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Anyone else have any other ideas? I'd love to receive more input!


ZZTRaider wrote:

Hmm. That's an idea. I hadn't really thought about it because I'd been thinking the next Inquisitor I play would be a Sacred Huntsmaster, which seems like it'd be better for a more combat-heavy campaign.

Stern Gaze, Track, Detect Alignment, and Discern Lies all seem really good for a mystery campaign. If I took the Heresy Inquisition, using Wisdom instead of Charisma for Bluff and Intimidate sounds good, and at 4 I could roll twice and take highest for Bluff, Diplomacy, and Stealth.

I do end up with less skill points that a Bard or Investigator, though... And the rest of the class is pretty heavily combat focused. Man, if there were an archetype to trade away the teamwork feat stuff for Inspiration, that'd be amazing though.

Don't forget about monster lore! It's a nifty bonus that just might play into the campaign. Make your dude a paranormal investigator and part-time exorcist like Constantine or the brothers from Supernatural. Or be a representative of the church who investigates murders. Depending on how the holy gun in the party has set up his/her character, you two could be partners. You would also be the best divine caster in your group, which should not be overlooked.

With such a large group, I wouldn't worry about having less total skill points than some of the others. You're still getting base 6/level (pretty dang good!). Even if you find yourself with less ranks in a skill than one of your teammates (which will be likely, with such a diverse group), just use the aid another action! Just because you're not the best at something does not mean the one who is can't benefit from your super-awesome helpfulness! With 6(+) ranks per level and a wide range of skills to choose from, this will probably happen often.


An interesting suggestion. Thank you, Chuffster!


I am GMing a campaign for two players- one is a warblade1 (grandfathered in) conjurer 11, and the other is a summoner 11. They've been invited to an island that is home to a community of eclectic magic-users to participate in their yearly Arcane Games. I will be using the spell-duel rules from Ultimate Magic for the solo and duo dueling competitions, but what I need suggestions for is...

(TL;DR)... SUMMONER'S MAZE! A series of challenges that can only be overcome through the summoning of creatures. Each creature may only be summoned once to overcome each challenge. I would like suggestions about:

A) types of obstacles/challenges/hazards that would be fun
B) how to score (perhaps by quickness of challenges overcome, quickness in completing the maze, merely completing the maze, style points...?)
C) ideas for competition. I originally planned to have each contestant run through the maze individually, but if you have amazing ideas/concepts to make it a multi-competitor format, I'd love to hear them! Also concepts for npcs to make my players sweat a little are welcome too!
D) Any additional rules that should be set in place.
E) Groovy prizes! BLING BLING!

If you've made it this far, I really appreciate you!

PS: I am a long-time gaming enthusiast, and I s̶t̶o̶l̶e̶ got this idea from Quest For Glory 1: So You Want To Be A Hero?


Dude you should totally rock an Inquisitor! The base class itself is super adaptable and can shore most weaknesses of your group. The class lends itself to the theme of your campaign too.