Blood Vol Cultist

HermitIX's page

67 posts. Alias of Daniel Gold.


RSS

1 to 50 of 67 << first < prev | 1 | 2 | next > last >>

Glass Cannon refers to someone who can deal a lot of damage but can't take very much damage themselves. A Sorcerer would be a prime example. Barbarians are generally Meat Shields as they get in front and take the physical damage a Glass Cannon would take. If they have a high AC they could be a Tank. Hard to damage while dealing a lot of physical damage. Also he could have been a Beat Stick. Dealing out damage.

Now on topic. In an undead heavy campaign a cleric should be a great help. But no class is NEEDED. If he had to change class, I think a ranger would have been better. Similar flavor to barbarian but can specialize in undead and eventually he also gets healing.

You have a bard for healing. Give him a wand and you are golden. If the player isn't happy with his character he won't enjoy the game.


1 person marked this as a favorite.

How about taking the standard cleric, removing the armor proficiencies and adding a wisdom bonus to AC (Holy or deflection) as long as the holy symbol is prominently displayed?


Don't make the time limits always obvious. Knowing you have three days to save the Dragon from the Evil Princess is a classic. But if they don't know when the deadline is, they have to rush.

Have penalties for being too slow.

I once created a rival group of adventurers. If the players didn't make good time they would get there to find the quest had been completed by the rival group.


The Pathfinder Chronicler's text says...

Bardic Performance (Su)

At 3rd level, a Pathfinder chronicler gains this ability, which functions like the bard class feature of the same name, except that the chronicler's effective bard level is 2 lower than her class level. Levels in this class stack with levels in any other class that grants a similar ability to determine her effective bard level.

Because the text says it stacks with the existing classes Bardic Performance and you traded The standard Bardic Performance for the Variant Bardic Knowledge. You continue gaining the variant Bardic Performances instead of the standard set.

You don't get Inspire Courage.


My issue with this sanario is "The next thing that comes at him." is (in my opinion) to broad a condition. If he was readying vs a ranged attack I would give him a chance to strike the first arrow that came at him. But with this phraseing I would assume he was expecting a creature or object of more girth and less speed to come at him. And wouldnt allow it.


*I* would say no. Basic animals don't get feats the same way PC do via leveling up. They don't get to choose. The weapon finess feat on the owl represents it's preferred (instinctual) method of hunting.

Don't think of weapon finess as a feat for the owl. Think of it as a racial ability.


I feel the need to point out that if you loose a prerequisite to a feat, you loose use of the feat until you meet the prerequisite again.


Thank you Tiny, that was driving me crazy.

When you ask if they are good what do you mean? Value for the price? Durable? Fun?


In 3.5, the two armor bonuses would not stack but if one was negated some how the other would still be in effect. So an attack that ignored your regular armor but was still subject to magical armor bonuses would benefit from armor bonus you got from the bracers.

Ghost Touch attacks would ignore regular armor but still have to deal with Mage Armor.


I will be running a solo campaign for my brother. I am doing it to learn pathfinder better. He is doing it because at the moment I'm the only game in town.

I told him to make a level five character and he is planing a ranger/bard. (he loves to multiclass.)

I plan to start with him taking a secret important item from point a to point b. But other than that I am low on ideas. I have never run a game for less then four players. Can any one give me tips and advice for how to run a game for a single player?


Your question seems kinda odd. The reason you can't prepare more spells than you have spell slots is because you can't. You can't put 10 bullets in a six shooter either. There just isn't a way to do it.

You can make a house rule or use a different magic system but as things stand you are talking about the nuts and bolts "physics" of magic.


How about putting in a "safety feature" where the magic item only works for the person they are keyed to. So they become useless if stolen. Then make an item that can clear the "key setting" on the items you make. As long as they can't be keyed in combat you are golden and it all seems above board. After all if they ever want to sell the items the will need to erase the key.


The two kingdoms were having a major trade argument. One kingdom is the primary producer of raw goods while the other makes finished goods. The old agreement expired this year and both kingdoms want a better deal than they previously had. The chief good to be discussed is a glowing moss that can be uses for ink and textile dye.

Both kingdoms were to send an envoy of diplomats and their respective princes. One kingdom showed up on time the other only sent the diplomats. The prince was on his way. There was a huge explosion that killed all the diplomats and the one prince. Nothing can be proven but both nations suspect the other of betrayal. Trade between the nations is almost nonexistent as they only trade through proxy nations now. The proxy nations are getting rich and the two main nations are hurting financially.


