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So, in an Iron Gods game, we had the mad-scientist Alchemist essentially decide to use the technological ruins beneath Torch as his hidden laboratory (and a base where both the party and his recruited NPC allies can stay and work on science projects). So, since he'd likely renovate the space, I've been poking around for a good map editor to go through the maps of the ruins and find away to remove the blood, molds, and rubble and maybe add some furniture in a couple of the more empty rooms (Like a very fancy chair he took from the Tower out of spite for the event in the room..).

Is there a good editing software or map maker that I can use to do this without making it look like an obvious patch job and give it a more mad science lab sort of look to it for the party in question? I've tried a few, and even trying to work in minuscule detail by copy-pasting the tiles to cover over the ones covered in blood via Paint isn't working so well. I'd rather not have to remake the map from scratch.


So, for a homebrew game, I am looking to make my own version of the Demoniac Prestige Class, since the regular version looked rather underwhelming for the nice flavor bits it put forth.

Understand, this is the first time I have really home brewed anything, let alone designed an entire class/prestige class, so this is completely new territory for me and I realize it likely will need work.

So, if anyone is willing to provide some feedback and to playtest this homebrewed version so that I can improve it, it would be much appreciated. Thanks. =)
Demoniac Homebrew


So, a character I am hoping to play in the future if I find a game for it is a Dwarf Warpriest (of the Forgepriest archetype) of Torag. Naturally, being a Forgepriest, he is going to be performing some crafting to make the most of his abilities.

Part of the character's journey I had figured would be that one of his goals is to, during the course of his career, craft his own unique hammer that was empowered with certain abilities revolving around his family's leaning toward the powers of air/electricity due to their history.

I've done a bit of looking, but I haven't had too much clarification on how exactly enchanting this item would work. For the sake of his Creator's Bond ability, the bonus does only apply to weapons that are of his own creation. (Not to mention the typical drive of Torag's followers to make a masterpiece)

As far as I understand the rules, adding a spell ability would count as "Multiple different abilities", and the standard formula for say, adding "Call Lightning upon a command" would be 1800xSpell LevelxCaster levelx1.5, and discounts would not be allowed in this, even if I had enchanted the hammer to, for example, only be used by those who are Lawful Good. Am I correct in this or is there another way that it's handled? My assumptions are that the game would not be mythic, so he has to make this object from scratch.


After looking over the flavor for Wyvarans, I figured they'd make a really fun option for Sorcerers of the Draconic bloodline and, to extension, the Dragon Disciple prestige class.

However, Dragon Disciple says it only works for "non-dragons". I find that this would be a little confusing, since Wyvarans are Draconic as a type.. Does that mean they can't be a Dragon Disciple or does it only apply to actual dragons? It seems rather sad that Wyvarans couldn't channel their inner draconic potential when they really don't get much of the benefits of being a "dragon" to begin with.


Tragic Missile wrote:

It's a pretty sweet concept. You could try making the King a fighter/rogue. He would have the brutal fighting ability mixed with cunning. Dropping sneak attacks with a greatsword!

If he's keen on being a "real king," he could have a court present in his throne room. A mockery of a real king's court with goblins and orcs serving as courtiers (and meat shields during combat). Heck, put in a goblin jester!

I would also suggest a goblin cleric as an advisor and perhaps an ogre barbarian kept as a pet.

Imagine it: The giant doors swing open to reveal a mockery of the King's royal court. A multitude of finely dressed goblins and orcs murmur quietly while a colorful, bell-hatted goblin dances before them. At the far end of the room sits the self-crowned Lord Ogroroth in all his glory, casually chewing the last bit of meat from a bone of unknown origin. To his left is the ever rambling sage known as "Mad Morkuk Sizzlebrains" and to his right, the brutish ogre called "Fido", a heavy chain leading from his collar to the green lord's right hand.

I find that the BBEG only words if the NPC is actually BIG. If not, I prefer to do BBEG with friends. In this case you have a bunch of fodder for the players to swim through, plus a bard, cleric, barbarian and fighter/rogue. The sheer number of NPC's allows the combat to play out fluidly. The boss can easily flank for sneak attacks, the cleric can keep melee at bay with the minions in the room and the ogre can run amok.

Geez, I'm thinking about running this myself now!

That's perfect! Thanks!


