Xotani

Hevyyd's page

44 posts. Alias of Michael Worthy.




The last time I ever really ran a game was several years ago when I first moved back home. A small group of my friends (3 players) were all interested in learning/playing D&D and since I had the most experience I was the DM. Everything was great, some players were far stronger than others and stats were pretty damn high all around, I gave out lots of money and homebrew swag, it was a hot mess of a game but everyone had fun. (which is all that really matters, esp. since we all remember it fondly to this day)

Problem is after about a year of running the game I TPK'ed the party when I decided to up the ante one gaming session. Normally I only used one boss monster at a time and the players whipped it no problem so I figured, "hey, lets do three and have one be a caster!"

Bad idea.

I haven't really run a serious game since that fateful stormy night. (Literally, it was raining and I had to walk home in a downpour after killing off all my players.) I've tried over and over again to either "revive" my old game and give the players another whack at it, or to use any number of my other ideas for campaigns, I just can't get them off the ground.

What I need advice on is how do I get back into this? I have a much stronger grasp on the rules now but with all the ideas in my brain I don't know where to start, and I'm also afraid that my players wont be able to keep up, only one of them is really competent with the game mechanically and the other two still need a lot of hand-holding. Which I guess is a big source of frustration for me.

Any advice to help me give these guys something great?


So, according to the rules laid out in the 'Blood of Angels' book. An Aasimar can trade out their spell-like ability for a unique feature, one of which is a 20ft natural fly speed with poor manuverability.

They can also has wings, but that's besides the point.

While I think it's a cool feature, it does sort of undermine the whole feat tree that lets Aasimar fly, unless you wanted to improve your speed and maneuverability I guess.

I guess this isn't so much of a rules question as a "what is your opinion of this rule" question. Hoping to hear some good feedback, thanks guys.


I'm going to be running a solo campaign for a good friend of mine soon. Partly because our other friends are flaky, and partly because I want to playtest a new base class I built for him without having other players feel like I'm not paying enough attention to them.

Long story short I'm making 2 npc's that will round out the party, but I'm having a tough time coming up with a character to fill slot #2.

So far I'm planning on an Oracle who will be mostly party support/buffs and a little bit of healing and whatever debuffs I can swing for good measure.

my friend's character class is best described as a tome of battle-type melee fighter. It's more complex than that but it'd take too long to explain.

What would compliment that well? I was thinking an arcane caster or maybe a skill user, but I'm looking through my books and nothing is jumping out at me. The npc's aren't really there to outshine him, just smooth out the edges and help him on his way.

Any suggestions?


I haven't been able to game in months @.@

If anyone has a group going on and doesn't mind an experienced player, let me know. The thought of trying to find a group to game with in LA is terrifying.

Just as an addendum this is my first time making a thread like this so if I need to fix anything or add more info just let me know, thanks.


I'm in the process of creating a Pathinfinder campaign setting, for personal use obviously, based on the Dragon Age (copyright BioWare) series. But whats Dragon Age without Blood Mages? Not nearly as cool is what. For research I did my reading on the in-game Blood Mage specialization, as well as researched the Blood Magus PrC that first debuted back in the 3.5 splatbook Complete Arcana.

Here is the link.

I'm concerned about whether or not this prestige class is balanced or not. The Blood Magus in it's 3.5 incarnation was balanced, even if a little gimmicky in my opinion. I made some design changes to incorporate some of the old aspects of the class with ideas from the game.

It looses 3 caster levels over 10 levels, but can use the new, scaling Blood Component to mitigate that. It's Blood Magic thats the problem, an ability that powerful is REALLY dangerous and screams for abuse. I originally set the cost to spell level x5 but thought that was too much, thoughts?

The final caster level loss at level 10 seems kinda arbitrary to be honest, I'd be perfectly willing to drop Blood Walk completely and restore the lost caster level, again, input is appreciated on this one.

As a final note, once this class has all of the kinks worked out you can sub it into your game without any translation issues, despite being built for a Dragon Age setting world. Just re-fluff the Apostate class feature (or remove it entirely) and change the special entry requirements to your liking.

Thank you for reading.