<didn't read thread just skipped to posting>

I wouldn't try to convert his character or assume he will be disruptive to play. An evil PC can do good things he just needs different motivation. A good PC will save the town because it needs saving an evil PC saves it for the reward, or because the villain threatening the town has a miguffin he wants.

Evil people can have an ethical code. Raistlin (that right?) had a code where he always repaid his debts. Even after going to the dark side he saved the life of a few of his good party members because he felt he owed them. He also stood up for the downtrodden. He then destroyed the world to remake it as a better place.


I have no problem with him charging 10% for his time. In the end the other players are still getting a major discount.

I would write way more but I am on my phone. So eventually there will be a much more in depth post with more of my thoughts. (I trust you will all be on the edge of your seats waiting.)


I once started the campain in your standard tavern. Had them all do what ever it is they want to do. They tend to gravitate to each other. If they don't, have something major happen and let the party br the only people who step up. Earthquake, burning man comes screaming in through the front door, or the tavern gets teleported to he'll and only the PCs are willing to leave the inn to find out why.


Some things I have done with the various illusion spells are... Created a brick wall between me and a foe mid battle. They get a will save but if they fail I have total concealment. In a maze I hid the fork we tookfrom view by making the wall seem solid. I made the room I was staying in look much nicer than it really was, and got a circumstances bonus to a few rolls for it. I made a false bridge over a cams, and made a cliff look longer than it really was. I made it look like there was a hole in the floor. We once were in a room with an invisable blade across it so I created an illusion where the blade was so everyone knew where it was.

As a DM I discribe illusions as if they are real and give my players will saves if they aak about it or the characters interact with it.


It's really hard to talk about a paladin and potentially evil acts without debating what is evil, and what is good. It's been a subject of debate for as long as humanities been able to ask the question. We are not going to get a definitive answer on these forums. There are always a few people who make statements I vehemently oppose in these discussions.

Typicaly, no one really thinks they are evil. In their own minds they could be totally justified. So a while a player/character could believe they are doing good if the DM feels their actions don't muster they the pally is hosed. I recommend creating a saintly code you follow. Create it with the help of your DM take into account your god and then as long as you follow the code you are fine.

And for the record, my current character a cleric os Sarenrae, would have granted mercy and offered the goblin a chance to redeem himself.


Any spell you can't cast you can hire an NPC for. If you can't pay in gold you could take on a quest.


My answer would "No." My reasoning being that half-humans are not human enough to qualify for human feats.


As a DM I normaly I go by midnight or dawn. But if I am a player it is when ever we rest.


If I am nice I would let the characters arm that was cut off regrow because the ring was being worn when the arm was cut off. But I wouldn't let the severed arm grow into a new person.


I am not arguing with what you two said I am just bringing up points for discussion, similar to defending a thesis.

The Hit Die, BAB and saves were taken directly from the Rage Profit. The class was supposed to be a melee class but if the other abilities are too powerful I wouldn’t mind lowering the Hit Die to D8.

I am not sure it is that powerful. I don’t think the Devotion of Cause 3 abilities are too powerful for a level 13 character; most of them are abilities a Cleric would get at level 8. I will concede the War Domain power is overkill. So I will change it to: “For a number of rounds per day equal to your Fervent Champion level any weapon you wield is treated as if it were Keen. This ability does not stack with actual keen weapons. These rounds do not need to be consecutive.”

The Rage Casting ability was based on the Rage Mage ability in Complete Warrior. Did you notice I only allow three schools of magic, and none of them are particularly offensive? I also limited him to spells with a casting time of 1 action or less.


12 hours is long enough to wait before a BUMP.


I haven’t added much flavor yet. Most of the abilities are ripped from other sources. Mainly I want to know if it is playable and balanced.

