Skull

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It all depends on your campaign's notion of the power scale, really. Old-school D&D was a lot like Greek mythology, assuming that powerful mortals (level 14-20 or so) could challenge gods directly. Nowadays, most campaign settings have numerous high-level NPCs as fixtures of the world - for example, the king of a country being 15th level, and served by underlings of levels up to 12.

Personally, I favor the former interpretation. A lot of traditional storylines have difficulty maintaining verisimilitude if NPCs over level 6 are common... mostly because certain high-level spells have far-reaching consequences. The downside is that popular monsters like balors, solars, and the like make little sense if interpreted as followers of a deity. Dragons of sufficient age would also become tantamount to gods in their own right.

Personally, if trying to make a capstone encounter with a deity, I'd give them freeform abilities not easily converted into measurable statistics or challenge rating - make players think of solutions outside the normal combat "box." For example...

Spoiler:
I currently plan at the end of one campaign to use a very powerful NPC (much akin to a god, really) who has a body made mostly of an extremely hard (but extremely brittle) material. Most forms of damage would simply fail to affect his hit points - and I would describe him as being largely metallic in appearance, but without discernable joints and simply moving fluidly, remaining unscathed and unmoved by blows of any force. But if, for example, he were to be hit in quick succession by cold and fire attacks of sufficient magnitude, the resulting thermal expansion could create cracked areas, making him susceptible to further injury. I'll probably include hazardous environmental effects that martial characters can try to push him into (or something similar) for similar effect so it doesn't devolve into "I twiddle my thumbs waiting on the spellcasters to make him vulnerable to my pointy stick."

The benefit is that the combat is meaningfully different, at least in some small way, than just beating on the deity with sword and spell until it inevitably succumbs like any other entity. This is a pretty similar idea to 3.5 Loyalist's mention of everything having a weakness. In this case, I think style should dictate that the weakness is actually the downside of some phenomenal cosmic power tied to the deity's portfolio. A god of might could be ponderously slow, for example, or a god of nature could be poisoned by the merest touch of an alloyed or forged metal. Try to think of extremes of ability or spirituality that would be a double-edged sword to actually possess.


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Back in 3.5 days, a poster named JaronK wrote a seminal post (here) describing the issues with character versatility, codifying it into a tier system. The first few posts of that thread explain why the tier system was conceived, ranks classes (albeit 3.5 classes, which have almost universally been changed/deleted/replaced in PF), and provides a Q&A explaining how best to use the system.

Very good reading for anyone interested in game design, especially the "how to kill a dragon" section (hidden with spoiler tags in the Q&A section).

Note, of course, that it's not an indication that your game needs to change. Everything is subject to how individual games are organized by players and GMs in question. Merely, this was an attempt to codify objectively the options for bypassing given objectives available to a wide variety of very disparate class designs.


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Depending on how far the campaign goes, she could also pick up Skill Focus (knowledge: planes), Eldritch Heritage (abyssal), and Improved Eldritch Heritage for more uses of the claws ability and heightened strength. Finding out her dragon ancestor was even more naughty than previously feared can be great for roleplaying, also...

Oterisk's Guide to Dragon Disciples has all sorts of good advice for this character concept.


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AM CURRENTLY LEVEL 7 DIVINER. AM REALIZE AFTER MANY DEAD LVL20 CASTYS THAT SOON AM NEEDING PLAN TO DEAL WITH BARBARIAN. AM HOPE FOR NOW THAT TALKY LIKE BARBARIAN AND THROW AWAY POINTY HAT AM BUY TIME. AM ALSO LIVE IN HOLE IN GROUND TO HIDE CASTY AURAS. ON SIDE NOTE: AM UNSURE CONCERNING RULES LEGITIMACY OF FEW BARBARIAN STRATEGIES, SUCH AS PERMANENT ARCANE SIGHT WITHOUT UMD AND BATTY BLINDSENSE RANGE.

HOWEVER, AM ALSO HAVE CONFIDENCE IN BARBARIAN PLAYER RULES-FU FOR THESE AND OTHER ISSUES. AM THINKING THINGS EXPLAINED IN OTHER THREAD. AM UNABLE TO CHECK, TO DO NEED TO LEAVE HOLE IN GROUND THEREBY EXPOSING SELF TO RAGELANCEPOUNCE. AM WILLING TO LET ISSUE REST, THOUGH AM STILL CURIOUS. AM BEING GRATEFUL FOR EXPLAINATION SO LONG AS EXPLAINY-PERSON AM NOT SHOWING BARBARIAN WHERE FIND HIDEY-HOLE.

TIME SPENT HIDE IN CAVE GOOD FOR THINK, THOUGH. AFTER MANY ARGUMENT AM SEEMING LIKE RAW AM BARBARIAN BEST FRIEND. FURTHER, AM REALIZING RAW AM PURVIEW OF FIGHTY ONE-ON-ONE. AM THEREFORE LIKELY THAT TRY BEAT BARBARIAN AT OWN GAME AM WASTED EFFORT, ESPECIALLY FOR ME SMART CASTY. AM SUGGESTING BEST WAY TO SURVIVE VS BARBARIAN TO CHANGE PLAYSTYLE. AM PLAN TO USE TALKY AND WIDELY UNPOPULAR ENCHANTMENT SCHOOL TO USE FRIEND AND MINION VS BARBARIAN FROM LONG DISTANCE. AM EXPECTING BARBARIAN DO MIND-READY SOMEHOW OR AT LEAST SCARE TRUTH FROM MINION WITH ADD LOTS INTIMIDATE, SO AM THINKING MANY DEGREES SEPARATION BETWEEN SELF AND AGENTS BEST IDEA. MINION TALKY INEVITABLE, SO ALSO AM PLAN USE DISGUISE, MOVE LOTS, AND MAYBE CUT OUT MINION TONGUE ON REGULAR BASIS (AM LAWFUL NEUTRAL, SOMETIME EVIL TENDENCIES). AM THINKING STRATEGERY CAN FAIL MANY TIME BUT NEED WORK JUST ONE.

AM REALIZE PLAN HAVE MANY PROBLEM, LIST OF WHICH TOO LONG FOR EXISTING POST (TOO LONG EVEN WITHOUT, ME THINK). AM ALSO REALIZE AM MOVING GOALPOST. IS OK, AM TAKING PAGE FROM BARBARIAN PLAYBOOK AND USE CATCH OFFGUARD SO PROFICIENT WITH MOVING GOALPOST. AM NEEDING FEWER CASTY FEAT WITH INDIRECT STRATEGERY SO AM HAVING OPEN SLOT FOR POINTLESS FEAT.

AM GOOD PLAN?