Count Lucinean Galdana

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I'll start,
I DMed a game a little while back, one player was running a druid, I thought as a cool story twist they would find a long extinct animal that was turned to stone. The druid rolled high on his knowledge check AND spell craft check to know what the animal was and that it was a flesh to stone spell. They brought the animal to a wizard who cast stone to flesh waking the creature from its long rest and the druid took the animal as his animal companion. All of this was planned from the start, I have never been able to correctly guess the events and actions pc's would take before but this was falling right in line... until the druid decided he wasn't happy with just the one... he decided he would polymorph into the creature, only a female version of it, do the nasty with his animal companion in hopes to get pregnant, carry the offspring then polymorph back into his original form. I admit this was beyond what I wanted to try dming so I hand waved that it worked and after approval of the other players fast forwarded a year to allow for all this to occur, they ran through one more mission as a whole group after that and the character decided he wanted to retire the druid so that he and his animal companion could start to repopulate the species. It just struck me as odd but I allowed it and now this species is rare but spreading anytime we play a game.


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I would definitely get the determination enhancement to armor, that's one of the best gems I found in equipment guide and now get it every chance I can with a melee character. And you might want to think about upgrading your +2 cloak to a +5, buying one straight off the shelf only costs 25k and you already have a +2 version. Maybe I am being too careful but maxing out the cloak of resistance is an extremely important thing to do when I play barbarian, I cringe at the thought of the enemy taking control of my character via failed will save and turning that raw power back on the group


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Behold, bear pelt of the bonebreaker


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3.5 Loyalist wrote:
Use him to find traps, mourn, move on.

Ouch, a little harsh huh?


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So taking a few suggestions from here and compiling them and adlibbing some, have about a 20 to 30 ft hole leading straight down as the entrance to the lair, at the end of the rock tunnel is the only entrance to your dimiplane lair which is a dead magic zone, have a trapped (break away) ladder leading all the way down to the center of the ground level of the dimiplane (another 200 or so ft. Down). Inside the tunnel have a few contingency spells that if anyone aside from the dragon goes in a wish spell is cast that all their equipment is removed and placed in a different location.

If they climb down, the ladder breaks they fall if they fly down they avoid the ladder trap, either way they get hit by contingency spells possibly loosing all equipment, if contingency spells fail they keep their equipment but once they pass the entrance to the dimiplane all prepared spells stop functioning, unless they have a mundane means of flight they fall and take that damage. Once on the inside of the dead magic zone lair all casters are useless save them for last take out any archers first if they still have their equipment, then focus on any pcs that can fly once those two immediate threats are taken care of fly around out of reach and blast away at the helpless pcs that thought an ancient red wyrm would be an easy fight.

Play devils advocate for me here, can anyone find a way to defeat the above listed plan?


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666bender wrote:

or better yet.. antimagic field... no magic = the dragon kill a few pc's around.

or better yet - a dead magic zone LOL

This isn't a bad idea at all, the entrance to your lair is a portal to a dimension you created with create dimiplane greater, and made permanent, nothing can scry in and no magic functions inside at that point the casters are 20th level commoners and the fighter/paladin are fighting you with mundane weapons, they can't teleport in or out so block the exit with your hugeness and pick them apart while you laugh at their futile attempts to attack you, just for fun you could make it a plane of fire and they would take fire damage the whole time they're in there as well unless they have racial immunity


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Contingency with greater dispell magic or teleport would work. And possibly something he could always have on him so it would be a spell he cast a few days back and wouldn't deplete his spells per day for the battle. Or Cast it yourself then self buff haste, displacement and other defensive spells then ready an action to swallow whole whichever pc you want, wizards would taste great as long as they don't have still spell. You have vulnerability to cold so prepare for that via protection from spells or a ring and using greater dispell magic try to get rid of any protection from fire spells they will have up. Use your incinerate ability on any but the fighters and your melt stone ability preferably above them so they get hit with the 20d6 then 10d6 lava damage

Above all else location is everything here, if they're coming into your cave that you get to design ahead of time there's no reason they should be able to walk out alive. Reference the tomb of horror for good trap ideas and have your cave set up so that the first floor is a maze and the second is a wide open cavern for you. Protection from scrying and An alarm spell at the only entrance would give you plenty of time to buff for battle and while they're deciphering the maze you could melt the stone beneath you and above them to rain lava down on them in the surprise round. And with traps set up that will potentially waste some of their spells they have reserved for the fight. Unless i'm mistaken protection from fire doesn't mean protection from lava


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Dotted for future cleric with an A-hole type attitude. "Sure I'll heal you, stand still cause this is gonna hurt before it feels better" lol


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Im running a campaign and my players have a long stint of travel through what i imagine as open fields and forrested area with little to no roads coming up, and I have an idea for a random encounter.

the entry on the homunculus it says that if their master were to die they tend to go crazy and claim where ever they are as their territory. And attack any that move through it.

