Rich Diver

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Hi, guys. My game of SS has basically died (we found campaigns we liked better). In order not to just abandon it, we a re going to play 3-4 more sessions and give it a finale. My players were currently on Book 3, having explored 4 of the 7 districts. I'm considering giving some closure to the "other castaways" NPCs while they explore the final districts, and then doing a BBEG, probably related to Yarzoth (whom I kept alive as a recurring villain). Any ideas on what this BBEG could be? They'll probably be level 11-12 by that point (I'll do a level up after each session from now on, to spice things up)

Or any other suggestions regarding this whole idea?

Thanks!


One of the players on my table wants to become a Lich, and it's gonna happen. I was considering options to grant to the other players in order to balance the party, and besides allowing/creating other templates, I thought that maybe allowing a PC to take on one or two archtypes ON TOP of the class, instead of replacing class features, could also work.

It would obviously depend on which archtypes, but... do you think this could work? Would it be under/over powered compared to Lichdom?

I suck at modifying the system, so I'll value your opinions.

Regards.


Hi, guys. I am running a SW Saga game this weekend, and after creating some pre-gens a doubt arose in my mind: why can't archtypes be more versatile? That gave me the idea to just open up the archtypes like the Talents from SW Saga. Basically, instead of committing to an archtype "for life", players can choose to replace the class features they want for any equivalent archtype class feature.

I know some of you may hate this because of the "concepts" behind the archtypes, but I believe that such stiff characters are not necessary.

So, my question to you is purely mechanical: do you think this could affect the game balance in any way? Are some class features supposed to suck, for balance's sake? Or will this have no big effect on balance as long as specific broken combos are looked out for?


So, several questions about this little troublemaker

- Can a person inside a Resilient Sphere (RS from now on) cast Call Lightning?

- What happens to creatures summoned when the creature that summoned them is entrapped in a RS? Can they still receive orders?

- And Spiritual Weapons?


Hi, guys. In my 'Eberron Evil-Aligned Characters Campaign', one of my players has decided to become a Lich as soon as he meets the pre-requisites. To balance the game, I've decided to give the rest of the players some new powers, all created by me for this particular plot. I also thought to share them here as soon as I finish working on them, to see if someone finds it interesting or wants to throw some feedback...

For starters, I have the powers I'm giving the AntiPaladin of the Dark Six...

THE BLESSINGS OF THE DARK SIX
Only one Blessing may be active and must be selected the start of each day. Each Blessing also contains a curse, as the Dark Six are a wicked group of individuals.

The Devourer
While blessed by the Devourer, the creature’s weapons are granted one of the following bonuses, selected each time the Blessing is activated: Shocking Burst, Corrosive Burst, Flaming Burst or Icy Burst; and the creature receives Resist 20 to the same element as the weapon’s Burst property.
Curse: Nature’s destructive power discerns no friends nor foes, and the creature receives Vulnerability to the opposing element (Fire <> Ice; Acid <> Electricity)

The Fury
While blessed by the Fury, the creature gains +4 morale bonus to STR and CON and deals double damage on a charge.
Curse: As madness consumes the creature, he receives a -2 penalty to AC and may not willingly give nor receive any sort of aid to or from allies while in combat.

The Keeper
While blessed by The Keeper, the creature is under a constant Death Ward effect and may cast Inflict Light Wounds as Spell-like Ability.
Curse: The Keeper’s hunger for souls must be sated. While blessed, the creature must always kill unconscious foes and may not use any healing powers or items he may have.

The Mockery
While blessed by The Mockery, the creature is considered as under the effect of a Ring of Mind Shielding and deals extra damage equal to his [Character’s main casting attribute] score when flanking or attacking by surprise.
Curse: The Mockery is always treacherous. The creature is forced to use Bluff in all social situations and receives his own [Character’s main casting attribute] score in extra damage whenever he rolls 1 on an attack.

The Shadow
While blessed by The Shadow, the creature gains Spell Resistance equal to 12 + the creature’s level, and ignores all armor penalties on Stealth rolls.
Curse: Light always counters the shadows. The creature suffers from light-sensitivity and spells with the [light] descriptor ignore the Spell Resistance.

The Traveler
While blessed by The Traveler, the creature gains one of the following: 60 ft. fly speed (average), 30 ft. climb speed, 40 ft. swim speed or a 30 ft. increase on normal speed. He also gains a +10 profane bonus on Disguise checks.
Curse: “Beware the gifts of the Traveler”, the saying warns. Each time this blessing is activated, there’s a 10% chance the blessing fails and the creature is unable to activate any of the blessings for the next 24 hours.


Hi! I was considering running a game of Carrion Crown via rolld20.net for some friends I have on a different city and I wanted your opinion.

Do you guys think is a good AP to run online? Do you have any advise for me?

It'll be my first time running an online game, so any tips are appreciated...


Ok, so, lots of people consider City of Seven Spears and Vaults of Madness should be run as one adventure, and not one after the other.

My question id, how do you deal with the difficulty level of VoM if you do this? It is, after all, written for characters several levels higher than CoSS.


So, a player of my Serpent Skull's Campaign wants to take this feat tree. He plans to use it with weapons, but it seems to me that it's meant to be used only with Unarmed strikes. It's not specifically stated, but it is mentioned in the flavour text, and it does require Improved Unarmed Strike. What do you think?


Hi. Next month I will be returning back home for a month or so, and my old group wants to play PF. I'm DMing Serpent Skull to another group, and I really like Paizo's APs. Obviously, we won't have time to run an entire AP, but I was wondering if any AP has a good book to run separately from the entire AP, as an adventure on its own (kinda like the first book of SS). What would you recommend me?

It cannot be from Kingmaker, as I will be a player of that AP soon.

Thanks!


Hi. I was considering running this AP, but before I wanted to ask you: how "convertible" to Eberron (or any other setting) do you think it is? Can it be done? If so, with how much work? If not, why?

Thanks!


Hey! As you might have read in my other thread, I'm running SS in Eberron. I am about to start Module 2, Racing to Ruin, and I have come to the conclusion that only one major change is needed to convert the adventure: Kalabuto has to go. There is only one city in Xen'drik, Stormreach, and it will occupy the place of Eleder. Yet, as I am not great on seeing the big picture, I felt the the need to ask you people: Will there be any grave consequences in not having Kalabuto in the module? Do you think the absence of the resting and re-equipping themselves on that city will affect the party considerably?

Basically, I want to know if there is any consequences that I'm missing, and what do you think could be a good replacement?

I had thought they could find some small settlement of friendly natives instead, or just one singular, resourceful ally...


So, a player in a game I'm running keeps spending his turns using Demoralize on opponents. As he reads it, the first round he Shakens the opponent, and targets him again the second round to advance the Shaken condition to Frightened. I hate it, as it's as anticlimatic as it gets. Is this a legal thing to do, by RAW? Or, as I think it should be, a PC can only impose the Shaken condition and not improve it no matter how many times he targets the enemy?

Thanks!


So, I was just wondering, for those of you who have finished running/playing 'Souls for Smuggler's Shiv', how many session did it take to play the whole book?


Hi. I've seen threads that propose to adapt X Adventure Path to the Eberron setting. There's still not one of these for this particular AP, and I thought I could start one, as this is what I'd like to do. A friend lend me his copy of this AP's first part, and it seems that it may not be that hard to convert to Eberron. What do you think? Have you done this, or something similar?

Thanks!