Akatsuki ninja would not work, because she would need levels in assasin prestige class, Slayer already gives that. Still i think she's more of a Ninja, she should be Ninja/Assasin. Sasuke and Kakashi would be something like Ninja/Witch/Arcane Trickster, with permanency spell with some cool abilities on their eyes. Maybe some wondrous items that fill the eye slot.
Well actually i introduced these Tiefling kids before in the campaign, they were starving in ruined drezen streets, they were orphans of war. They got to drezen looking for food, Staunton decided to use them as shields since the PCs beat half the place defenses and then decided to leave the keep and rest, just to come back the next day. He is afraid and will use anything to beat them. If the party don't do anything i will just end the campaign, we are playing Carrion crown and our schedule is crowded anyways, i'm not doing this to conclude negatively the adventure, i would love to continue playing it, but if they don't take good decisions that's what happens. That being said i know my players will not take a bad decision, they are smart and have easily taken down all obstacles like this before. The paladin worships Iomedae, and thank you @nobodyshome for commenting i really appreciate it, i am reading your thread right now. I think the answer is definitely yes, and now that you mention it, i'm pretty sure the player will do what you said. I've also given the paladin this wondrous item that tells him if he could fall if he makes an action, so he's properly equipped for this ethical dilemmas.
I do like the Rogue and i don't feel he is really that overshadowed by other classes, the min/maxing is what starts overshadowing stuff, but sometimes the min/maxing is justified by the GMs that also Min/Max their encounters, which makes un-min/maxed characters obsolete. I do feel happy about pathfinder, i don't like some stuff but i don't complain about them, i just don't use them. For example i hate the druid, i hate the shaman, i hate the alchemist, i hate the witch, i hate the oracle and i hate the investigator. If i GM i will not allow those classes, but i really don't have a problem with them mechanically, i just don't like them because the concept annoys me xD specially the druid.
So in 3.5e there were certain tiers for classes, i wonder if there is a current objective tier list, just for balancing purposes. the 3.5e list was something like this: Tier 1: Capable of doing absolutely everything, often better than classes that specialize in that thing. Often capable of solving encounters with a single mechanical ability and little thought from the player. Has world changing powers at high levels. These guys, if played with skill, can easily break a campaign and can be very hard to challenge without extreme DM fiat or plenty of house rules, especially if Tier 3s and below are in the party. Examples: Wizard, Cleric, Druid, Archivist, Artificer, Erudite (Spell to Power Variant) Tier 2: Has as much raw power as the Tier 1 classes, but can't pull off nearly as many tricks, and while the class itself is capable of anything, no one build can actually do nearly as much as the Tier 1 classes. Still potentially campaign smashers by using the right abilities, but at the same time are more predictable and can't always have the right tool for the job. If the Tier 1 classes are countries with 10,000 nuclear weapons in their arsenal, these guys are countries with 10 nukes. Still dangerous and easily world shattering, but not in quite so many ways. Note that the Tier 2 classes are often less flexible than Tier 3 classes... it's just that their incredible potential power overwhelms their lack in flexibility. Examples: Sorcerer, Favored Soul, Psion, Binder (with access to online vestiges), Erudite (No Spell to Power) Tier 3: Capable of doing one thing quite well, while still being useful when that one thing is inappropriate, or capable of doing all things, but not as well as classes that specialize in that area. Occasionally has a mechanical ability that can solve an encounter, but this is relatively rare and easy to deal with. Can be game breaking only with specific intent to do so. Challenging such a character takes some thought from the DM, but isn't too difficult. Will outshine any Tier 5s in the party much of the time. Examples: Beguiler, Dread Necromancer, Crusader, Bard, Swordsage, Binder (without access to the summon monster vestige), Wildshape Varient Ranger, Duskblade, Factotum, Warblade, Psychic Warrior Tier 4: Capable of doing one thing quite well, but often useless when encounters require other areas of expertise, or capable of doing many things to a reasonable degree of competence without truly shining. Rarely has any abilities that can outright handle an encounter unless that encounter plays directly to the class's main strength. DMs may sometimes need to work to make sure Tier 4s can contribute to an