blahpers wrote: Nice work, Fox-Paw. Thanks you Blahpers, though I must admit with my character folder and Hero Lab on hand not much was going to stand in the way of my referencing :D If anyone can think of any other items, spells, feats or food items I have a Ninja character that would be very interested in the information also.Almost forgot this one as well, HARPY MUSK 100GP - Makes you smell just like a harpy, Goblins and other creatures with the scent and experience of such a creature will not like what they smell. WINE - Sometimes its beneficial to smell like a drunk PRESTIDIGITATION - Always a favorite spell, if I can make a stone taste like boiled chicken, then Gods be kind I can make it smell like boiled chicken, throw it to the Goblins watch them fight over it.
As a DM I've gathered a reputation among my players as encounters never being what they appear to be, my advice to you is exactly that, this character to me sounds assured that his technique is flawless, time to bring out the trickery. Give him monsters, traps and encounters that are not as they appear.
Creatures that are immune to critical hits is one thing, but hows his reflex? Classic Horrors Revisited gives us a nice template, Exploding Skeletons, for every 2 HD the critter has it explodes dealing 1D6 Points of Damage, he wont be expecting that. Combined with the 3.5 feat from Libris Mortis, Destructive Retribution, these skeletons will also release a burst of Negative energy, healing other Skeletons and making this cocky ninja think twice about a melee attack. Environmental Conditions, Stealthy guy are we, well the entire floor is covered in knee deep water, go ahead, make your stealth check, whats that a ranged attack? Sneak attack has a ranged of 30ft, Bad guy gloating 40ft away, Nope. Then theirs my favorite sort of thinking, over the years players have come to memorize every description of every monster in every manual, so lets change the description slightly and the delivery of the monster, as an example I refer you to a Pathfinder Module, Crown of the Kobold King, presented is an encounter from the module.
KoboldKingModule wrote:
THE TRUTH:
An extremly fun module if I do say so myself, if you dont have a copy, go grab one, product placement aside.
Hi, Im a gelatinous Cube, I had Adventurer for Dinner, I cant digest his magic armor. Now when the Ninja spys his target his first instinct is going invisible, followed by attacking the spectral image, low-light, poor perception check, WHAM! your now inside a Spoiler: A bad place for any level of adventure to be as you are possible paralyzed and drowning.
Gelatinous Cube Try to come up with some other example yourself of deceptive monsters and encounters. Hope this Helps.
SPELLS
NEGATE AROMA 1hour/level
PASS WITHOUT TRACE 1hour/level
ITEMS
FEATS
EQUIPMENT TRICK KAAVA MUSK - Sargava, the lost colony
SITUATIONAL BONUSES/OTHER <> Direction and Force of Wind currents
And that's really all Ive got, a description of the above items can be found in the Core/Advanced Players Guides and The Adventures Armory, failing that check out the Pathfinder wiki.
Paladin of Baha-who? wrote:
*Actually picks up his copy of Advanced Players Guide* *Flip Flip**Reading Whilst Mumbling*
Quote: A coven requires at least 1 hag to operate. (Witches using leadership to gain nothing but witches was extremely broken.) However, witch with occult patron is still a fair necromancer, grave walker isn't horrible either. Still, I'm not sure its the equal of the cleric necromancer. Coven Hex: The Witch counts as a Hag for the purpose of joining a Hags Coven. HAG [ PG 167 Bestiary ]
Forgive me if Ive misjudged this, but the way I interpreted it was that a party of squishy witches could form a coven, besides keep them 10 feet apart or kill 1 of the 3 and the coven is broken, covens are easily disposed of and not easily repaired. The iconic Witch back-story for example. If this was repaired in an errata, then my apologies.
