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Hey everyone, still playing Giantslayer with my group (about to go into the tomb in book 4) and after the tragic death of my dwarven warpriest I threw together a phantom blade spiritualist rather quickly to keep playing with the group. The rest of the group consists of a Shield Bash Fighter, Martial Occultist, Cleric, and Ranger. So quickly, in fact, that I may have made a couple of errors in spell selection. We just hit level 12 and its caused me to take another look at my spell list and consider my options. For each spell level I'm trying to decide a few things: 1) What spells I already know are worth keeping vs trading out at appropriate levels (next time is lvl 14) or retraining. 2) What spells I'm considering are worth adding to my spells known either through normal leveling, or retraining. 3) What spells I have access to that should be put on a spell lattice, or taken as a wand. The only feat I have right now that affects any of my spells is fey foundling (I'm a scimitar-wielding sarenite with the divine fighting technique). Current wands: CL3 Cure light wounds, bless weapon, remove fear Knacks: detect magic, read magic, mage hand, open/close, light, touch of fatigue 1st: burst of adrenaline, burst of insight, chill touch, cure light wounds, protection from evil, inflict light wounds 2nd: mindshock, cure moderate wounds, false life, invisibility, resist energy
3rd: displacement, heroism, haste, vampiric touch
4th: freedom of movement, dimension door, etheric shards, shadow conjuration
I don't have 5th or 6th level spells yet but here are the planned lists for consideration: 5th: breath of life, plane shift, shadow evocation, withdraw affliction
Planned spell lattices: true Seeing (6th), possession (4th) The campaign should end around 17th level. Any help curating my spell list a little is appreciated. ![]()
Starting Giantslayer with my group very soon and I came up with something of an a-typical build. I want to both make sure my assumptions are correct (and the build is legal) and also ask for any suggestions to improve both it and my play experience with it. Dwarf
While it takes a LONG time to come online (due to requiring Improved Vital Strike) the idea is that using an oversized Warhammer (ergo requiring 2 hands) I can using the 2h Weapon Trick cleaving smash to apply Vital Strike to cleave attacks. This trick comes online for the last 5 levels of the campaign and I'm okay with that. Early play is basically a standard power attack build with an oversized Warhammer. Plus picking up the dwarven cleave support to lead up to the main event. Not sure what to take as my 17th level feat. And I'm open to suggestions on how to move things around to improve the character. ![]()
Meet Strides-Besides-Death and his Eagle (reflavored Owl) familiar for the Curse of the Crimson Throne game my group just started. Its been a while since I've played anything but an Arcane caster, and I loved a build snippet I found on reddit for this class, but am having trouble fleshing it out to a full build. The idea is to build up a large pool of channel (Restoration Spirit+Channel Luck) with buff riders, and support with those and hexes. I'm already level 2 (though we haven't played a session at 2 yet so I can still change my hex choice) and need some feat options and maybe a better hex progression? I have a strong Luck theme going, but not sure the character will be effective all the way to 17 (though hes a full caster, so hes probably fine). Wandering Spirit will be Lore most of the time for Wizard spells Hex. Using Half-Orc FCB to get cleric spells (picking up Ant Haul at 3 to mitigate poor strength). Build is below, any advice is welcome. Shaman (Serendipity) 17
Hexes
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So the only posts that show up on a google search about this topic are from 2015 or older. By RAW the Bolt Ace cannot make touch attack deadly aims with a crossbow, because the line allowing Gunslingers to do so is part of the firearm rules. I've searched the FAQ and errata and found nothing about this. Did the dev team ever respond to this little issue? ![]()
So we just had a near-TPK in our online run of the Emerald Spire super-dungeon, and after my Gunslinger died I've decided to have a bit of fun and try out the Arcanist class from the new ACG. After seeing the Blockbuster Wizard guide I've decided I really want to give a Blockbuster Arcanist a try and have set out to figure out how to make it work. Arcansit (Admixture School Savant)
Traits
1. Arcanist - Spell Focus (Evocation)
Possible Exploits: Potent Magic, Metamagic Knowledge (Bonus Feats), Bloodline Developement?, Dimensional Slide, Familiar, Quick Study, See Magic So far looks good to me, my main problem is deciding what Exploits to take and when. So suggestions on Exploit placement would be appreciated. I'm coming back into the game at lvl 3 so I have some time to think about it as well. Main gimmick will be Intensified Burning Hands until I reach 5-6th level. ![]()
Warning Spoilers Below. Alright, so my current AoW game is nearing the home stretch. I want to go all-out for Savage Tides as my next campaign (I'm gathering the music, building a 3D Sea Wyvern, and probably will costruct other set pieces). Something that has always irked me a bit is that despite my massive collection of minis I'm always doing something like: "This Large mini is a dragon, I know it dosn't look like it. Pretend" So I've decided to crack my wallet open and buy proper minis for the enemies and allies of this campaign. To that end I'm going to start compiling a list of characters in need of minitures and what minis I plan to use. I'm posting this here, because honestly its a lot of work and I could do with some help. I'm not perfect and I could either miss a better mold of a mini (using primarily D&D skirmish minis, but I'm not adverse to metal either) or I had trouble finding a mini at all. With that here is my first post, the miniature list for There is no Honor Lavinia Vanderboren- not required, but will be useful as the campaign progresses