The player I wrote it up for is a lvl 1 Oracle lvl 2 Barbarian right now. He wanted to be a combat booster/healer.

~~~,~@ @~'~~~

Fervent Champion

Hit Die: d10.
Requirements:
Base Attack Bonus: +5
Special: Renewed Vigor (Ex)
Skills: Knowledge (religion) 5 ranks.
Spells: Able to cast 1st-level divine spells.

Lvl BAB Fort Save Ref Save Will Save Special Spells Per Day
1 +0 +1 +0 +1 Dedication of Cause, Holy Savage, Righteous Scream
2 +1 +1 +1 +1 Rage Casting +1 level of divine spellcasting class
3 +2 +2 +1 +2 Rage Power,
4 +3 +2 +1 +2 Dedication of Cause 2 +1 level of divine spellcasting class
5 +3 +3 +2 +3 Rage Power,
6 +4 +3 +2 +3 Devout Scream +1 level of divine spellcasting class
7 +5 +4 +2 +4 Rage Power,
8 +6 +4 +3 +4 Dedication of Cause 3 +1 level of divine spellcasting class
9 +6 +5 +3 +5 Rage Power,
10 +7 +5 +3 +5 Divine Scream +1 level of divine spellcasting class

Dedication of Cause: Chose either the Chaos, Destruction, Luck, Strength, or War Domains. You may not choose a domain you already have from another source. Any effect that uses your cleric level instead uses your Fervent Champion level.
Chaos: You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You may use this ability a number of times per day equal to 3 + your Wisdom modifier.
Destruction: You gain the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your Fervent Champion level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Luck: You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Strength: As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your Fervent Champion level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
War: You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your Fervent Champion level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.

Holy Savage: A Fervent Champion's class level stacks with barbarian levels for determining the effect of his rage powers, animal companion abilities if any, and effective divine caster level.
Righteous Scream: During Rage by expending one use of his rage ability the Fervent Champion grants himself and his allies a +1 sacred bonus on saving throws, and weapon damage rolls against evil creatures. At level 6 this bonus becomes +2. This effect lasts a number of rounds equal your con modifier.

Rage Casting: A Fervent Champion can cast Abjuration, Conjuration, and Enchanment spells while in a rage, as long as the spell's casting time is no more than one standard action.
Dedication of Cause 2:
Chaos: Once per day as a swift action, you can summon the force of chaos to aid you.When you activate this ability roll 1d6. If the result is odd, add that number as a sacred bonus on your attack rolls until your next action. If the result if even add that number as a sacred bonus to your AC. At the begining of each action thereafter, roll the die again and apply the designated bonus. This effect lasts for 1 minute. At level 10 this you add twice the number rolled.
Destruction: Once per day as an immediate action, you can call upon the forces of destruction to weaken your opponent’s defenses. If you deal damage with a melee attack (but not a melee touch attack) while this ability is active, you temporarily reduce the struck opponent's armor bonus or natural armor bonus by 1. Reductions from multiple hits stack, to a minimum bonus of +0. If the opponent has both armor and natural armor bonuses, it chooses which to reduce. Once one bonus reaches +0 the other is automatically reduced until it reaches +0 or the effect ends. This effect lasts 1 minute. At level 10 you reduce your opponents AC by 2 per successful hit.
Luck: Once per day as a swift action, you can activate this ability. For 1 minute, if the result of any damage roll you make is below average, you may increase it to one-half the maximum possible (rounded down). This effect works for all damage you deal both physical and magical.
Strength: Once per day as a swift action, you can bypass hardness with your melee attacks for 1 minute. In addition you gain a slam attack (1d6/x2) as a natural weapon, and all your melee attacks (natural or not) gain the adamantine property for the purpose of overcoming damage reduction. At level 10 the damage from your slam attack becomes 1d10/x2.
War: Chose a feat off the fighter bonus feat list. Once chosen this choice cannot be changed. Once per day, as an immediate action you gain benefits of that feat as though you had taken it normally. This effect last for one minute. At level 10 you choose a second feat and may use either feat when using this ability.

Devout Scream: During Rage by expending one use of his rage ability the Fervent Champion grants himself and his allies’ resistance to cold 5, electricity 5, and fire 5. This effect lasts a number of rounds equal your con modifier.

Dedication of Cause 3:
Chaos: you can surround yourself with a field wild energies. These energies manifest as a 30-foot aura of chaos for a number of rounds per day equal to your Fervent Champion level. All enemies within this aura must declare one type of action at the start of their turn (attack, cast a spell, move, use an item, or activate a special ability) and make a Will save. Creatures that fail the Will save must take an action other than their declared action. If they succeed, they must take the declared action. Creatures cannot select actions that they cannot perform.
