Tordek

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So for whatever reason I had never heard of Gestalt until about a month ago. And now I'm involved in 2 campaigns that are using it. One as a player and one trying to run a homebrew cause "ooh this sounds neat lets see how broken it gets..". And now I have questions. Some of which may sound dumb but I'm just trying to make sure I'm understanding and doing this correctly.

First some rules of gestalt multi-classing. I know gestalt is already a unique way of semi-multi-classing as is. I get to take 2 classes and combine the best of both worlds without having to play ping-pong at level ups. But lets say I'm playing a Oracle/Paladin under gestalt rules. And I come to a point that I want to continue leveling the Oracle but not the Paladin. Can I multi-class as a Oracle/Not Paladin and still total my levels of Oracle together for class abilities? Or once I choose to multi-class do I need to choose an entire new gestalt class combo?

Next class ability stacking. I know that if you take something like Barbarian/Rogue and both give you Uncanny Dodge your supposed to take the progression of said ability at the faster track and not stack up for the improvement you would normally. I.E. Barb gives it to you at 2nd, Rogue 4th. Under standard multi-classing rules you'd pick it up at 2nd Barb then improve on it once you hit 4th Rogue. And apparently under gestalt you get it at normal Barb progression. But what happens if say someone plays a Barb/Not Rogue for a few levels then multi-classes into Rogue/Not Barb till at least 4th would the standard multi-class rules of "if already have from other class it instead improves" kick in?

And now another class-ability stacking question. So lets not get into why but lets focus on I was possibly very dumb and allowed a player to gestalt to archetypes of rogue. Yeah I already know that normally under mutlti-classing this really isn't allowed cause you can't choose to become a new variant of a class if both archetypes make changes to the same ability and since 85% of all archetypes of any class do that pretty much nixes it happening. But we're bending the rules and now I have a double archetype Rogue. Would he get both classes worth of sneak attack cause its another ability of "if from another class it adds"? Or does he just get the one progression track cause it falls under the same thing as a barb/rogue uncanny dodge of not stacking and just following the "faster" track progression.


So my key questions go unanswered. After rereading yet again druid and ranger stuff yes the CRB does state a limited list for rangers. But I also saw in druid "may have any companion listed in the section beginning on page 51". No where does it say anything about additional resources. So yet again how is it druids are allowed the following hypothetical of "hey guys I just bought the new bestiary 9 that just came out and my druid will now have the new lollyganger, while your ranger is stuck with the same old stupid dog". And most important WHERE IS IT WRITTEN SO I CAN READ IT FOR MYSELF/SHOW OTHERS. And the 2nd part of this is there a feat that allows anyone who would otherwise be restricted to become less and/or unrestricted. I ask cause I'm looking at a comparison to familiars. Starts off restricted, take Improved Familiar gain more options. Not to be rude but if you don't actually know and/or can't provide me with these answers don't post.


Where do you get this info? No where in the Ranger does it list any animals. It just says functions as druid. Which according to you would be any animal companion so long as you have the needed resource. And for Pallys it says usually horse, not has to be horse. And you speak more for society play. My questions are for both society and non-society.


Well that answers the question of the purpose of the boon. But still remains who has access to the extended lists in the bestiaries and who doesn't and why? And for those who don't start off with access how would they get access? Not counting a boon.


This question is mostly for PFS but to a lesser degree general ruling for homebrews. How does one normally gain access to the companions in the bestiaries? Is there some kind of feat? Or do you just show up with your copy of the book and whamo you get to have one off the new list? This all came about to having a ranger who is now eligible for his companion. I have a boon from a scenario that would allow him to take an axe-beak. But from looking at the additional resources all companions allowed from bestiary 1-3 is already allowed. Was there a point in society play where you were restricted from such a choice and this was a big deal, and now with revised rules not so much? Mind you I have only really been playing society play since Jan of this year. And not much longer than that for pathfinder in general.