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As the title says I'm working on a character bio for an upcoming Savage Tides game, and Ive hit a small snag. Unless Ive gone blind, there is not a single Monastery (the type of place a Monk would train at) in all of Sasserine. Could someone point me at one that Ive overlooked perhaps? Perhaps one of the local churches/Shrines could double as one, but none of them struck me as Monkish. ![]()
So I was asked to run the Age of Worms by a group of players I DM for. Some of them played some of the early WC encounters, but a TPK ended the campaign and we moved on (in fact, I'm fairly sure we didn't get past the wolves). They have all grown in their character building skills since then, and to date I know I have the following: Wood Elf Barbarian 1 (a new player, I designed the character myself)
As you can tell I have a fairly open book policy on my campaigns (I realize this can cause problems with published adventures, more on that in a momment). I intend to start with one PC inheriting the deed to an abandoned mine office. After some roleplay I'm hoping to guide the PCs there (maybe as a hired workforce to renovate) where they will find an old map with text written in Vaati. A Map which clearly shows the location of the Whispering Cairn. Hopefully (although its not required) they will take the text to get translated by Allustan giving them their connection to him. I'm open to suggestions on this, but we start tomorrow so it's not going to change much, I think. More to the point, I understand the adventure path was built (mostly)SRD only to comply with the OGL. So I'm looking for suggestions on things to change to make it a challenge for a group with a wider book selection. Mainly what, if any changes, should be made to spell lists with the addition of the Spell Compedium? ![]()
So this past Monday I completed the campaign I have been running for the past year and a half (Or has it been two? I digress). Picking up a new player we sat down and rolled up characters to start up this great campaign. -------------------------------- The Players Zex, Human Archivist 1
Tanessa of the Running Brook, Catfolk Ranger 1
Arcturus, Human Fighter 1
Skink, Aasimar Druid 1
Vrack the Glory Bringer, Human Cleric 1
------------------------ Our story begins simply as the mercenary Arcturus searches Diamond Lake for work. Coming upon a flier detailing a missing girl he immediately began asking questions around town and gathering information. Along the way he picked up a trio of allies from the Feral Dog and a catfolk tracker who had been staying in the Able Carter Coaching Inn. Following tips from the locals they figured that the girl must have gone to one of the local burial cairns, one where the walls 'spoke'. After consulting the local wizard Allustan they obtained a map to this "Whispering Cairn" on the stipulation that they would recount their explorations of it to him later, and bring back rubbing samples of writing they find there. Upon arriving at the Cairn the group began exploring the main hall, noticing a collapsed tunnel, a broken transportation device, and the source of the mysterious 'whispers'. Assaulted by a trio of wolves the group swiftly dealt with them through druidic magic before pressing on... To Be Continued ------------------------ So that's where we are after session one. Not at all bad, although its sort of obvious who put the most effort into why their character's are there and what their motivations are. A something of note, the cleric of Pelor expressed interest in the Radiant Servant prestige class. I told him to pick something else because Ive heard that this prestige class (and Entropomancer) break the campaign open toward the end. Was this a good call? I'm not sure. Coming up next time, Acid Beetles. Gorram Acid Beetles, oh and traps too. The fight that could make or break the party, what will happen? We'll see. ![]()
Two part question.
The problem is we have an eye towards several adventures which were designed for 1st Edition. So my first question is thus: Is it possible to convert modules from 1st to 2nd, how difficult is it generally, and has anyone already done the legwork? If it just isn't feasible we'll figure out what to do from there (likely play 2nd ed modules). Second part is can anyone recommend adventures to look for? If you suggest an adventure please list is level range (or relative level range if it needs conversion). We have some in mind, but I'm sure we missed a few good ones. ![]()
Ive ran the adventure for a couple groups now (never actually finished the whole campaign sadly) and with a new group beginning TWC tomorrow I am beginning to think about the future. The Kenku Labyrinth has always been one of the low points for me in the adventure. Has anyone come up with a good way to replace it? Id like to keep a similar flavor for the Vecna temple leading up to the final encounters with the faceless one, but Im not sure what to do. ![]()
I plan to begin Age of Worms in a couple weeks, and this isnt the first time Ive started the campaign (all previous attempts died to schedule conflicts). I was wondering though, this time around about what books I should use.