My idea is that an old lonely wizard created a bunch of homunculi as travel buddies to keep him company, along one of his travels he dies either by natural causes or otherwise, either way the party comes across this wizards decayed body and notice it is in what looks to be an old camp. when they search the area to scavenge what they can from the place, all the homunculi this wizard created pop out and attack.

My players are both level 10, so I know I will need around 10 homunculi to make it interesting, but is there any rule that says a wizard can't have multiple homunculi? I ask simply because i never hear about anyone having more than one, is there any reason why? Is there some un written rule somewhere? At a cost of only 1050 each im surprised there aren't 3 or 4 running around with every wizard


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143. That's the most horrible thing I've ever seen!


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138. So you want me to join you huh? Ok, I'm in, as long as you sign this disclosure agreement first. (Majored in necromancy and minored in law, Richard legally aquired all of his undead minions)


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96. A mausoleum?!?! JACKPOT!

97. *first time entering a big city* "woooow, so many people..." *looks down* "so few onyx"

98. What's your return policy on broken jewelry? I mean do we have to have the ring AND the gem in order to get our money back?

99. Hold this for a sec.


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29. RUN NOW, TALK LATER!
30. Do You remember when you said you didn't think I could control that many? Well...
31. Need someone to spar with?


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A good old ritualistic sacrifice to appease the evil god sounds right to me. Capture an enemy in battle, set up an alter, light a few candles, rub down the sacrifice in some unholy oils, spill his blood with an atheme and pray until asmodeus takes the offering. The whole thing should IMO take between 1 and 6 hours and cost an average of 1 to 2 hundred gold for all the ingredients. After its completed id say he's all good with his sadistic evil god


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I got great rolls for my latest character, str. Of 16 dex. Of 14 con. Of 14 wis. Of 17 int. Of 18 cha. Of 13, I chose human and added my +2 to my int. To bring the total up to 20 We just made 4th level and I added my ability bonus to wis. To make it an even 18. My party desperately needed a tank so I went with first level monk and 2-4 level magus-kensai. This combination makes my AC an amazing 22 naturally (+4 from wis. +2 from dex. +1 from dodge +3 from int. And a +2 from my feats, I took the aldoli dueling sword feat tree) all of that comes before my spells, I can cast shield to bring that total up to a 26 and I just took the magus arcana to allow me to cast mage armor which will take my ac up to a 30. My DM joked tonight that he was going to find a way to deny my dex bonus (have me trapped in a mud puddle ect.) Which would drop my ac from a pr-spell 22 to an ac of a 12. (Id loose my dex. Bonus, my wis. Bonus my dodge bonus and my int. Bonus) what can I do or what item should I try to get to avoid me loosing my dex. Bonus to ac? I can't wear armor, but we are in a good point in the game to head to town. Any help is very much appreciated!

Classes/Levels

The Unwilling

About Tam Bracke

Dreams and Despair:

Tam Bracke
Male Human Warrior 1
N Medium Humanoid (Human)
Init +0; Senses; Perception +0
Corruption: 0 Depravity: 0
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DEFENSE
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AC 10, touch 10, flat-footed 10 (+0 Dex, +0 armor)
HP 15 (1d10+5)
Fort +7, Ref +0, Will +0

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OFFENSE
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Speed 30 ft.
Melee
Pitchfork +3 1d8+1 (x2)
Ranged

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STATISTICS
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Str 12, Dex 10, Con 18, Int 10, Wis 10, Cha 13
Base Atk +1; CMB +2; CMD 12
Feats: Skill Focus (Knowledge (Religion)), Eldritch Heritage (Sanguine Bloodline)
Traits: Rough and Ready, Resilient
Symptoms:
Skills: Profession (Farmer) +4; Knowledge (Religion) +4
Languages: Common
Combat Gear: Pitchfork
Other Gear: helmet candle, moon sugar (equivalent to pesh, 1 dose), 8 pound keg of mead

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SPECIAL ABILITIES
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The Blood is the Life(Su): As a standard action, you can drink the blood of a creature that died within the past minute. The creature must be corporeal, must be at least the same size as you, and must have blood. This ability heals you 1d6 hit points and nourishes you as if you’d had a full meal. You may use this ability a number of times per day equal to 3 + your Charisma modifier.

Heart of the Fields(Ex): You gain a bonus equal to half your level to any one Craft or Profession Skill and once per day you may ignore an effect that would cause you to become fatigued or exhausted.

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Backstory
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Tam Bracke had magical blood in his veins. Fat load of good that did him. For years he tried to live as a simple farmer, trying his best to keep his innate thirst for blood at bay. He even joined the clergy once, but that helped less than a canary at fox hunt. Nowadays Tam just drinks his terrible cravings away, having nothing else to do about it. One misty evening he was heading into the forest for a sip of mead when all of a sudden he found himself quite lost...