1/5

I have fairly recently started playing Pathfinder, and joined Pathfinder Society. I've actually made it to 3 events and now can level up to 2nd. My first set of questions actually are about Prestige Points. Namely can anyone give me a link (or if one doesn't exist, please spell list) of an current update of what is allowed for them to be spent on. I'm hoping that this list will answer my questions on that subject on its own.

My next questions actually deal with how some abilities stack. I want to make sure I do this correctly. I'm currently a Sorcerer with the draconic bloodline, which gives me Claws. For my 2nd level I'm looking at multi-classing into Monk. Now under the claws it says their damage is d4. Under monk improved unarmed they say your strikes are d6. Am I correct in that even if I grow my claws my monk training allows me to do d6 (and at higher levels of monk higher damage)with them? Next under the claw description it states as a full round action I'm allowed to strike with both hands/claws, with no mention of penalties. Now under monk as full round action flurry of blows allows an extra attack with a -1/-1. If I use my claws and flurry would I be allowed 3 attacks all at -1?

Thank all that take the time to give correct and constructive info/advice. I'm sure I could ask my local GMs these questions but we have barely enough time as it is to get through the scenarios I'd rather not take up additional time with questions. I'd rather know what I'm doing and play as much as possible.


Well I have an CG half orc barb/fighter. I just need to know where and how I should link it where yall can see it.


I would like a spot in one or the other. Just tell me where to show up at. Also just so I get it right if someone can show me where and how to get the character and rolls done and linked.


Is it too late to join in? Not so much for the 1st game but in general.


In my longest running group we use A for the PC's and C for the monsters. A usually being our lead figures, ocasionally we use something else like in the case of one guy he started using his small collection of Hommies. C for monsters is Pente peices. To the extent we know we're in for a fight when the GM reaches for the hex map and the bag of evil Pente pieces. If we have a mix group of monsters we color assign them. Like "all the reds are orcs and these green ones are ogres with this black one being the ogre mage".

In another group I used my collection of Mage Knight figures.


Saern wrote:
Uhm, wasn't wounding exactly as you describe this "bleeding" property in 3.0?

Don't know offhand if thats the way it worked in 3.0 but it did work that way in 2e. It was really nasty because while you were still taking damage from it you could not regenerate.


No it should be they are supressed for the duration of the dispel magic. It should be treated the same any other magic item. Unless someone can point out rules showing that there is a difference. Permanecy is used to make magic items. So if on a person all spell are lost becuase of a dispel then all your magic items are forever dispelled.


Not all that long ago I made the blunder of trying to talk sense into fanatics.
Campaign was a homebrew that a friend of mine cooked up based on some books he had read (don't remember the series). I was playing a Ranger/Rougue. Concept was he was the master of stealth. Due to he low Cha I figured he not bad lookin but just didn't have the social skills due to prefering to be alone. The other 2 party members were a fighter and a wizard. We were in lands controlled by a group of people that hated magic. As we came to a town that was held in more of a militant state by them I was sent to scout it out. After coming to close to one of their gaurds I decided to walk up and talk to him. Me as the player regonized that things were going to get ugly very quickly but couldn't stop it. Long story short we all end up capture and have to take on about 100 soldiers on a hit run basis to get free.


Domains for Christian Clerics is going to be hard to limit. Arguments can be made for any all with He is all powerful and all knowing. So the only thing you can do is base it on the brotherhood/sect. If any of your players give you in flak counter with “Yes God is all powerful and should allow for any domain but in your sect you focus in on these aspects of God thus you get those domains.” Any who follow the Native American pantheons should be a lot easier because these gods should be detailed out in some version of Dieties and Demigods.

As far as the low magic here is the link to the thread (if someone else can make it neater I would appreciate it) [url=http://paizo.com/paizo/messageboards/community/gaming/dnd/anyoneOutThereRunningLowerMagicGamesHowDoYouDoItWithDD]

On it you will find lots of info and advice. Take what you want disregard the rest.


Phil. L wrote:

From a standard D&D perspective Kuthax you have a lot of problems here.