Destruction: you can emit a 30-foot aura of destruction for a number of rounds per day equal to your cleric level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your Fervent Champion level and all critical threats are automatically confirmed. These rounds do not need to be consecutive.
Luck: As an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You may use this ability twice per day but if used during a rage can only once per rage.
Strength: You can add your Fervent Champion level as an enhancement bonus to your Strength score for a number of rounds per day equal to your Fervent Champion level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive.
War: Any weapon you wield is treated as it were Keen. This ability does not stack with actual keen weapons.

Divine Scream: During Rage by expending one use of his rage ability the Fervent Champion grants himself and his allies one additional turn of combat. At the end of the turn in which the Fervent Champion uses this ability all allied combatants take another turn. Effects tracked by turns such as number of rounds a spell lasts, is tracked for the allies taking the extra round but not for the enemies.


My handle is from the Tarot card of the same name. The Hermit is the wise teacher. And that is who I would like to be.


Druids are so dedicated to nature they gain divine spells from it. Protection of the natural world is paramount. So a Druid CAN be interested in machines but I don't see an Eco friendly way to peruse the interest.

If you go with nearly any other class I would go for it. Not airplane but hot air balloon sure.


I am fine with the gods having stats. I like the Divine Rank score. The divine rank is the spark of god hood that makes the gods wicked powerful not their stats. I used the stats as if they represented the gods Prime Avatar. Not the actual god. If you wanted to slay a god you went after their Avatars.


Joana wrote:
HermitIX wrote:

My understanding is that if you cast a spell on yourself that has a range of personal or touch, then your familiar gets equal benefit of that spell. So if you cast Enlarge Personon yourself the familiar enlarges too.

Even though the familiar is not normally able to benefit from this spell it can in this instance.

It used to work that way, I think, but now it takes two castings of the spell, one on you and one on the familiar. The wording in the PRD is specific.

PRD wrote:
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
{my bold}

Oh... Well spoon! I disapprove.


The spirit guide is primarily a flavorful addition to the class. It has no impact on play beyond the mechanical bonuses it imparts. It will never manifest physically. Other than saying it is the source of your abilities it does nothing for you. It is just there.

So how you get it is up to you. Make up a back story.


My understanding is that if you cast a spell on yourself that has a range of personal or touch, then your familiar gets equal benefit of that spell. So if you cast Enlarge Personon yourself the familiar enlarges too.

Even though the familiar is not normally able to benefit from this spell it can in this instance.


It is my understanding that you chose to channel positive or negative energy at character creation. You then pick whether to affect living or undead each time you channel. You heal or harm every affected creature in the area of effect the full Xd6 - rolled once so everyone get the same amount of healing or damage.

The Cleric can omit himself from the burst to avoid harming himself if he would otherwise.

In combat this ability kinda sucks unless you take selective channeling, because by default you would heal your enemies / harm your allies in the burst. Even then you can only omit creatures equal to your Charisma Mod, so you might still catch someone you didn't want to in the burst.

Channeling is a Standard Action so on turns you spend turning that is almost all you do.

You only get so many channels a day. If you take extra channel and selective channel you have used up two feats. Feats are a limited resource.


I was wondering if anyone could give me some cool DnD/RPG links. Neat Blogs, YouTube shows, web comics, and stuff like that.

I am sure this type of thing has been asked before so links to old threads are also cool.

I remember watching a web show with a barbarian elf attacking an outhouse. And I would love to have that link again.


A fellow player in my game is playing an Oracle/Barbarian, and wants my help making an effective character. Right now we are level three and he is going to be a level one Oracle and a level two Barbarian. He wants to be a melee butt kicker. My first bit of advice was drop the Oracle level. But he wants to keep it. So with what he has now and going up to level 16 or so what would be a good build for this Oracle/Barbarian?


A fellow player in my game is playing an Oracle/Barbarian, and wants my help making an effective character. Right now we are level three and he is going to be a level one Oracle and a level two Barbarian. He wants to be a melee butt kicker. My first bit of advice was drop the Oracle level. But he wants to keep it. So with what he has now and going up to level 16 or so what would be a good build for this Oracle/Barbarian?


Don’t make everything ahead of time. I usually just have one session planed for at a time. They always do things you don’t expect but it’s usually small. They let the goblin live or they sold the horse, small stuff that doesn’t do much right now but can impact things a few games later. The Goblin decides to emulate the paladin that saved him and comes back as a holy warrior to help them out, and the horse in enraged at being sold plots revenge.
