the best part of a power vacuum is that there are usually several agencies trying to claim that spot for themselves. I would emphasize this. If this wizard was close to creating life, which is so difficult, then there will be others out there who want to continue his work. Whether that means stealing golems and reverse engineering them, or taking his notes, or simply completely moving into his laboratory. If he was a high level wizard, there will also be lots of treasure seeking individuals looking to loot and scour his workshop. These guys will clearly be at odds with the first group. Your PC's secret society probably wouldn't want either group to take anything of value away, so that your victory won't be for nothing. So they will also try to have a presence in the swamp. These three factions competing for the scraps left behind by the wizard can bring up some interesting dynamics. What if a treasure seeker tries to bribe the PC's to let him in? What if one of the secret society is a druid, who thinks the best way to protect the swamp is to sumberge it at the bottom of a new lake? What if one of the secret society becomes tempted by the power, and is secretly trying to recreate the experiements for himself while deflecting any investigation?
For my player cards, I keep the decks to my right. Deck is on the left, discard on the right, and character card horizontal above them. It's the old M:TG setup I used, but with a stat card instead of life counter. I haven't actually seen one of the mats unfolded, but that might be a nice addition. For the game decks setup, I've built and modeled a lazy Susan just for use with this game. It has spots around the outside edge to hold the location decks and current characters visiting. Each location also has room to prop the location card upright so it can be easily read at all times. In the center I have a box that the blessings deck and blessings discard are kept on top of. We also place any scenario rewards inside of the box, and open it when we win. Took a while to put together, but it makes it easier for 5-6 people to reach everything.
Diego Rossi wrote:
It's definitely not worded as it should be. The text again reinforces the idea that it doesn't move with you, though, when it says you may leave and return to the globe without penalty.
I like the style and setup and big reveal, but I have a question on it. why does it shock the evil twin? When he loses his mask he'll be revealed, but the good twin is unmasked the whole fight, right? You could just cut the fight if the two twins ever get in melee distance of each other. The evil twin just sees the good one, stops, then runs away and leaves the henchmen to die. That keeps the party from dying and builds more suspense for the actual reveal at a later point. I guess you could do similar if another party member deals X damage to the monk and his mask automatically falls off. that way he can make the party look bad and learn the value of maneuvers, but they don't have to get him to single digits before he books it.
I like the idea of the BBEG getting others to do the work for him. Maybe he's some kind of false prophet, and predicts a great war in the pantheon/rising of rovagug/invasion by the great old ones, etc. Very few believe him, so he convinces the PC's to investigate and then rally various powers to his cause. Gullible clerics, greedy wizards, etc. The PC's go around and get everyone to agree on a massive ritual that temporarily severs the divine link to protect the mortal realm from whatever the approaching catastrophe is. Then the BBEG, who had been planning for this all along, makes whatever move he had set up the dimensional lock to achieve.
So we're saying that even though the "A sohei may use flurry of blows and ki strike with any weapon in which he has weapon training." clause is inside their 6th level ability, they get that before 6th level? Is that just because it doesn't say a "6th level sohei may use..." at the start of that sentence? Sweet. What about the Paladin's capstone ability? "At 20th level, a paladin becomes a conduit of power for her god. Her DR increases 10/evil. Whenever she uses smite evil and successfully strikes an evil outsider, the outsider is also subject to a banishment, using her paladin level as her caster level...." That's fantastic. That third sentence doesn't say "whenever a 20th level paladin uses smite evil and successfully...". So that means it doesn't matter that it's a 20th level ability, right? "A sohei using weapon training..." So as long as I have weapon training, I get it. "Whenever she uses smite evil..." So as long as I have smite evil I get it. This is beautiful. I'm looking forward to banishing every outsider I ever fight, thanks.
Kydeem de'Morcaine wrote:
I completely agree. In my previous group, I played a multiclassed, multiple archetyped, complicated combination that was a blast to play. Then I moved and found a group that had been playing together a while and had an open spot. I had an idea of what they played, but to avoid any miscommunication on system mastery, I played a bard. No multiclass, no archetype, nothing. And that was also a blast to play. Later on I found out what they were comfortable with, and picked up a prestige class. My next character afterwards had a very unique archetype. I took time getting complicated to give the GM a chance to find his pace first.
