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Proley wrote:

Here's an idea, start them with the prologue being that evil wins then the campaign starts in earnest in post-apocalypse golarion.

PCs start level 15ish, called upon by *fitting org or deity* to stop this vile scheme. Then over the next few sessions, they go about trying to stop the enemy, by thrusting them into the middle of things you have some wiggle room about how the plot went prior to them starting.

During the campaign, let them get the sense they were called too late, but they have a chance. In the end, maybe they managed to save a city, or group of people, but tragically died during the ordeal in a noble sacrifice.

Now they start the campaign, with new characters in the immediate aftermath. They can see what their other characters accomplished, and their level of success influences the current campaign.

Reminds me of that Vecna adventure, where you start out as the "big name" archmages (Bigby, Tenser, Mordenkainen, etc.) and get a TPK at the opening... then transition over to the overmatched heroes trying to "make it right".


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1. "Heavy Metal" (Original Version) Sammy Hagar
2. "Heartbeat" Riggs
3. "Working in the Coal Mine" Devo
4. "Veteran of the Psychic Wars" Blue Öyster Cult
5. "Reach Out" Cheap Trick
6. "Heavy Metal (Takin' a Ride)" Don Felder
7. "True Companion" Donald Fagen
8. "Crazy (A Suitable Case for Treatment)" Nazareth
9. "Radar Rider" Riggs
10. "Open Arms" Journey
11. "Queen Bee" Grand Funk Railroad
12. "I Must Be Dreamin'" Cheap Trick
13. "The Mob Rules" (alternate version) Black Sabbath
14. "All of You" Don Felder
15. "Prefabricated" Trust
16. "Blue Lamp" Stevie Nicks

Character Theme Song for Krondar the Numerian:

Anvil of Crom (Conan the Barbarian Soundtrack)


Don't forget to cast Greater False Life on your familiar once you can. And maybe Shield.

A few buffs greatly increase survivability for your familiar.


Mapleswitch wrote:
A 1 Level dip into a certain inquisitor archetype fixes almost all of the rogues problems :p

What archetype is that?


Well, I've been playing this Transmuter/Loremaster elven craftsman with Eldritch Heritage. He's deeply non-optimized but has been a heck of a lot of fun to play. Lots of craft skill, goes around describing himself as an "artisan" or "carpenter" or "stonemason" depending on who he's interacting with. Focused on battlefield control/buffs with a side of save or suck, very little direct damage (which is unusual for me - I like blaster mages). Very Lawful Neutral, keeper of the adventuring party charter and prone to statements like "we should consider that during our quarterly charter review, I will add it to the agenda". I realize the Bloodline isn't optimal, but it's in keeping with the labyrinthine backstory I put in place for him (he's the destined scion of a cursed line that doesn't want to be an adventurer but is forced through the circumstances of the Adventure Path).

Anyway, I don't know if any of this is useful but check it out. I stair stepped the wizard/loremaster levels for a number of reasons (including the two free spells per level as a wizard).

Feat Tree: (Wizard – Transmutation/Enhancement 10th; Loremaster 10th)
Level Progression: Wizard Level 1-7; Loremaster 8; Wizard 9; Loremaster 10-11; Wizard 12-13; Loremaster 14-20
1st: Skill Focus – Knowledge (History), Scribe Scroll
3rd: Eldritch Heritage (Bloodline – Destined: Touch of Destiny)
5th: Evolved Familiar (Skilled: +8 to Use Magic Device)
5th: (Wizard Bonus Feat) Craft Wand
7th: Craft Wondrous Item
8th: (Loremaster Secret 1st) Secret Health (Toughness)
9th: Arcane Builder (Wondrous Item)
11th: (Loremaster Secret 3rd) Applicable Knowledge (Bonus Feat: Improved Eldritch Heritage (Bloodline – Destined: It Was Meant to Be))
11th: Spell Focus: Transmutation
13th: Opposition Research (Illusion)
13th: (Wizard Bonus Feat) Persistent Spell
15th: (Loremaster Secret 5th) Lore of True Stamina
15th: Greater Spell Focus: Transmutation
17th: (Loremaster Secret 7th) Secrets of Inner Strength
17th: Greater Eldritch Heritage: Within Reach
19th: (Loremaster Secret 9th) Secret Knowledge of Avoidance
19th: Improved Initiative


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"Krondar, the Numerian"

Yeah, I'm going with the Thundarr homage too. "We do it Krondar's way! "


Awwww. I was hoping for a delicious consumable wondrous item ("telekinetic cheese").

Anyway, I would echo the alchemical item suggestion. Holy Water is a hoot against undead. You can even mix and match your alchemy/special material projectiles. Really, anything with a touch attack basis is a net advantage while using this function of the spell.


"The Box is a 2009 American psychological thriller film based on the 1970 short story "Button, Button" by Richard Matheson, which was previously adapted into an episode of the 1980s iteration of The Twilight Zone. The film is written and directed by Richard Kelly and starsCameron Diaz and James Marsden as a couple who receive a box from a mysterious man played by Frank Langella who offers them one million dollars if they press the button sealed within the dome on top of the box. However once the button has been pushed someone, somewhere, will die."