Good DMs can take criticism (see my bad DM thread).

One last thing. Calmative is not a word that I know of. I think the word you're thinking of is cumulative.

You are right there are a lot of problems. Hence why I'm trying to see if they can be fixed before trying to implement them at all. I ran into a wall doing it strictly on my own so I posted here. Yes I can take criticism, again why I asked for it. And you are right it is cumulative not calmative. Apparently calmative is a word at least according to Microsoft Word which is where I do most of my typing before posting to help me catch my misspelled words and occasionally bad grammar.

As I stated I was looking for alternate ways to get some of the abilities without having to take the whole template. Each thing on the list would be its own feat. I.E. Dragon wings is one feat. Dragon stats is another. As I also stated I was looking at trying to limit how many someone could take to stop someone recreating the template without taking the level adjustment of the template. I hadn’t fleshed all of it out. The post was to show what I have come up with so far and get some general ideas of both the concept in general and where to take it from there. Like what requirements you would put on certain feats listed. Example if you think that before someone could take the Celestial DR they would have to be 6th level, have Celestial Stats and one other celestial feat.

In my opinion most of these feats are not all that more powerful than other things that are out there. Such as Vow of Poverty which allows, amongst other things, for you to eventually have: Regeneration, no need of food, stat increase, and all the while allowing you to gain more feats through the use of the first. Yes I will admit any one of them is more powerful than Weapon Focus. So is Damage Reduction (3-), Vorpal Strike, Precise Shot, and several others.

This may seem rather defensive and not taking to criticism, but I feel all of you have at the very least missed my point. Not to start issues but with you in particular Phil I feel you didn’t fully read my post. Just said they are broken and refer me back to the very rules I’m trying to change. That’s not helpful. I’ve obviously read those rules and have taken some issue with them explained in my first post.


I've been coming up with character ideas lately. In the process I took a look at several of the templates like 1/2 Dragon and what not. Came to the problem over and over of while I like and want that about this template I don't want this (doesn't fit the character concept not that they were bad abilities). So I came up with the idea of Racial Feats described here.
Racial Feats
Taking one of these feats shows that you have some kind of lineage that even you were unaware of. The abilities can manifest themselves at any time after you meet the requirements.

Can only be taken by a race that has no template added. If for any reason a template is later taken by (or forced on) the character the benefits of the Racial Feats are lost with no replacement. At such time the template is removed the benefits of the Racial Feats are restored. Example if Dulwar the Dwarf takes Half Dragon Stats at 6th level then 2 days later gets turned into a Werewolf (I.E. Lycanthrope Template added) he loses the benefit of Half Dragon Stats. He then (with or without help from his friends) gets cured of the Werewolf the Half Dragon Stats would resume.

Cannot take more than one race of Racial Feats, I.E. if you take Half Dragon then you cannot take any Ogre. Cannot have more than 1/2 of a particular races Racial Feats. To take more means you should take the template instead.
Or
Cannot have more than 2 Racial Stats.
Cannot have more than 5 Racial Feats total.
Racial Stats
Celestial: Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4. Must be 3rd level
Dragon: Str +8, Con +2, Int +2, Cha +2. Must be 3rd level
Fiend: Str +4, Dex +4, Con +2, Int +4, Cha +2. Must be 3rd level.
Ogre: Str +10, Dex -2, Con +4, Int -4, Cha -4. Must be 3rd level.

Racial Special Attacks
Celestial: Daylight (Su) – Can use the daylight effect (as the spell) at will.
Smite Evil – Once per day can make a normal melee attack to deal extra damage equal to its HD (+20 max) against an evil foe.
Spell Like Abilities – If you have and Int or Wis of 8 or higher has 2 or more spell like abilities depending on HD. The abilities are calmative. Unless otherwise noted, an ability is usable only once a day. Caster level equal your HD and the save DC is Cha based.
Dragon: Breath Weapon - Based on dragon variety usable once a day. Does 6d8 damage, Successful Reflex save (DC = ½ HD + CON mod) for ½ damage.
Natural Weapons – Gain claws and bite.
Fiend: Natural Weapons – Gain claws and bite.
Smite Good – Once per day can make a normal melee attack to deal extra damage equal to its HD (+20 max) against an good foe.
Spell Like Abilities – If you have and Int or Wis of 8 or higher has 2 or more spell like abilities depending on HD. The abilities are calmative. Unless otherwise noted, an ability is usable only once a day. Caster level equal your HD and the save DC is Cha based.

