Crimlock NL wrote:
Why not Druid/ranger with VMC inquisitor?
I have been in a similar situation (where I was bored with my existing character and found a way to retire him - not having been a two-fer human), and I opted to switch to the new character with a build I was excited about. It was a disappointing experience.
My new build was fun, but (comparatively) my new character was pretty far removed from the story and from the other PCs. All the quirks and mannerisms that had been built up in the group were appropriate for the former PC but weren't for the new PC because he'd been freshly introduced. I learned my lesson well.
Now, when I get bored with a PC's build, I work with my DM to find a way to rebuild or retrain to a build I'm more satisfied with while keeping the character and staying closely tied to the story. If you can see this as an option, it's definitely the best one.
Conan the Roleplaying (d20) game has some very gritty spellcasting mechanics, and would fall into the "mostly-compatible" side of things.
Here's a snippet from one of the reviews (this is very accurate) "...the magic system is modeled after HP Lovecraft and Howard's works at the time. Magic is evil, dangerous, diabolical, and there's not really many good reasons for good PC's to use it."
Darksol the Painbringer wrote:
This answer makes a lot of sense, but the FAQ muddies things for me.
Oh. Weird. I'm not sure I agree, but I don't have a counter example or link to further an argument. Maybe I'm just looking at it from a 3.5 mindset and assumed that calling out (pos/neg)itive energy for healing or harming was the specific rule (such as in the case for a cleric's channel energy) rather than the general rule.
Maybe this is splitting hairs, but the definition of melee attacks reads as follows:
Melee Attacks wrote:
With a normal melee weapon, you can strike any opponent within 5 feet. (Opponents within 5 feet are considered adjacent to you.) Some melee weapons have reach, as indicated in their descriptions. With a typical reach weapon, you can strike opponents 10 feet away, but you can't strike adjacent foes (those within 5 feet).
This indicates that being adjacent to X is synonymous with "X within 5 feet is considered adjacent", thus you can be adjacent to yourself because you're always within 5 feet of yourself. Though admittedly, this could be a stretch.
Thanks for pointing this out.
The editor's note links to the FAQ actually.
Oh wow, I had completely missed that. Thanks!
You are misunderstanding how positive/negative energy work. The "polarity" doesn't automatically change between healing and harming unless the effect explicitly says so. So, just because the spirits deal negative energy damage doesn't automatically cause it to heal undead (and dhampir). You'd still suffer damage from the attacks despite them being negative energy.
I don't profess to have a broad system mastery, but I thought I had understood how this mechanic works reasonably well. This wasn't my interpretation - how do you figure this?
I tend to agree, but wanted to fish for opinions (and possibly RAW text). Thanks for weighing in.
You mean would your own rage power attack you against your will? No.
Allow me to clarify - I'm asking if I can choose to have them attack myself. Since my character is a dhampir, the negative energy they deal would heal him.
Reading the note on the side there in the page you posted to, it says you choose who they hit
Yeah, I saw that, but it's just an editor's note and not a FAQ, so I assumed that it's not RAW. I wasn't sure if there was official RAW wording clarifying the definition of 'foe' (as I believe there is wording which allows you to count as your own ally for usage of the term 'ally').
I'm currently playing a dhampir spelleating bloodrager in a non-pfs game.
I'm considering what rage powers to take, should I want to swap out my next bloodline power via the Primalist archetype. The Lesser Spirit Totem rage power seems like it could be interesting, but would I count as my own foe for the purposes of the power? I assume no, but I wanted to confirm.
Several years ago (this was a 3.5 game), I ran a game in which the players had the chance to affect an outcome on a large-scale siege - the attacking army was a ton of undead and the PCs had a fortifiable position with access to various defenses and some soldiers on their side.
However, rather than slog through a long combat, the outcome of the battle was determined by 'battle points' which was metagame currency I was tracking behind the scenes in order to keep track of their preparations for battle, their actions during the battle, etc. It was sort of an ad hoc system where I had a few ideas for things they could do at the outset and then they came up with ideas of their own, for which I awarded points. The siege/battle itself was largely a cinematic piece as their preparations and actions were taken into account and I determined the outcome.
I recall it working pretty well, and allowed us to skip actual combat encounters - though it wasn't very tactical and you might have players with different preferences (ie, those who want to get into the tactical details of the battles).
This is enough to satisfy me, so I won't push this point further.
As to using Wish, though, I thought I remembered reading discussions regarding whether or not its 'Transport travelers' bullet gets around the dimensional anchor.
If this aspect of Wish can bypass it, you're in trouble. If it can't, then it seems like you've probably got this fight in the bag (assuming the rest of Beastmass doesn't overly drain your resources).