The rival is a classic and ancient gaming practice, ala Gary Oaked. Regardless without knowing to much about the party my advice with harrasing PC spell casters are Counter-spelling Bards, Not enough GM's counter-spell these days and by far it is one of the most annoying tactics a rival group can bring to the table. Another fun adversary is reputation, no one will want to associate themselves with "X" in the great city of "Y", this is where the Charlatan Rogue Archetype comes into its element, the spreading a rumors can be a wondrous thing and they dont even have to be immediately bad for the party, example would be creating a rumor that they are war Heroes or some such, then having the townsfolk find out this is a lie after they have been treating them with such respect and generosity, people of all walks of life dont like being made a fool of. Next, the fem-fatal, I mean this in the highest respects by the way ladies, but as literature and film have lead us to believe and they may be right a women's greatest weapon his her sex appeal, rogues, spies and brigands of all walks do well at their job because men think them helpless eye candy, have this particular women approach the parties play boy and ask him about his up coming adventures, he talks on and on about their next raid, she of course is using the ancient art of Fanology or Fan-Language [Awesome stuff, Google it.] to sign this to her party members, she leaves abruptly, they leave and clear out the dungeon before the PC's, the player has no one to blame but himself. Other then these few examples of mischief Id have to agree with UltimaGabe, the Rival is hard to pull off, but rewarding when done right, as a final note I might recommend jumping over to Roleplayingtips.com they have many GM articles on a lot of subjects, defiantly a resource worth having, perhaps you can find something there.
A few classes make great necromancers.
Lets have a closer look CLERIC: Not a bad front line fighter if the need calls for it, divine casting not affected by Armour, gets access to undead creating spells earlier and has the added bonus of the undead companion, be creative with this, I personally have an undead lord cleric that has a master crafted bone staff as my undead companion. WIZARD: "Sir please these are my undead"
All in all though clerics make the best Necromancers, especially with their healing abilities. WITCH: What ho, a new contender... Wait hear me out, Should you have a party of 3 witches you may all take the coven hex, and thus whenever within 10 feet of each other count as a hags coven.
FEATS: Now if your GM is allowing some good old fashioned 3.5 goodness
These are applied to any undead you help create, all are from The Libras Mortis Supplement. QUESTION:
Hay guys, So it would seem I've spent to long in the GM chair, having just stepped back up to character creation I'm having a little trouble with group dynamics and build ideas. So to the point at hand, a friend of mine is running multiple parties through the same world and is hoping for some GvG head-butting.
The other side of the play field, the small group I'm involved in has decided to play a coven of Witches, so we have 3-4 Witches and are unsure of what to do with them, aside from the obvious Coven Hex.
So any ideas on how to make this party of 4 a force to be reckoned with would be appreciated.
Although having just started walking away from my computer I thought of something.
Fraid that all Ive got for now, pranks are mainly situational, so its hard to scheme them on the fly.
Ah yes Cigars, who doesnt enjoy the rich flavor of Tobacco.
Saw this topic and had to log in:
<Rough Winds>
<No Magic in the Privy>
<Kiss of Nature>
<Egg Bucket>
<SLAP!>
I realize some of these pranks are childish, but they are Gnomes, if these suit your needs then all is well however if you require a more sophisticated prank befitting the setting then please let me know.
Whipshire wrote: Woah... I will have to look into that. I already have an idea forming thanks to Fox-Paw about becoming the head of my own hoax/religion. Having alot of my "avatars" running around would really add to that... I'm glad I could inspire good sir, be wary however of aiming to big to fast, as con-victims tend to become very upset and unpredictable once they realize they've been had, the problem with founding a new organized or in this case "street fairing doom callers" XD is that your bound to attract the wrong attention, spread to quickly and become localized in the streets the other religions may think you a cult of Demon worshipers or just evil doers in general. Spread to office with or without the wrong moral sets and suddenly the other religious organizations are declaring a Holy war on you... and they have paladins and clerics and horrible abominations made from canine demon offspring blood.If I have inspired you to take the road to divinity [A road which for some odd reason I seem to inspire a lot of players to take] I recommend reading "Masks of the Living God" Pathfinder Module. [P.S. The inspired to divinity road, in my case, the track record isn't good, sigh, so many dead bards.]
Actually I just realized just how far certain rumors can spread.