Racial Special Qualities
Celestial: Darkvision 60ft
Immunity to disease.
Resistance 10 to Acid, Cold and Electricity
Damage Reduction of 5/magic (if 11 or less) or 10/magic (12+ HD)
Spell Resistance of 10+ HD (35 max)
+4 Fort against Poisons
Wings – Grow feathery wings allowing you to fly at twice your base speed with good maneuverability.
Dragon: Hard Skin +4 Natural Armor Class
Wings – Grow leathery wings allowing you to fly at twice your base speed with average maneuverability
Vision – Gain Darkvision 60ft and Low Light Vision
Immunity to Sleep, Paralysis, and one other based on dragon type.
Fiend: Darkvision 60ft
Immunity to poison.
Resistance 10 to Acid, Cold, Fire and Electricity
Damage Reduction of 5/magic (if 11 or less) or 10/magic (12+ HD)
Spell Resistance of 10+ HD (35 max)
Wings – Grow bat wings allowing you to fly at twice your base speed with average maneuverability.
Ogre: Darkvision of 60ft.
Base speed is 40ft.
Thick Hide +5 Natural Armor Class

Tell me what yall think.


Saw it on the 17th as a suedo midnight showing (film started at 10). Found the thing very funny. Love the "Baracuda" scene. Love the fact they have upped the mature humor with out blowing it for the kids.


You don't find any half-dwarves because no self respecting Dwarven male would ever mate with anything other than a Dwarf. And if you believe the rumors do you really want to breed with the "bearded woman"?

In all reasonable seriousness though. I've often wondered why there weren't half-dwarves. Some halflings (not to be confused with those otherwise known as hobbits) obiviosly would work socially speaking, better than others. Like an orc and dwarf wouldn't really get along.


Ender_rpm wrote:
Kuthax wrote:
SNIP
I'd find a new GM. Unless you really like this guy, he'd drive me nuts.

This is the first time I've played under him. The problem is I'm the only other competent GM in the group and I don't want to run. To give the guy some credit while is encounters are high so are all the rewards (Fame Glory and Riches). Provided you can survive its the adventures perfect dream. Example being in the fight with the Shadow Dragon my character actually died. But since I died in trying to recover some lame magical religious item of the Elves they resurrected me at no charge. I'm currently playing a Dwarven Barbarian/Fighter. The rest of the party consists of another Dwarven Fighter(who is rather neutered at the moment due to choice in fighting style, dual wielding shield bash), An Elven Cleric of a God I can't remember at the moment, 1 Elven Sorcerer (“sister of the cleric), and 1 ½ Copper Dragon Sorcerer (some kind of cousin to the other 2 Elves). With all the “pansies” my character is dealing with he is about to say “Screw you guys I’m going home.”


There are a very few others. Most are actually area effect like Wall of Fire and Acid Fog. Depending on interruption some of the Cloud spells can be thrown in there, same with the hand spells.

Single. The DC would be equal to 10 + all damage occurred during the action. The longer the action to more chance of more damage.