In my current group, we did have one player retire a character because she felt she wasn't really contributing to the group. She was playing an archer paladin (divine hunter) in a group with an archer ranger and a two-hander paladin. She is now playing a fighter/rogue, and feels much better about her choice. Not optimal, definitely, but still a valuable party member. We have been playing RotR for over a year now though.
In all fairness, this happened in a purposefully difficult and gritty campaign. We were okay with the ruling, and able to get it fixed...mostly. A monk was attacking an enemy knight, and rolled a 1. The DM used a crit fumble chart he found online, The rolled result was "Attacker is disarmed" Monk: Not bad since I don't have a weapon to drop. DM: Nah. We'll just disarm you literally. he cuts off both your hands.
Well the only real benefit from flurry for a full BAB class is the extra attacks, right? Basiclly just the TWF tree for free. Maybe just knock it down a peg. Give them one additional attack at 8, and two at 16. That gives them 50% more attacks than without flurry, but all at the typical -2. Level 8 would be +6/+6/+1 instead of +8/+3
This is completely without reading the document you posted though. I just now found this thread, and it makes me happy.
About Dounia Mehar Mehek GhaliDounia Mehar Mehek Ghali
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Dagger +7
Ranged
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SKILLS (11/lvl +2 bkgrnd)
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Evasion: If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. Rogue Talent (level 2): Peerless Maneuver - Roll two dice when making a Acrobatics check and take the better result. Danger Sense (level 3): a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. +1 bonus on Perception checks to avoid being surprised by a foe. This ability counts as trap sense for the purpose of any feat or class prerequisite. Debilitating Injury (level 4): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt. --Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8). --Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8). --Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step. These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty. Rogue talent (level 4): Resiliency: Once per day, you can gain a number of temporary hit points equal to twice her rogue level. Activating this ability is an immediate action that can be performed only when the rogue is brought to below 0 hit points. This ability can be used to prevent the rogue from dying. These temporary hit points last for 1 minute. Uncanny Dodge (level 4):A rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. Coax Information (From Cyra in mirror maze): A rogue with this talent can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly toward her. When the duration of the attitude shift ends, that opponents’ attitude toward the rogue returns to its previous level, rather than dropping one level. Feats
Traits
Racial Modifiers (human):
Languages: Aerthane(Common), Limaninite(Zhayalahmar), Sahradhuron(desert), Latronic(gyspy)
Weapons/Armour
Adventuring gear
Misc gear
Dounia Mehar Mehek Ghali
Raised by her sister, Cyra, in an isolated oasis, a day's ride from Zhayalahmar. Her sister told her they were princesses in hiding, and that when it was safe, their father and seven brothers would come for them, and they would live in a great palace. They made a game out of everything, and her sister taught her how to play the qanun and silk screening, and they memorized long poems and epic tales. They learned archery by trial and error after stealing a bow. Soon Dounia was shooting desert rats and roadrunners for their dinner. Everything they had, they stole from nearby towns or caravans. Three weeks ago, they slipped into the wrong house, and were caught. Cyra was imprisoned, but as Dounia was so young, it was deemed more profitable to sell her quietly into slavery. Dounia is short and skinny – maybe she hasn’t blossomed yet. She wears as much jewelry and fancy clothes as she can, though she doesn’t know a piece of cut glass from a fine diamond. Her ears are pierced in several places, and she wears gold hoops and “precious stone” studs. She has a ruby stud in her nostril and a gold hoop in her eyebrow. She keeps her black hair covered under a shayla – a decorative scarf worn for modesty. She wears baggy, flowing pants and long blousy tops, in colourful silk. Friend: Jumanah, an urchin in a nearby town. They steal honey cakes and cups of strong coffee, and pretend they are fancy ladies at the palace. Enemy: Kala, a rich woman whose house they were arrested when breaking into. Fear: buried deep, not admitted: she’s not royalty, and nobody is coming for her. Goal: Reunite her family: Rescue her sister, find her father and brothers and take her place with them. |