Wiki info, but that's the reference.


I Hate Nickelback wrote:
Darigaaz the Igniter wrote:
"In this box is a button. Push the button, and you get $1 billion. But someone somewhere in the world who you don't know, dies"
I would do this. Not even kidding.

And after you did, the box would go on to someone else to ponder the moral dilemma. But don't worry, the Pit Fiend can assure you it will be someone you don't know...

(Cue evil laughter)


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Yeah. Specifically you need to travel to the apocryphal mountains where you use the unobtainium sphere in conjunction with a ritual of the deux ex machina to craft a sufficient quantity of handwavium for your purposes.

DM fiat in other words.


I'm definitely planning on getting both. Just the sequence I'm pondering at the moment. I also noticed that most wondrous items take a Higher caster level to create.

Do you think I should wait on wands until 7th then? (Without commenting on the specific AP, please. I'm trying to avoid spoilers). Just to be clear I'm comfortable either way, and want to make both over the course of the campaign.

EDIT: Just to be clear, I'm concerned generally with the crafting time guidelines (not particularly with the Carrion Crown AP - though I gather that is a particular issue).


I had struggled a bit wIth the craft Wondrous Item vs craft wand sequence. Had gone with craft wand first due to the affordability of low level wands and wanting to get my raven familiar another way to contribute with UMD. I'm still not totally sold however, would you suggest I go with Wondrous Item first?

I could see going either way, just trying to weigh the options.


"Struggling with time requirements" references the quantity of time commitment necessary to make anything of value. At 11th level I'm going to want to craft Annihilation Spectacles, which will take 100 days if concurrently adventuring. That is way longer than I expect to be sitting around town, and the rest of the party will undoubtedly feel the same way. I do want to avoid spoilers, my GM has indicated to me that this isn't going to feature tons of downtime like the Kingmaker campaign I just ran for the group.

Whittling a stick pretty well describes craft wand plus crafters fortune to offset caster faster crafting penalty using the craft skill. Also, carpentry has come in handy several times with a broken portcullis winch and dialogue with various local tradefolk. Later I have plans with Fabricate, and some other tricks. Not burning any feats on it, but they are useful skills.


So I've pretty well mapped out my planned Feat Tree for the wizard I'm playing in the Carrion Crown adventure path. The character is an elven wizard with a pile of backstory tied into the history of Ustalav/Lastwall and an orientation to crafting (carpentry/stonemason). He is designed primarily for the roleplaying and fun opportunities he provides, and will fill the battlefield control/buff/debuff roles. Trying to stay away from direct damage spells for the most part, as the last two campaign APs we played had blaster focused arcane casters.

My primary interest is whether I should consider switching up my Feat Tree progression at 9th or 11th level (those being the ones I'm not totally sold on), though I'm interested in other ideas (maybe I should be getting the spell focus: transmutation line earlier?). I am planning to use the craft skills for pretty specific reasons, and am struggling with the time requirements (hoping to do the Ring of Sustenance/Rope Trick combo to make it more usable). In any case, I look forward to people's thoughts and feedback... oh, and to my co-players don't read my feat tree you goons.

Spoiler:
Level Progression: Wizard Level 1-7; Loremaster 8; Wizard 9; Loremaster 10-11; Wizard 12-13; Loremaster 14-20
1st: Skill Focus – Knowledge (History), Scribe Scroll
3rd: Eldritch Heritage (Bloodline – Destined: Touch of Destiny)
5th: Evolved Familiar (Skilled: +8 to Use Magic Device)
5th: (Wizard Bonus Feat) Craft Wand
7th: Craft Wondrous Item
8th: (Loremaster Secret 1st) Secret Health (Toughness)
9th: Spell Penetration or Arcane Builder (Wondrous Item)
11th: (Loremaster Secret 3rd) Applicable Knowledge (Bonus Feat: Improved Eldritch Heritage (Bloodline – Destined: It Was Meant to Be))
11th: Greater Spell Penetration or Spell Penetration
13th: Opposition Research (Illusion)
13th: (Wizard Bonus Feat) Persistent Spell
15th: (Loremaster Secret 5th) Lore of True Stamina (+2 on Fortitude Saves)
15th: Spell Focus: Transmutation
17th: (Loremaster Secret 7th) Secrets of Inner Strength (+2 on Will Saves)
17th: Greater Eldritch Heritage: Within Reach
19th: (Loremaster Secret 9th) Secret Knowledge of Avoidance (+2 on Reflex Saves)
19th: Greater Spell Focus: Transmutation


There are a number of encounters later in the AP that are tough for a party of four (the terminal BBEG springs to mind). If your players have their act together I can see it, otherwise you could be looking at a very rough conclusion. Check the Kingmaker Obituaries thread for more details.