Valeros

Kyller Tiamatson's page

44 posts. No reviews. No lists. No wishlists.




Ok, tell me I haven't been doing it wrong ... So I got a 3rd level fighter and I multiclass to ranger ... would I add +1 to my base Fortitude or would I add +2, as per the 1st level Ranger? this rule seems kinda confusing to me.

Second: animal companions as they gain level they get increased ability scores, is there any reason why I would be forbidden to add the scores to Intelligence, thus having a speaking wolf at 20th level; and by the same token any reason why I could give him a skill like perform singing?


This is something probably a lot of people do already. I would like to read some ideas and experiences with stuff like this. My latest pet project involves a homebrew quasi-darksun setting, from which I'm borrowing a lot of material. Namely, the silt sea, silt skiffs, city states, powerful kings and templars a lot of the weapons and Muls. My movie adaptation ... in this world there is a very strong law enforcement body, but poverty is abound. Famine, disease, madness are rampant, many have become renegades, outlaws, and brigands. The largest routes of commerce and lightning rails (borrowed from Eberron) have been hit by a band of expert skiff-sailing bandits. A young gunslinger, is appointed to infiltrate the local clandestine skiff racing circuits to find clues that would lead to the assailants. Just for fun, guess the movie...


2 people marked this as a favorite.

So the PC's: an eclectic lot of scoundrels, rogue/sorcerer, ranger/bard, witch, and oracle/wizard/artificer; are positively fed up with a gang of centaur barbarians who happen to be stalking the PC's and then punk them and steal their hard earned loot whilst they're at their worst (i.e. on the aftermath of big battles). The spellcasters happened to have expended most of their "significant" spells, most of the ammunition (the ranger is an archer type with low strength), the witch is on single digits, no "cure" potions at hand, then they happen to be carrying the loot back home. The said band of 6 centaur barbarians, led by a half-dragon centaur, just comes by and alleviates the load of the team ...

The guys just happen to be fed up and won't take it anymore. They device to find a village idiot, fascinate him, use some enchantments and arm this idiot to the teeth ... but with cursed equipment, lots of it! they even stuff a bag with strong poisons and label the bottle in the likes of "cure moderate wounds" "bull strength" "heroism" ... etc. Their plan to convince the idiot (through spell and a very well placed bluff check) that he is a legendary mercenary hired to kill the centaur gang... I imagine you can see where this is going. So if you were the DM, would you allow such conduct? Would you let your players pull such a dirty trick, or you think this strategy is just a fair response to months of bullying?

Just for the record: The witch is CN, the Oracle/wiz/artf. is NE, the ranger/bard is the "nicest" being a very loose CG, the rogue/sorcerer is N.


This is not a complaint, but it is my opinion that a party with 4 druids can own roughly 80% of the campaigns thrown at them? What is your take at this? Starting at the 6th level the druid gains the wildshape ability to trans-morph into a fire elemental, thus trolls means very little to her anymore. Likewise, the ability to fly pretty much kills the challenge of any long distance to be covered. Add to this the druid's decent attack rolls, the good weapon selection, an animal companion, summonings and healing magic, not to mention stuff like heat metal, call lightning and the mighty sirocco, and you've got an unstoppable army. I mean I would think it twice before jumping in front of a druid... less four of them.