As for further inspiration I recommend reading up on famous con-men. MORE EXAMPLES <> MON DIEU! The greatest [Insert Profession] of Taldor is coming here to our fair city {Its you by the way} quickly we must prepare our finest wares, who knows perhaps he will buy from us designs/scripts/weapons/armor. {So someone important is coming to town, all the townsfolk try their hardest to be noticed by you your grace, gifting you and your entourage with food, items and arts of the finest craft, either way if you don't like them now return in the night to steal them.} <> WANTED:DEAD A warrant for the immediate assassination/execution is out for the local LORD/LADY but as a fair individual you will allow them to live, providing they pay half the bounty you would have received, those fops will give anything to keep on living. <> HOW DECADENT. Boar,Pheasant,Vegetables, no matter from your kitchen they will taste of the divines. {Buy extremely cheap ingredients, kill a pigeon and serve it up in an elegant garden restaurant, strangely enough people will often be fooled by appearance alone, you could be taking farm grown peasant snacks and selling them to the inner seas elite for an inflated price}
During WWII the British had an entire division devoted to the engineering of false information, the Americans soon followed suit with the help of one Robert Knapp, he wrote a "Manual" if you will on the art of Rumor Engineering that was declassified in 2004.
Otherwise my thoughts: Criteria for a good rumor.
In other words sometimes rumors are a situational thing, your like the con-man of the early 30's, smooth talking and know what to say and when to say it, but it also means you know who to talk to and when to listen
Example Rumors [What you wanted from this Thread all along]
<> The local Tavern-keep has been sprinkling his mead with an exotic spice [Illegal][Addictive][Against Tradition][Sales-"I happen to have a supply of such an elegant tasting spice"] <> A well on the outside of town is said to grant any women who throws in a sum of jewels youth and beauty...[Monetary] [Entrapment] [Superstitious] [Personal worth "If a lady/lord finds themselves offensive perhaps they have low self esteem, build rumor around this flaw] <> A famous Painter/Composer has died, his work now worth thousands [Lots of said paintings/sonnets in my wagon] <> "Did you hear they say another has past the trial of the Star Stone, used to be a [Insert profession], now hes a god, goes by the name of [Insert Name]." {{I have personally used this one, let me tell you its great for character development, the new persona can be anything you want, my character went through a Han Solo style transformation, well, he has yet to marry into royalty}} Those are just a few I can think of, they may seem trivial, but remember one rumor can just be a strand in an elaborate web of lies.
Quote: By the third or fourth encounter, the party wizard has the Int and Dex of a cabbage... This gave me a nice chuckle, truly evil sir I approve. Now all you need is to find a way to deliver it with no questions asked, for example Phased ammunition, so that those pesky PC cannot take cover from the gas and slime.
Thank you both for the responses, Ive been reading up on this myself and peanuts seems to have hit a nail so to speak, although break covers giving an item the broken condition. My conclusion 1st level, fragile quality, half hardness and appropriate saves respectively due.
Should be fun though, we just wont let the rogue near his spell book.
Greetings fellow Wizards, Recently during one of my campaigns a player raised the following question. "Can I spend 2+ Weeks and the Required gold to research an opposed spell to Reinforce Armaments?" [Reinforce Armaments]
The rules state that yes he certainly can, further more I'm not about to tell him no, my one concern is that neither the player in question nor myself have ever crafted our own spell{s}. My main concern is that the resulting spell should be higher then level 1.
All in all, what would be the best way to go about crafting this new spell? Weaken Armaments.
I wouldn't worry about it, to quote the second paragraph of the cavalier Mount ability:
If your after a feat that will decrease your check penalty all round, then Im not sure, If your GM is allowing 3.5 feats then go to the FEAT INDEX on the wizards webiste, other than that multiclass seems like the option.
Gonna throw around some concepts that Ive played or have considered at one stage or another [Hopefully wont offend anyone] O An extremely devoted purist Paladin (No sins of the flesh kid of person) Harboring Homo-erotic tendencies, always an "interesting" roleplaying sit when the party find the character in the embraces of a "escort" at the local Inn. O A young wizard/Sorcerer who decided to animate their close childhood friend, yeah your familiar is a stuffed animal that doubles as a back pack, good times. O A Fairy Artificer/Alchemist who has stolen or created a ring of create water, now for an average human thats not so scary, but imagine if you will what 10 Gallons of water must look like when your 2 Inches tall. O An exotic glass merchant from the far desert, his sculptures are known far and wide for being so detailed, kinda helps when you use fire spells to Glass monsters covered in sand. O The glutton, go for the monk with a love for food, or perhaps its a kobold who has decided he will sample the meats of the land, both monster and intelligent beings alike. O A rouge specialized in the use of the Deadliest weapon known to man-kind.... The butterfly net, What? The handles made of dark wood and the net itself is garrote wire, O did i mention the base of the net constricts like a man catcher, ouch. [This one is borrowed from a friend, she wields that weapon in a current game, DANGEROUS.] O The paper mage, this spell caster loves their paper crafts and Origami, and why shouldnt they, with spells like animate object and explosives runes its sure to be a good time. Hope these help, they are some of the more obscure ones I could think of.