Yee Haw wit a bang bang yippie kiyay


While I don’t have much to comment on what has already been said, I figured this was a good place to put up my question cause its at least related. In a 3.5 campaign I’m playing in the game master is pushing for really high powered stuff. For example we are only 5th to 6th level and we have already faced 1 Shadow Dragon, 1 party of Drow that was lead by a 5th spell caster (cast fireball) and 1 Kyton (Chain Demon). To top it off it looks like we are in for a very nasty combat real soon. Evidence shows a demon cable of casting fire or lighting. A Cornugon (Horned Devil) looked most likely when checked against a 3.0 Monster Manual, in a 3.5 its way to powerful, but the lesser one I was looking at loses its ability to use fire in the manner we’ve seen in the 3.0 to 3.5 conversion. In the last session GM pushed for a new player to roll up a half dragon sorcerer. GM has also stated that so long as we can show him the original source and write up, we can use any book for race, class, feats etc. Another friend of mine we’ll be giving me a disk with several books on it to help supplement our short supply of books on hand.

Anyways now to the real point. Me and another player have decided with the short life expectancy of our current characters combined with the high powered push we want to play ½ dragon (for fun the other ½ would be orcs) monks. We’ve already discussed taking one or more of the vows to help sup us up without being dependant on equipment. Main question does anyone know of a alternate race of dragon that could be used for a different breathe weapon. We want to avoid fire (boring) and ice (lame as the other guy put it). We are willing to do acid (blacks and greens) and lighting (blue) if something else can’t be found. We were thinking something along the lines of sonic or some other “element” that has very few things resistant to it. The weirder the better. Because while our parents were evil we ain’t. Did I mention we’re planning on being twins, and until it gets on everyone nerves at the beginning of combat stating “Wonder Twin Powers Activate”.


Obviously we have a wizard, a druid, and a fighter for the “heroes”. What else is in the party and are the expected to live?

Regardless of the exact nature of the party for your big on top of the tower fight. I like the wyverns with archers on them and of course you have to have a few clerics. One compilation I would use for the clerics is most would just be piss ants that are easily expended. Have the last 1 actually be really good. Like with using 5 clerics, 4 are going to be 2nd maybe 3rd (side note the archers should be the same level as the rest of the “piss ant”) level. The 5th and final one should be about the same level as the party seeing how you expect them to be 7th he should be 6th to 8th level. I would roll him up now starting him off as the same level as the party is now. As your adventure goes on and the party levels up so does he. This way he’ll be right on schedule no matter when the party gets to him. Its also real easy to adjust the power of the rest of the idiots based on the exact power of the party. By either just adding or subtracting 1+ people as needed. Only change their levels if you really think its needed. For instance if party is somehow actually 10th by the time they get to this point not only is your main cleric 10th, but increase from 4 extra clerics to 6. You could also at this point add 2 more archers (unmounted). Then lastly give all the piss ants one more level.

2 other things for nasty surprises. 1 you could always surprise the party with a couple of the “clerics” are actually some kind of arcane spell caster instead. Whether it be a wizard or sorcerer or some other offshoot doesn’t matter.
The other is you could always give the “main” cleric some kind of device allowing himself to be teleported away to safety just in case things go real bad for him. Make it work either by him activating it and it self activates if he goes to negative hit points. The safe zone would obviously be no where inside the tower, and wherever it is he would get patched up. This would allow for him to be a reoccurring bady if you so choose.

And this is the stuff off the top of my head after being awake for about an hour.


Simply I know I'm guilty as charged. Try not to be but hey I'm still human.....

for now.


Tough call. From what I’ve read on exclusively the way the ability/feat is worded I would rule yes. So in the beginning example the extra damage would be +10d6 (ouch). But with the cheesy factor that could lead to as Skeld first pointed out

Skeld wrote:

However, I wouldn’t add such a houserule. Double sneak attack damage on a critical hit is beyond the boundaries of good taste, IMHO. I mean a 20th Rogue with a Str10 and mundane shortsword who scores a critical hit against a flanked foe would deal 22d6 damage. The expected value on that would be 77 points of damage. On a single hit. Now imagine the Rogue has TWF, ITWF, GTWF, dual rapiers or scimitars and Improved Crit. The damage could be insane.