Hmm, I disagree that frightened means he's forced to use his abilities in a suboptimal or permanent way. Maybe I'm in the minority here (or not cleaving to RAW - this is always a possibility), but I would consider preparation for a flight-escape, plus a 5-ft step "fleeing" in as much as dispelling+teleporting is.
Unless you've got wings (or an obvious bow), flying around in an AMZ well above your head would (or should) count as escape for the purposes of being frightened.
Given that the kensai is magic'ed up the wazoo, I'm not convinced that the pit fiend wouldn't AMZ after that first round.
For the sake of argument (and interest), how do you see the fight going if he AMZ'ed on his only turn (and 5-ft stepped away if either he beats the Str check or the entangle effect doesn't persist in the AMZ), and then begins flying away from you in the subsequent round? I think this gives him a much better chance of surviving, and I would think that he's smart enough to understand that he needs to disable your magic-y bits to survive.
Also, of those debuffs, how many go away in the AMZ?
I have had this sort of situation before, but not over a long period of time. I have a player who likes to go do her own thing, and I allow it, but I typically don't focus too much time and attention on her character while she's off doing that stuff.
For example, my players found these ancient ruins with the help of a wizened old scholar. Three of them decided to go exploring inside, while my snowflake player decided that she would stay outside to keep an eye on the scholar (since he was busy cataloging things and furiously taking notes about statues and such).
At that point, I spoke with her OOC and said something to the effect of: "You can certainly stay out here and watch this guy, but most of the action is going to happen inside the ruins. If you're ok with a minimal role over the next session or two, that's fine - but I want to make you aware of the consequence of these choices."
She was fine with this, and so the session progressed where I focused 80% of my attention on the players following the plot and 20% of the time on the player outside doing essentially nothing.
In your situation, you might do something similar. Warn your snowflake player that he can "go explore that empty alley" or whatever, but then spend the next large chunk of time focusing on the players sticking to the adventure.
Fabian Benavente wrote:
Alright, I found the google group, and that makes much more sense to me. I don't mind adding predictive logic, but the amount of goings on in the recap would be more all-at-once-predictions than I could feasibly keep up with on a regular basis.
The group discussions, though, look manageable and look like what I had anticipated when I posted interest. So just to be explicit, I'm definitely still interested.
This has piqued my interest; I quite enjoy going by email and in-depth roleplaying rather than simply leaving it to the dice. However, I'm curious how much back-and-forth there there between the players and DM and between the players themselves prior to the turn recap. Is this where the majority of the pbem comes in, with the recap as a solidifying capstone to move things along?
If we decide to move things forward, I think I could take over Jakiro with a few minor (mainly aesthetic) tweaks.
Why not continue with the plotline about the evil outsider incursion, but rather than make it an all-of-a-sudden thing, drop the players some overt hints about it.
If they were good-aligned, allowing them to discover the plotted incursion may be enough to get them to want to stop it. Since they're evil though, make it personal. Maybe they cross paths with someone who wants to hire them to help make the incursion possible. Perhaps one of the PCs has something special about them which makes them a target for this plot (something like an ancient infernal bloodline, which makes them a kidnapping/sacrificial target, or one of the PCs might hail from a noble family and agents of the incursion-plot seek to kidnap that PC to force a ransom from his/her family and in so doing attack the party). You could have the PCs attacked by some sorcerer/wizard summoned demons or devils (who happen to be scouting an area for something important) - maybe they'd drop hints of the incursion, shouting that their deaths on this plane mean nothing and that during the upcoming incursion the dying demon/devil will seek revenge.
As an alternative to asking your newer players to scrap a complicated character, since the characters are part of a guild, why not ask that player to swap characters to a different guild-member?
This way, the character with the more-complex class could be shelved for a while without being tossed away. Maybe that character has a different agenda or a special assignment which precludes him/her from joining the group on the current mission. You could allow the player to dictate (in broad-strokes) what their character is doing off-stage while still allowing him or her to learn and participate in the game with a less-complicated character.
And when/if it becomes appropriate to swap back to the complicated character later, that door has been left open.
An interesting idea, but I'd prefer something a little more conventional. Thank you for the suggestion, though!
Just model him after a stereotypical hair-band front man or lead guitarist: make him a narcissistic boozehound who isn't terribly concerned with what his fans have to say to him. He'll sign an autograph, then tell them to shove off.
After falling for approximately 60', hitting the surface of water is about the same as hitting the surface of concrete (sorry, no source to cite here). Approaching the water from a different angle, after that length of a fall, shouldn't make much difference.