPG collective for suggestions, ideas, and/or even modules that might fit the theme of an undead-controlled city. Maybe some sort of zombiepocalypse? Did a necromancer (or necro-cult) trigger some sort of ritual?

Any thoughts?


I have a player whose character is a cleric of Sarenrae. Soon, this character will get summoned before Sarenrae and granted a power, dubbed the "Divine Sunburst". But I'm a little stumped on what this power should be. My initial thoughts:

-Smite evil, as per the paladin. Maybe with an effective paladin level of (Cleric - 3)?
- Bonus spell. The spell can be of any level. But before this ability can be used again, the cleric must spend time "absorbing sunlight" for an amount of time equal to ??? (maybe the level of the spell just cast, squared times 2, in hours. Ex 8th level spell = 128 hours (roughly 10 days of 12-hour sunlight)). Note that the campaign is fast-paced, with little downtime, so a penalty like this is quite restricting.
- Ability to empower his weapon. Maybe once per day give his weapon an extra +2 (or +whatever)? Or make it vorpal? or holy?
- X times per day/week he can spontaneously use a metamagic feat.

Some rules that I want to stick to:
- I don't want it to be a constantly used ability
- "Instant Win" buttons are okay, but need to be tempered with a time/usage restriction
- I do want it to perhaps scale with level, if possible
- I'd like it to be flavorful, if possible.
- I'd like it to be unique and novel. This is why I'm hesitant to go the Smite Evil route.

Your thoughts?


I am running a game and I ask that the players leave their character sheets with me. In the event that they cannot make the next session, another player will play the character. In my last session, one player was missing AND he had taken his sheet home to level up. We struggled for a few encounters then I decided that the PC would mysteriously vanish. Now, I need to come up with a legitimate reason for this to happen.

Can anybody give me a suggestion (or 3)?

Thanks!


I'm running a Mystara-based PFRPG campaign and the PCs are roughly 9th level. I've been reading the Sagiro Story Hour over at EN World and I love the alternate-Prime Material Plane story arc and I thought of bringing it to my campaign. This, when coupled with one of my player's great love of all things Egyptian/Arabian, makes me wonder about running the PCs through Legacy of Fire. I understand that the AP is supposed to start with 1st level PCs, and that the higher level PCs are going to breeze through the early stuff. But I'm a firm believer that sometimes it can be fun to annihilate the low-CR fodder. After all, what is the point of being high-level if you always face level-appropriate challenges?

What do you think? Should I scale up the encounters? Should I let the AP ride as it is written?


If Martial Weapon Prof was removed from the ogre, what should be given back as a replacement or substitution?

I have a new player joining the group and of all of the options I have given him, he wants to play an ogre. The local clan of ogres are more savage and primal than the "normal" version, so I removed martial WP (although I've given proficiency with the greatclub). Going along the theme of the savage, primal ogre, what should I replace Martial WP with?


I need some help from the collective. I'm running a campaign with and old-school pulp-y feel. I'm looking for some ideas for adventures and/or scenes. Something along the lines of you favorite adventure movies or books. For example, the mining car chase scene in Indiana Jones, the various parts of The Goonies, etc. Post your favorite ideas and thoughts.


I'm DMing a high-fantasy (read: double std treasure) PFRPG game with a dwarven druid PC. For some in-game reasons, the PC will be multiclassing over the next few levels as a sorcerer. But the player has a concern about the lack of advancement of his animal companion. He has asked me for some advice on a feat that would allow the AC to advance. I've done some research and have found a few similar feats from the Netbook of Feats, one of which that adds +3 to your druid class level (effectively allowing you to choose from the more advanced AC's). I've also seen ideas thrown around that cause the AC to advance at your CHARACTER level (vs druid CLASS level). The player has suggested that you use 1/2 of your non-druid-class-levels plus your druid levels. But I'm leery of messing with one of the cornerstones of the druid class.

Should I allow this type of feat (and how would you word it) or should I just say no?


I'm starting a campaign set in a homebrew world, using the PFRPG rules. Ive got a player interested in playing a warlock. Are there any changes that need to be made to the class to fit it to Pathfinder?


Hi all,
I'll be playing a new CotCT campaign starting in a few days and I need some advice on character generation. The only thing that I've read regarding CotCT is the Player's Guide, so please keep spoilers to a minimum. Here is what I'm working with:

1) 25pt point-buy method, (16, 14, 14, 14, 10, 10 for example)
2) I prefer to be the "face" of the party, and I'm leaning toward the paladin class
3) Our party hasn't been set in stone yet, but it looks have a rogue and cleric, plus either a wizard or sorcerer.

should I go human with these stats (16, 10, 10, 14, 14, 16) and take the extra feat and extra 4 skill point/lvl (human, favored class, Int)

or

go half-orc (16, 10, 10, 12, 16, 16) and take only an extra 1 skill point/lvl and give up the extra feat?

I'm leaning toward human, as this would allow me to always max out Diplomacy, Sense Motive, and Perception, and still have 3 skill points to split between other skills. With the HO, I'd only have 3 total pts per level, which would almost always go to Diplomacy, Sense Motive, and Perception.

Thoughts?