-Skeld

I would rule no. And thusly would treat it as:

Skeld wrote:

I believe what the Sage is saying is that taking the Telling Blow feat allows the Rogue to Change the Sneak Attack description in the PHB/SRD from:

"The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target,"

to:

"The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), when the rogue flanks her target, or when the rogue scores a critical hit."
-Skeld

Making it a houserule if necessary to accomplish fairness (or less cheesiness).


Thanks to Lich-Loved and Lilith for answering my question. Had to ask because due to bias against 3x that was intially put into me when I tried running I fell back to 2e, thus don't have alot of the expansion books. I have come to a point that I can "deal" with my issues with 3x so long as I don't have to run, but playing is okay. In fact this weekend I plan on continue playing in which I playing a Dwarf Fighter that I plan on going Paladin with, so I'm looking for really good feats to help smite the evil. I do want anything I take be with in character concept though, no taking a feat just cause it gives me this really suped up ability. But if I find 1 or 2 that fit the concept that just happen to really kick ass then so much the worse for my opponents. Anyways with out all the tangent the orginal question stems from wanting to know what books to look at. Which will lead to does anyone know of a good site to be able to look at the books without having to pay. Yes eventually I do plan on buying books because they are much more useful to show the DM and other players than trying to get it off the computer during game play.


Maybe a little bit of a silly question, but I'll ask anyways. What book does the VoP stuff come out of. I'm assuming Book of Exaulted Deeds.


That is kind of weird that they would say it leaves you drained then not put in some kind of mechanics of what happens to you. And yes it does seem a little (just a little) overpowered for you to be able to make an attack causing an extra 8d8 worth of damage with no consequence of any sort. Is there at least a limit to how many times you can do this. Because I’ll go with its no different then a mage wippin off one of his higher powered spells, as far as damage, but he has a limit to how many times he can do that. So if there is no limit I might start there. But it says it drains you. The round of fatigue works well. I could also go for somehow it does damage back to you, but no more than half of what you did with it. If you put it in where it does something to you that makes it where that would limit how often you use it then there would be no need for a set limit. So basically it should either have a limit of uses or provide the limit because of how it “drains you”.


Fatespinner wrote:
Well, here's the thing: in 2nd Edition, lightning bolt had additional effects against creatures in metal armor (if I remember correctly).

Actually that was one of the messed up parts about it, in 2ed lighting bolt was actually stopped by metal armor. For some reason whether by chance, planning or what not, Fireball always seems to be able to be better calculated so it hits the enemy, does lots of damage and even though it can engulf allies that gets min. Where as with lighting not so much. Though you could always have cast it have it hit the enemy then come back and harmlessly end on your own fighter, but somehow it never seems to go that nicely.


There is a precedent of having a cleric not worship any kind of god yet still get most of the nifties of being a cleric. It was introduced in the Kalamar world setting. I think they were limited to about 3rd level in the RAW but hey the whole idea here is to come up with a good logical way to override the RAW. I do agree with Tequila about you using the wizard spell per day since you are going to use INT as the prime stat. The only other thing I can see potentially doing is run it more like a sorcerer for spells per day and how many she knows if you want it more of a intuitive thing allowing her to come with whatever as she goes.


I agree with Lich, players shouldn't try to trump the DM with what the book says, because DM can always trump the book. Especially when it comes to monster details.

As far as Illithid as a lang. I know it was its own thing in 2ed, but even then it was never spoken because of the whole telepathy Mindflayers use. Mindflayers being the primary sentient Illithid. But it could also be used as a written. I know also in 2ed Mindflayers still also spoke Undercommon to order the other idiots they haven’t mind eaten around. In 3x they had Illithid as lang. go the way of the Dodo for simplification, or some such reason, but it can always be brought back for flare by the DM and thus under whatever rules he decides.


I would go with either a Rogue or a Sorcerer if not a multi-classed version of them. With that good DEX makes it where you actually have half a chance hitting with all those ranged touch attack spells, like scorching ray. For its level it does really good damage. Unfortunately like I saw last weekend in a game I’m playing in, with our friendly Sorcerer damage don’t mean crap unless you actually hit. I think she hit 2/9 times she cast it that night. Anyways back to topic. Well actually that’s all I have to say for now.