It’s a good idea to make up a few stat sheets (or just one) for NPCs. They are the bar wenches, farmers, and towns people. You don’t need to make a sheet on every last person the PCs meet but if they pick a fight with the bar wench you can quickly know her stats. If any NPC becomes important enough for the party to know their name I stat them up special. A few blacksmiths have sprouted fighter levels.
Save everything. Half formed ideas can save your tushy when things go off the rails. I have some old dungeons I made but didn’t get to use in a folder, and I keep all my old Characters to pull out when I need an enemy or ally quickly. If you don’t have any old Characters make some it will help you learn the rules.
The main thing I would say is just keep things going. When you are at a loss for what to do you can have a child run up and ask them if they are adventurers. Then beg for help getting his sister to leave him alone, or get the cat out of a tree. It buys time and they are occupied while you think. One time I made an earth quake. The players leapt into hero mode.
Listen to your players they usually give great idea just by talking to each other. I have changed a few plots because I liked what the players thought was going on better than what I had planned.
I recommend getting as firm a grasp as you can on the rules. When you are winging it it’s better to keep things going with half remembered stats and guessing, than stopping to figure it out. I tell my players that if they catch me getting a rule wrong they can let me know after the game and I will give them 100xp. The only time I let the in game action stop to look stuff up is when it would kill a player or something of similar important.

Story Time:
I have a friend who has been working on a campaign for years. She won’t let anyone play it until it’s done. She talked to me about it once and she was trying to plan for every contingency. She was creating enemies and villains that we wouldn’t meet until the end of the campaign. She was trying to create encounters that would yield just the right amount of exp so we would level but not enough to over level for her plot. No one has ever played that champagne and I think she has burnt out and restarted a few times on it.

I set up an urban dungeon. It was going to be a big save the day moment for my players. I had them going against an assassins guild and every victory they had won so far they had only half won. The assassins had managed to achieve some goal and forward their plot. This time the PCs were going to race the assassins through this mad alchemist home and for the first time truly foil the evil plot. I spent two weeks on the dungeon. When game day came the adventurers decided it was too dangerous. They paid a street kid to carry a letter to the town guard. To let the town guard know what the assassins were up to. So they could handle it. My players then went off to do nothing in particular. I had nothing planned other than the dungeon. This letter thing happened in the first five minutes of the game I had nothing in my holster. And I was in shock that they SENT A LETTER! We ended up traveling to the elemental plane of water that day and exploring the glass city. The whole time I had no idea what was going to happen next. After the game I was able to string some plot back in to the world and we got back in the swing of things. But I still have this dungeon… sitting here... unloved and alone…


Here is an idea for a spell.

Blade Wyrm
It creates a 30ft long 5tall 5wide area of spinning metal blades. Give it a fly speed of 30 and have it attack like a swarm. The duration should be rounds per level and require concentration. Give it a range of close.

The cool trick to the spell is this. The material component to the spell is a metal weapon of some kind. It is destroyed when the spell is cast but when the spell ends the weapon reapears in a square occupied by the Blade Wyrm. The Wyrm has a base damage but it has the same enhancements as the weapon used in the spell. Ghost touch, +5 shocking Burst, holy, silver, or what have you.

Look at flaming sphere, lightning bolt, floating disk, and blade barrier for inspiration.

I think this would end up a level 6 or higher spell and transmutation.


I would make a NPC and let the players take turns running it.


How about urban ranger? You can chose archery for your class progression feats which I think extend to crossbows as well, and take leveling up feats for swordsmanship. The concept can be rakish bar crawler.


I would say that the Arcane Hierophant has a unique ability. So if you want an animal companion/familiar update the class and take levels in it. Because outside of that class in both 3.5 and pathfinder it is imossable to have an animal companion/familiar.

And when I say imposable I mean without DM hand waving which is always an option.


I don't think this was possible in 3.5.


I am running a campaign with mostly evil PCs. One of the PCs (Urban Druid) wants to be a serial killer. I am inclined to let him. It fits a vague theme of the game and he isn’t the only PC to have a similar antisocial personality.

I plan to force the player to limit the PCs killings to in between games while the party is spending one or multiple nights/day in a town. This way I can run his side things and have the fall out happen next game.