Bruunwald wrote:


Question: If he is attacking a city, how do you plan to have the fight occur in his throne room? Are we talking about the PCs tracking him down to his own HQ after the city is sacked? Or does he take up residence in the city? Does this mean his attack on the city is destined to succeed?

I probably should have explained that better.

The players discover the plans before the attack and they find some way into his fortress to confront him in his castle.


I'm running a campaign where the players will be having a showdown with a "big bad" villain. Even though he isn't the main villain of the entire campaign, I want it to be a memorable fight and also a challenging one.

Here's a basic description of the villain:

He's a well-armed, above-average height, intelligent Orc. He can speak fluent Common and he wears a crown made of junk and scavenged materials. He is known as Lord Orgroroth, self-declared king of all Orckind and Goblin kind. Under the direction of his mysterious benefactor, he has used his charisma and commanding presence to gather an army to overthrow the Kingdom of Traadia.

His goal is simple. He wants to rule his own tyrannical nation and conquer everything he sees in his name, bringing glory to his race. To do this, he has sought the aid of powers greater than himself, hence his orders to attack a city with his army.

I plan to have the fight take place in his throne room, likely surrounded by several guards. The party will likely be 5th level by the time they reach this encounter.

Any suggestions as to how I should structure the fight?

Full Name

Belgrin Stoneshield

Race

Dwarf

Classes/Levels

Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

Gender

Male

Size

medium

Age

74

Alignment

NG

Languages

common, dwarven

Strength 17
Dexterity 13
Constitution 18
Intelligence 10
Wisdom 14
Charisma 8

About Belgrin Stoneshield

RACIAL TRAITS:

+2 con/wis, -2 cha
medium size
humanoid(dwarf)
speed 20, no speed loss from weight
languages: common, dwarven
defensive training: +4 dodge vs giants
hardy: +2 saves vs poison, +4 vs. spells and spell-like abilities
stability: +4 to CMD vs bull rush or trip
lorekeeper: +2 knowledge(history) about dwarves or their enemies, may make check untrained.
stonecunning: +2 perception on stonework, free check within 10 ft.
darkvision 60
hatred: +1 attack vs orcs and goblinoids
proficient with battleaxes, heavy picks, warhammers, and dwarven weapons are martial
favored class: fighter=+4 skill points

ADDITIONAL TRAITS:

jaded: +2 to saves vs. fear.
clearheaded: +1 vs bluff and disguise skills, +1 saves vs illusions

CLASS FEATURES:

bonus feat
proficient with simple and martial weapons, all armor and all shields
lv2 bonus feat
lv4 bonus feat
armor training 1
bravery +1

VITAL STATS:

XP: 6001

HP: 48
AC: 10+9+2+1=22

BAB: 4
melee: 7
ranged: 5

SAVES:
FORT: 9
REF: 3
WILL: 4

CLASS SKILLS:
2+1 per level
climb
craft
handle animal
intimidate
knowledge(dungeoneering) 4+3=7
knowledge(engineering) 4+3=7
profession(miner) 3+2=5
ride 1+3+1=5
survival
swim

FEATS:

1: ironguts=+2 saves vs nauseated and sickened conditions and ingested poisons, +2 survival to find food for self
1ftr: quick draw: draw/switch weapons as free action
2ftr: Saving shield: immediate action, +2 AC to adjacent ally during enemy attack.
3: steel soul: additional +2 to racial save bonus vs. spells and spell-like abilities
4ftr: weapon focus-Dwarven Maulaxe

EQUIPMENT:
235g 9s

improved dwarven maulaxe (d8 damage, slashing has 19-20/x2, blunt has x3)
+1 cold iron improved dwarven maulaxe (d8 damage, slashing has 19-20/x2, blunt has x3)
dwarven boulder helmet
bag of caltrops
plate mail
spiked heavy wooden shield
locked gauntlet
weapon cord
cloak of resistance +1
light crossbow
20 crossbow bolts
explorer's outfit
pathfinder's kit
backpack
bedroll
belt pouch
clay mug
dagger
2 fishhooks
flint and steel
sewing needle
signal whistle
50 ft string
50 ft thread
waterskin
7 day's trail rations
whetstone
chronicler's supplies
map case
2 ink vials
2 inkpens
10 sheets of paper
2 blank journals
1 lb powder
20 ft. measuring cord
map-making kit
2 spring-loaded wrist sheath
(hold five crossbow bolts each)
1 vial of smelling salts