Demogorgon

JrMercury's page

Organized Play Member. 9 posts. No reviews. No lists. 2 wishlists. 2 Organized Play characters.


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These days I am really looking for a Vudra based campaign. Rakshasa and Asura abound, maybe some thugee ninja, some exploration of the Mahajanapada, and monkeys.


Insert a picture of Philip J Fry demanding you take my money.

Dinosaurs are always cool. Always.

I love the template and mutation ideas as well. The prehistoric environments are also very interesting.


4 people marked this as FAQ candidate.

While making a playtest character I was reading the Immortal (Su) Mythic Ability and came upon the first line, "At 9th tier, if you are killed, you return to life 24 hours later, regardless of the condition of your
body or the means by which you were killed."

My first question is what happens if you were killed by negative levels, do you 24 hours later return with no negative levels or is that Mythic Character gone to The Boneyard?

Question two, what happens if the Mythic Character is killed inside an antimagic field? As the ability is Supernatural it should not function. Does the hero stay dead, if you remove the body from the field within 24 hours will it rise, if you remove the body after an extended period of time does it rise immediately, 24 from the removal from the field, or never?


Damon Griffin wrote:

Karzoug's intelligence being a good deal higher than my own, I figured he'd be a lot better at strategic planning than I am. To simulate this, I gave him a longer list of prepared spells than he'd be entitled to (IIRC with the build I was using, he's entitled to something like 78 total spells, 1st to 9th, and I gave him a prepared list of about 110.)

I kept careful track of how many were used at each level, so he never actually cast more than he'd be allowed, but didn't get caught in the trap of "rats! I should have prepared X instead of Y."

Have the giants (esp. the rune giant) use their first attack each round to disarm an opponent. The rune giant's CMB pretty much guarantees he'll succeed, and the PCs can't unload massive melee damage using interative attacks if they aren't holding weapons.

Use maze against PC spellcasters as early as possible, especially clerics and sorcerers. You may be surprised how long it can take non-wizards to make a DC 20 INT check.

Protect the Eye of Avarice with a windowless force cage. Runeforged weapons may damage the Eye, but they'll take several rounds to batter their way through the forcewall.

You sir have just made an enemy of my players. I on the other hand think you deserve a parade.

Also...

Tamago wrote:
In terms of differences from the Anniversary Edition, I have had Karzoug focus on using cold spells against the party when appearing through the projected images in the spire (the intent being to trick the party into wasting some protective magic on cold spells and then use other elements in the real battle).

Fantastic and stolen.

You gentlemen are devious, dastardly and delightful. Ideas like this are the reasons I read the forums. Keep 'em coming.


In no particular order:

-Under the sea; Something I was looking forward to in SS that never materialized. Some underwater exploration and adventuring, befriending merfolk and fighting aboleths.

-Sword and planet is always cool; Hopefully with alien languages and magic that are different from what our players are used to. I think it would be lame if we got there and all they had was four armed aliens who speak aklo and cast fireball. I mean really play up that alien vibe.

-Goblinoids/Orcs of Belkzen! : I would love to see these guys as an active enemy again/ working as these monstrous races. Personally I almost always imagine orcs as klingons, with their warrior nature. So you know for Belkzen against it, its all good.


Hobbun wrote:
gbonehead wrote:
thejeff wrote:
I want Mythic Stealth. Like invisibility or HiPS, but better. Not magical, no special conditions, just that good.

Heheh ... it can be amusing. We've got a Ranger/Scout whose Hide (this is 3.5e) is up at around +80, well above what most of the other PCs are even capable of seeing except for the druid, who's kicking with a Spot of something like +90. It's a bit of a running joke at our Friday night games.

Druid: What do you mean you can't see him?
He's right THERE.
Here, I'll cast faerie fire on him.
He's right there and GLOWING! How can you not see that!?

lol That's awesome.

What makes it even more funny is even with the Faerie Fire cast on the Ranger/Scout, everyone will probably still not even see him. Well, everyone except the Druid, of course.

The worst part are the monsters can not see him either, despite some friendly persons attempt to assist them, but guess who they can see... sheesh.


"New plan, lets go hunt some orc."


The group I play in has been playing for 6 years now and I think the lowest level character in the group is 54. We have a group of six core players with two to four who rotate in and out at their leisure. Our GM is well organized, very talented, and extremely knowledgeable about the rules (D&D 3.5 combined with more and more Pathfinder as time goes on). We still play, although we are down to every other Friday so that the GM has time to prep, but as far as we can figure it we are only about half way through the main plot.

Some people question how a campaign can get to so high level and still be fun, engaging, and fresh, the short answer is you need a hell of GM.


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As a GM when a player fails their self control check (will save) I would ask the person to hand me their character sheet and then leave the room, from that point I would run the character until either the wild rage ends or they regain control of the barbarian. When one goes so wild where they cannot determine friend from foe I would ask an impartial party to run the character, luckily we already have one built into the mechanics of the game; your friendly GM. By doing this you should be able to weed out those motivated by killing players as your taking away their sweet spot (rolling huge damage, crits, and the unabashed joy of screwing the party) which should cause them to get bored and move on before they wipe the party and ruin the game for everyone. And for those rare players who would take the archetype for role playing purposes this offers huge RP opportunities; when they come back to the table/the gory mess that is the dungeon their party mates can fill them in on all the heroic feats/atrocities they committed in their berserker rage! The need for redemption/resurrection quests goes through the roof. My favorite part would be when the barbarian player returns to the table and hears of their fugue actions, their reactions of ignorance are completely sincere, and in all likelihood will be the most attention they've paid to the game all session.

As far as organized play, I would have to agree with the original poster though and say ban the archetype. The archetypes potential for destroying a game is too great, and miring the archetype in errata/removing the pvp would in my opinion gut the character. Let this dog have his bite, but in the home game where he can dig up his back yard and maybe even find a bone or two.