encounter, as their abilities may sometimes leave them useless. Won't outshine anyone except Tier 6s except in specific circumstances that play to their strengths. Cannot compete effectively with Tier 1s that are played well. Examples: Rogue, Barbarian, Warlock, Warmage, Scout, Ranger, Hexblade, Adept, Spellthief, Marshal, Fighter (Zhentarium Variant) Tier 5: Capable of doing only one thing, and not necessarily all that well, or so unfocused that they have trouble mastering anything, and in many types of encounters the character cannot contribute. In some cases, can do one thing very well, but that one thing is very often not needed. Has trouble shining in any encounter unless the encounter matches their strengths. DMs may have to work to avoid the player feeling that their character is worthless unless the entire party is Tier 4 and below. Characters in this tier will often feel like one trick ponies if they do well, or just feel like they have no tricks at all if they build the class poorly. Examples: Fighter, Monk, CA Ninja, Healer, Swashbuckler, Rokugan Ninja, Soulknife, Expert, OA Samurai, Paladin, Knight, CW Samurai (with Imperious Command available) Tier 6: Not even capable of shining in their own area of expertise. DMs will need to work hard to make encounters that this sort of character can contribute in with their mechanical abilities. Will often feel worthless unless the character is seriously powergamed beyond belief, and even then won't be terribly impressive. Needs to fight enemies of lower than normal CR. Class is often completely unsynergized or with almost no abilities of merit. Avoid allowing PCs to play these characters. Examples: CW Samurai (without Imperious Command available), Aristocrat, Warrior, Commoner
I like it, even though it's really like the Odyssey. So maybe you can reduce it, making the king, the king of Apollo. So they princess herself is Possesed by Hera. Now to shorten you can also make them travel 2 places by sea, perhaps the cyclops island and the witch island, in the process they will be encountered by a rival party that is also collecting these, if they beat them, they get the rest of they keys. (this will be a hard encounter) You can put a gold dragon, or bronze dragon, they feel they are guiding humanity towards enlightment, but really they are just enslaving them, without meaning any ill. and yeah they could discover the dragon is not evil and at the end receive the prophecy from him, by the love it has for the people, he asks the PCs to guide them, because they understand humanity more, and gives them a powerful artifact. Ok and finally you reach the final encounter. It is a nice story :D are you planning to use mythic rules btw?
So i am making a magic academy for my campaign. And i am still unsure in what to put, i want the place to be somekind like Hogwarts from Harry Potter, i giant castle with lots of history and cool places. As this task is too big for one mind to brainstorm, i would like some help. mostly i need ideas for cool places, rooms and encounters. so far i have: 1. Secret library (ofc)
any help would be deeply appreciated. let's have fun.
Gary Teter wrote:
Gods (but not their religion, the gods and their home plane!) PlanesTheir domains History of Creation Celestial ranks (like book of the damned for celestials) Alkenstar Detailed MAIN planes gazeteers. (not new planes, honestly don't care about other worlds in the material plane) Alsooo...More mass combat :}
originalazrael wrote:
if you stat a god with Deities and demigods, a 1 is not an instant failure for a god.
Good sir can you please help me with ballads, it is told that there is one ballad, popularily sung in kenabres, of a Mendevian Prince that found a "wound in the world" while exploring the fate of Sarkoris. It is named the Ballad of Prince Zhakar. and is actually legitimate, but i lack the skills to write it :(
So basically i have taken the time to create the stats using 3.0 Deities and demigods excellent ruleset, with the help of mythic adventures, have proved to be quite nice. i would like some feedback or help, since i don't even know if this is 100% correct, there is a lot of stuff going on and i am not aware of all, as i am not the best spotting errors. Caiden Cailean
Senses: Caiden can see, hear, touch, and smell at a distance of fourteen miles. As a standard action, he can perceive anything within fourteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 14 hours. Portfolio Sense: Caiden senses any act of courage the instant it happens and retains the sensation for fourteen weeks after the event occurs. He is likewise aware of any Beverage Festival and any outstanding achievement of Drinking. Automatic Actions: Caiden can use any Strength- or Dexterity related skill as free action if the DC for the task is 25 or lower. To use a skill as a free action, Caiden must have ranks in the skill, or the skill must be usable untrained. |