I told him that it won’t be a free for all he will eventually attract attention and people will be hunting for him. The higher his body count the more people and more powerful people he will attract.

With most of the PCs evil I laid down a ground rule that whatever plot or schemes the PCs have their party members are exempt from the bad stuff. If they want to take over the world you plan is to give the party their own island. You can unleash plagues on the land but the other PCs get the vaccine.

So, this is something I want to do. But I could use some help/advice on creating the vignettes where he hunts and kills a victim, a system for tracking his infamy, and creating a method of escalating danger as he becomes more well known.


I would rule that as long as there is something akin to ground beneath the target of the spell then the spell works like normal. In a temporary extra dimensional space I would say the spell works but only as long as the extra dimensional space lasts. When the extra dimensional space goes away the Imprisonment spell ends. The subject could either be deposited on the nearest applicable plane.


Even if the Paladin disapproves of the caster casting evil spells. He doesn’t have to take militant action against the spell. He may insist on destroying any undead after the battle, and refuse to benefit from the spell after combat. As long as the caster avoids becoming evil you can keep things going along ok.


I am fine with the players crafting.

The world I am running doesn’t have many adventurers in it. Only a handful are currently active. And while I won’t let the players hand pick their magic items, I don’t plan to skimp on the magic stuff. It’s just that they can’t go buy their gear. It's currently being used by some one else or in a dark cave/dungeon some where.


I dislike magic stores. I find it implausible that in every major city there is a Magic-Mart the characters can drop in on and buy/sell whatever they want. So in the game I am running I plan to have mundane stores that carry a few magical items. I will roll randomly a few magic items for the stores within the gold piece limit of the town. One to four items. Those are the items/weapons available for sale. And I plan to only have so much money available to buy magic items off the players.

I get that this is going to restrict the players. Especially the players in my group who are used to buying anything they want out of any book they can get their hands on. So I gave them each a magic item at the beginning of the campaign that will level up with them giving each player a bonus tailored to their character.

I think the scarcity of magic items will add to the mystique of the world. A +1 dagger isn’t that great in a normal game but when there isn’t that much out there a +1 dagger become much more valuable. And most characters will toss a cursed or “draw back” item. But when nothing else is likely to come along for a while it’s harder to just leave it behind. And dungeon crawls become more important if the only way to get a +5 Holy Flaming Long Sword is to go and take it from the Bodak’s hoard.

What do you think? Good idea/Bad idea? Questions? Comments?


It really depends on why they were fighting and what universe they were in. The home team advantage would carry the day.

If they were on neutral ground, the motivation would determine the winner. They are both anti-heros so the one more “in the right” would typically win.

If they were after the same Diamond or otherwise both on the wrong side of the law we would get an interesting fight. I don’t think Catwoman would fall to Black Cats luck powers. They would hinder her but few of her gimmicks are vulnerable to bad luck. I think it would end up in a two part battle. First with Black Cat winning due to her luck powers and second either a tie or with Catwoman winning after learning from the first fight and adapting.

Marvel tends to be a higher power universe where DC is more high character.


I am running a game where the PC will be traveling between towns. The land between towns is a blighted wasteland, with mutated creatures and warped laws of nature. Each town will be unique and have a wall or barrier around it. Here are a few ideas I have already.

Undead City
City full of undead
The barrier is a black line in the earth, its turns out to be Shadows.

Clockwork City
Steam Punk City
The barrier is a clock work wall full of gears.

Temporal City
Modern Day City... With Elves!
The barrier is a shimmering film over the city, when players walk through its like modern day New York

OZ
Bubble city
The whole city is covered in a green sphere of energy similar to Force Wall.

Any one else have ideas? I could use them.


I had a DM once rule that unless we took a point in a Knowledge skill we had absolutely no knowledge on the subject what so ever. We could worship a god but couldn’t tell you anything about the faith. We could slay a dragon but couldn’t tell you what breathe weapon it used.

Here is one a Player imposed on himself. The wizard started with no spells at all. He wanted them all to be custom and created organically in game. Looking for reagents and searching libraries for research notes. I made him have a spell book with the starter list of cantrips, and first level spells. He threw it away. At level 5 he had one spell. He could make gruel paste that covered the ground in an area similar to a Grease spell. Most useless mage ever.


Luster and Shade

Current Campaign


Outpost VIII - Dacilane Academy's Delightful Disaster


Previous Campaigns