Aside from that I was wondering how big the list of books other groups use is. ![]()
Hello all! My group just started playing the Savage Tide AP last Friday with the intent to go all the way to the end, and so I decided to post our exploits up here. Our Sasserine is located in Greyhawk (by default) and though Im not DM I'll be instructing the group on aspects of the setting as we go. I'll begin with my characters stats. Spoiler:
Tyr (Age 25)
Dragonspawn Wizard 1 NG Medium Dragon Init +8; Senses Listen +2, Spot +2 (darkvision 30ft, lowlight vision) Languages Common, Draconic, Elven, Giant, Suel ___________________________________________________________________________ ___ AC 21, touch 14, flat-footed 17 (+7 natural) HP 9 (1 HD) Immune Sleep, Paralysis, Cold Fort +5, Ref +4, Will +4 ___________________________________________________________________________ ___ Speed 30ft, Fly 60ft (Average) Melee Claw +2 (1d4+2/x2) Base Atk +0; Grp +2 Special Actions Breath Weapon, Death Throes Combat Gear Healing Belt (2d8/3d8/4d8), Spells Known (CL 1st; Ranged Touch +4) 1st (4/day) - sleep (DC 15), magic missle 0 (5/day) - detect magic, read magic, ray of frost, disrupt undead Spells Per Day (CL 1st, Barred: Evoc, Enchant) 0 - prestidigitation, ghost sound, mage hand,acid splash 1st - benign transposition, color spray, grease Spell-like Abilities (CL 1st) 4/day - Abrupt Jaunt ___________________________________________________________________________ ___ Abilities Str 14, Dex 18, Con 20, Int 18, Wis 15, Cha 18 Feats Academy Graduate, Scribe Scroll, Imp Initiative, Spell Focus (Conjuration), Skill Focus (spellcraft) Skills Concentration +9, Diplomacy +8, Gather Infofmation +8, Heal +4, Knowledge (Arcana) +8, Knowledge (History) +6, Knowledge (Nobility) +6, Spellcraft +10, Use Magic Device +8. Possessions combat gear plus ring of feather falling, spell component pouch, bullseye lantern w/continual flame, mithril chain shirt (not worn), silk rope (50ft), grappling hoook, 761gp Spellbook All zero-level, plus benign transposition, color spray, magic weapon, grease, ebon eyes, ray of enfeeblement, ray of clumsiness. ___________________________________________________________________________ ___ Breath Weapon - 30ft Cone of Cold that deals 2d6 dmg (DC 15 Reflex half), usuable every 2d4 rounds. Death Throes - When Tyr dies everyone within 10ft take 1d6 cold damage (DC Reflex half). ___________________________________________________________________________ ___ Important House rules: Double feats at 1st level. Template allowed with LA Buyoff. Free random Minor magic item at 1st (or equivalent gold). A prologue,
We stood outside the lair, and inside the draconic hisses bellowed. I understood what the humongous beasts were saying and it chilled me to the bone. "The humans approach. They cannot stop our plans," one screeched. "Destroy them," another answered. Several of our arcanists had caught the words, but I found myself yelling out first, "They know were here!!" The paladin who had brought us calmly drew his sword, "We cannot stop now. We have come too far. Lets do it guys..." he charged forward, with more resolve than I had ever seen in a man as he screamed out his name in his final breath, "Leeeeeeeeeeroy Jeeeeeeeeeenkins!!!" Many followed the charge, but I knew my limits. I got as far away from the ensuing battle as I could and hid. Many moments passed and things grew quieter and quieter as one by one the adventuring company was sent to it's deaths. My breathing stopped. I dared not draw attention to myself, but the titanic beasts knew better. "That one hides. Afraid for his life."
Days later in the city of Sasserine, a towering figure of white scales would pass through the noble district toward Witchwarden's tower. It would wear the tattered remains of a wizard's robes of a style unique to a single man thought dead. In a way I was dead, but in another I had been reborn. Tyr the man had left Sasserine, and Tyr the dragonspawn had returned more powerful than ever. I had been magically compelled to never again mention the plots of the dragons that had transformed me, but that was thier folly. The plans of dragons take years to complete as a side effect of thier long lives and patient natures. I too would be patient, untill at last I had the power and allies to confront them again... If I survive my current quest. ![]()
We had our second session the next day, as it was a holiday.
It was at this point we introduced Ouj, the Human Druid 1. After a long fight they managed to defeat the bugs (they even tried using the wind trap to kill the things... ingenious Fin), and poor Toruso died. Then we called it a night, with so many unanswered questions. |