Fatespinner wrote:
Don't just use big monsters, either. Sure, a colossal dragon is sure to be a fearsome foe but... what about another group of adventurers with just as much gear and skill as them? While NPC wealth prevents you from giving them EQUIVALENT gear, the NPC party should make up for it with lots of one-use or charged items to pick up the slack. Also, you could consider making them of a race that gives them some innate superiority over the PCs (like a pack of drow, for example). As a DM, I love humanoid foes because every clever thing your party comes up with can just as easily be turned against them. Tactics are key. Good luck!

Exactly. As put and taught to me by my first gamemaster the worst enemy to an adventure group is another adventure group. They have the same stats, levels and equipment. And if done right like to take the whole "Anything you can do, we can do better" to the extreme.


Depends two things the first being style of my current campaign which will influence my second of how tight with the rules I’m being. In looser campaigns I don’t worry about the whole trainer bit. In other campaigns I make them use it a sub-plot/side quest.


I rekon isa bout time to....

do sumthin tat i kaint rumember

So I gess I aint gonna do it

Can sumbuddy git me nuther cold one whilze i git sum more chilli


.

Fatespinner wrote:

Well, I don't play with any kids in my group, but I encourage creative and mature thinking even in those who are still considered 'children.'

Of course, that's just me. :D

You're not exactly alone on that. I don't play with kids as part of my standard group. I have tried running a couple of small games for my niece who is 12-soon to be 13 (birthday next week). She took interest in it on her own. I've just encouraged it!! Along with her thinking. There have been many topics I have told her as much of the blatant truth as I can. The only "watering down" comes from making sure she understands through use of analogies appropriate for her and her life. I have also told her more than once look into things on her own, form her own opinions from that. This coming from a "Don't just take my word for it" rather than "I don't want to talk about it" perspective.


shamgar wrote:

Saern: nice job with the revamp.

I will have to second that comment. The only thing I can think of though is rather than completely scrap the mount and the remove disease abilities is set them as Divine Feats, that way if someone ever felt like taking them they still could. They more than likely won’t but it’s still an option. Who knows campaign goes right instead of ending up on a horse the Paladin gets a griffon or a pegasus, or something else that is just as “cool”. Then they could take the mount ability for that creature. Yeah, for making a feat resemble the campaign. Same with the remove disease. Not one used a whole lot. Why because don’t encounter a whole lot of disease at lower levels. Higher levels when you start encountering more you usually have two things going for you where the Paladin doesn’t need the ability. One better saving throws, completely resist the darn thing in the first place, Two clerics now have the spells needed to get rid of’em in case you still catch it (shouldn’t have slept with that barmaid).

Personally I have for a long time thought about taking the Paladin away as starting PC. Instead make it a Prestige Class. Doing it this way would be great. Start out as the fighter then Prestige into Paladin. Reqs being: Must be Lawful, Follows and accepted by a church (similar to being knighted), Lastly have 4(+?) ranks in Knowledge Religion.

If you do it the prestige class way, as a fighter they can pick up all of the needed non-divine prereqs for their divine feats. Then make it like you were offering and every couple (relative) as a Paladin they get a Divine Feat (player meeting DM approval’s choice) as their ability for that level


I too get ideas from various sources. In the last campaign I had a character that I got inspired to create when watching Troy. I wanted someone big and strong enough to wield a maul in one hand and use a tower shield in the other. Made him half giant to accomplish this. From there I made his brother who was half drow. The other half for both of them was human. As I made the 2 I ended up making them very Raistlin and Caramon style. Later I introduced the concept of a “true language” that I totally stole from reading Eragon. I can’t remember what else I “stole” from various other sources and complied them into my own game. Like I’m still not sure where I got the idea to have a group of “Old Elves” that lived on their own island in self-seclusion from the rest of the world after their empire had imploded from Civil War. Speaking of Civil War, I gave them tech from the American Civil War era. And made all of their mages wild mages.