[QUOTE="Jamesblonde"
Hmm could always strap a saddle to a flying Great sword... I jest. Id say go with Wizard, lots of down time means some good old fashion item creation, in fact check out the Chillax book its got some cool spells, I believe there is one in there that allows you to possess things that have your image [Some one site this please] so if you want to keep an eye on things just place a bunch of Gnomes around town that look like you, they can even smile with you controlling them.As a side note, I played a witch once, there isnt as much Broom flying as youd expect.
Pendagast wrote:
The 3.5 Races of Series does in fact grace my shelves with its presence, Dragonwrought Kobold Barbarian? Hmm perhaps, I think you may have sold me on this concept Pen, originally I thought of giving him some merciful spells to knock monsters unconscious before stewing them, however just taking a bite seems like more of a kobold thing, Thx. Tagion wrote: You sir, made my morning. I love that game. Kobolds Ate My Baby, also sitting on my shelf, its well loved XD "ALL HAIL KING TORG."
[Hay guys long time browser first time poster]
So lets see what you can come up with guys and girls.
I'm very curious to see what the community comes up with.
About Silas IlliumBackground:
Silas Illium was always a little different as a child. He was smart and extremely curious about everything around him. He liked seeing how things work, he liked taking them apart and seeing inside. That was fine, if aggravating, when he undid the buckles on his father’s mule’s harness. It wasn’t considered as acceptable to them when he captured and cut open a neighbor’s dog to see how it worked inside. Over the years he slowly learned to hide the things his parents wouldn’t appreciate. He didn’t exactly understand why they thought it was wrong, but he got better at predicting how they wanted him to act. But the curiosity never quite went away. The longer he suppressed the urges, the more they burned deep inside him. He took precautions, he led the boy pretty far away, but when he saw the knife the scream attracted a nearby trapper. If it hadn’t been for the fact that Silas was only fourteen, he likely would have been sent away at that point.
His parents weren’t sure what to do with him at that point. They had no idea what they could do to fix their baby boy. So they were overcome with joy when they were approached by a group that had heard of the incident. They explained that they were part of a group that helped rehabilitate troubled youth. They told his parents a half dozen amazing seeming success stories. They were friendly and charming and within a week Silas was on his way to stay with them. As soon as they were outside of town the man laughed and gave him a smile, not the friendly personable smile he had shown Silas’ father and mother. Instead there was something feral to that smile, something powerful and intoxicating. That was the first time that Silas was told the name of the group he would be staying with, the Apostles of Asmodeus. The Apostles, the shortened name they have given to Silas’ parents, were a group founded by a small number of the surviving members of the Church of Asmodeus before it had been driven out of Talingarde. They had overheard stories of a young boy who liked cutting up animals and after the barely aborted attack on another young boy. To most people that was a horror story and a cautionary tale. To the Apostles it was a calling to their newest member a tool they would hope to hone. They encouraged his interested, they taught him that his talents were something worthy of praise and practice. Over the next several years he practiced and perfected his skills with a blade. His trainers also taught him how to better blend in with society at large. They showed him how to hide those things which the fine and upstanding men and women of Talingarde found intolerable. He was being groomed to an important task. He would be the blade which was driven deep into the heart of Talingarde, directly into the chest of the King himself. The Apostles of Asmodeus sought revenge on the Kingdom that had driven them out and killed them off. So they were training Silas to be a slayer of those that would stand in their way. He was raised to be a soldier. The plan was for him to insert himself into the military and work his way closer to the King before eventually striking. Unfortunately they were discovered before they could implement their plan. They fought, because they knew what awaited them should they fail. Most of the Apostles were killed during their resistance. Silas crippled two and killed one guardsman before he was finally taken down. Since he was the only member of his enclave to survive they decided to make an example of him. He was tried for High Treason and sentenced to death by drawing and quartering. While awaiting his sentence he was sent to Branderscar. Role:
Okay so the original character I submitted was going to go the Master Spy route. This is a character I came up with for a different WotW Game with some changes. As a Slayer he's much more of a frontliner than my Investigator was. But I still think that with things like Cleaner he could potentially make a really cool Master Spy. One of his traits, Deep Cover, lets him take 10 on Bluff and Disguise to maintain the lie that he's really just a Soldier so that will help him even more when he acts as a spy/infiltrator. So I took Iron Will as one of the free feats and Cleaner gives him Deceitful the other prerequisite feat. So I might end up still going Master Spy on this new character as well depending on what the group seems to be looking like at the time. But he'll be a two-weapon wielding frontliner for the most part in terms of combat, he provides a lot more damage/melee potential than the Investigator did. Meanwhile he'll have decent skills to deceive people [bluff, disguise, stealth] and he had decent perception, sense motive and with a trait he got Disable Device as well to help out some as a scout when moving at the front of the group. All and all I think that mixing the two ideas I had for a Slayer and a Master Spy into one character to be really neat. Hope to see it play out in the game! Free Stuff:
Free Archtype: Stygian Slayer. Normally it wouldn't combine with Cleaner but I think that both fit really well for the character Im working to make. Doesn't really kick in until 4th Level anyways, but gives him a bit more stealth options.
Free Skill: Bluff I'll be leveling every level so my free point can effectively go into that. Background Skills: Appraise and Profession [Soldier] every level I believe. Free Feats: I took Iron Will & Dedicated Adversary [Humans]. Crunch:
Silas Illium [Spy]
Male human slayer (sczarni executioner, cleaner, stygian slayer) 2 (Pathfinder Player Companion: Advanced Class Origins 21, Pathfinder RPG Advanced Class Guide 53, 118, 120) LE Medium humanoid (human) Init +2; Senses Perception +6 (+8 vs. Humans) -------------------- Defense -------------------- AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 20 (2d10+4) Fort +5, Ref +5, Will +4 -------------------- Offense -------------------- Speed 30 ft. Melee kukri +6 (1d4+4/18-20) or . . kukri +6 (1d4+4/18-20) Special Attacks studied target +1 (1st, move action) -------------------- Statistics -------------------- Str 18, Dex 15, Con 14, Int 14, Wis 13, Cha 12 Base Atk +2; CMB +6; CMD 18 Feats Deceitful, Dedicated Adversary, Iron Will, Power Attack, Two-weapon Fighting Traits deep cover, high treason, vagabond child (urban) Skills Acrobatics +6, Appraise +6, Bluff +8 (+10 vs. Humans), Diplomacy +5, Disable Device +9, Disguise +8, Escape Artist +5, Heal +5, Intimidate +5, Knowledge (local) +7 (+9 vs. Humans), Perception +6 (+8 vs. Humans), Profession (soldier) +6, Sense Motive +6 (+8 vs. Humans), Sleight of Hand +2 (+6 to hide objects on your body (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects)), Stealth +6, Survival +1 (+3 vs. Humans) Languages Celestial, Common, Infernal SQ focused killer, slayer talent (blood reader) Other Gear mwk chain shirt, kukri, kukri, bedroll, book of letters[UE], canteen[UE], disguise kit, ink, inkpen, journal[UE], masterwork backpack[APG], masterwork thieves' tools, pocketed scarf[UE], reversible cloak[UE], soldier's uniform[UE], wrist sheath, spring loaded, wrist sheath, spring loaded, 44 gp, 6 sp -------------------- Special Abilities -------------------- Blood Reader (Ex) Know number of remaining hp a studied target within sight has. Dedicated Adversary (Humans) +2 to Attack and Damage vs. creature chosen, and some skills. Focused Killer (Ex) Studied target bonuses and DCs +1 vs. humanoids, -1 vs. others. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them. |