Doesn't look to bad to start off. What level are you starting out as? I would worry more about the beginning. The later levels will iron them out when you get there based on need from the campaign. Race isn't that important because you can do any kind of personality with any race, some combos just seem more appropriate or funny. The only real thing with race is the human with its extra feat at first level, and skill points later.


Fatespinner wrote:
Kuthax wrote:

PC's Level: 7

Setting: Homebrew 2ed
Circumstance of Death: Beheaded by a successful attack from a Vorpal blade wielded by a fighter who was supposed to be an ally. It was the first round of his and his friends betrayal.
A 7th level character facing a vorpal weapon? That's just CRUEL, man!

The PC's had one too.


PC's Name: Bill Friendmaker
PC's Race: Hafling
PC's Class: Thief
PC's Level: 8
Setting: Homebrew 2ed
Circumstance of Death: Same fight as Zedenka above same round even. Their Thief/Illusionist backstabbed Bill. Same round then Tegan (mage who was friendly to Bill) casts a fireball affecting his unconscious body, killing him. To make sure there was no coming back for Bill the same Thief/Illusionist cast a Vitrolic Sphere on him and let the acid completely destroy him.


PC's Name: Zedenka Potcoca
PC's Race: Human
PC's Class: Fighter
PC's Level: 7
Setting: Homebrew 2ed
Circumstance of Death: Beheaded by a successful attack from a Vorpal blade wielded by a fighter who was supposed to be an ally. It was the first round of his and his friends betrayal.


Arctaris wrote:
I recently had them encounter a wolverine that exploded when they killed it. Its remains were acidic too.I love that apalled look on their faces.

Sounds like someone has been watching a little to much of the Alien movies.

But I do agree with the whole changing how a monster operates. It usually throughs the players for a much needed loop.

*DM to players "What, just because you expected it to follow what the book says a _______ should do doesn't mean I have to it that way. I changed deliberately for those silly looks of "WTF" that are on your faces right now. So besides standing there in amazement what do you do?"
Player 1 "I uhh I umm I attack it with ..."
Player 2 "Thats not fair ______ shouldn't be able to do that"


Yep


I seem to follow through with Orcs Ogres and Giants, oh my. Start with the Orcs then as the party levels up Ogres followed by Giants. I also like using the really intellegent "monsters" like Drow and Liches. Though I don't use Dragons that much. Heh.


I say I say whut be goin on here!?


After a 2 week hiatus due life getting in the way of fantasy this Saturday we will be playing what will be the final night of a 2ed homebrew that I have been running. The last time would have been the final installment but one of the players had his character go off on some wild ride by himself, causing things to go way left. This week it ends period. Either the party can get things back in their favor and acomplish their goals. That or the other side will get their way and their plans will come to fruitation which includes killing the party. Look for potential posts on the DM Kill Board by Monday.


Aubrey the Malformed wrote:
However, I also don't want that character to die because he is in a tough fight and happens to go unconcious, as it is a discouragement to using his signature class ability. So I basically treat those extra hp as temporary, to avoid a frankly annoying wrinkle in the rules killing a character. But this is just my personal solution as a DM.

Thats the inherient danger of raging. Because they don't feel the pain they don't know they have been hurt. So yes it should be possible for them to rage, get so banged up in the fight and not know it, stop raging and fall over dead.


The new vs old gamer thread got me thinking. At first it was fairly specific but now I'm going to be fairly broad. Who introduced you to the game? Secondly do they still play? And do yall still play together?

For instance, I was taught the game by my father. Both him and mother played then and still do today. And yes we still game together. In fact I’m currently running a game for them.


I'm herby calling myself middle aged. I'm 27 started gaming when I was 10. I started out with 2ed. Played in many of its expansions and modules. I've dabbled with older stuff. Understand many of the references that come from those, either by my own experience or having it explained by the elders. I've also played with 3.0 and 3.5. DM experience is limited to 2ed and 3.0. Have found that my normal comfort is with 2ed.

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