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I'm probably looking at a ban with what I'm likely to add to the D&D boards on WotC. They'd better turn their filters on.

Dungeon rocks. Best D&D product on the market.


The maps aren't usually used much as handouts but are nice for DM use to write on and such. I very much like being able to hand out pictures of the NPCs.


Rob Bastard wrote:
Has anyone run Zyrxog as written? I can't imagine a 7-8th level party being able to take him & 2 octopins without suffering anear TPK, especially if he's ready for them. Hell, his mind blast has a DC of 23, which can easily put half a party out of commission for 3-12 rounds. Am I missing something?

The party gets a preview and then has time to prepare, so they should be ready for him. He's still a pretty bad dude, though.


My party made pretty short work the LMs...and the whole adventure pretty much. The harpy encounter almost got deadly because of some poor save rolls. Shukak can be formidable in certain circumstances.

I think it's good to have an adventure like this, especially around 5th level or so. It get's the players off the jitters caused by playing fragile low-level PC's.

The previous poster is correct that the Hall more than makes up for the ease of this one.


If I'm reading that right, that sounds overpowered for 2000 gp. Why a reflex save? Do you dodge it?


Royster wrote:
A kyuss worm is in no way shape or form a disease or a parasite. It doesn’t carry any disease. It is simply a worm (albeit a very nasty one).

You make some pretty good points. For clarity's sake, a disease is a condition. Specifically, a condition that impairs normal function in a living thing. An organism cannot be a disease but they can cause disease. In that case, the organism is pathogenic. Diseases can have no underlying organisms, typically one, or several different ones. Some quick examples that might help...

Sickle-cell anemia is a disease with no underlying pathogenic organism.
HIV is not a disease, it's a pathogenic class of virus because it causes the disease condition AIDS.
Meningitis is a disease caused by any number of bacteria or viruses.


beldar1215 wrote:

I just started running the AoW and my party just got to the stairs leading to area 19. How far do the steps go down? To me it looks like they were only about 10ft down. If this is the case, how can the entire area be under water. I think I really messed this part up!!!

Beldar

I was thinking the same thing and kept going back and forth thinking I was reading the description incorrectly.

I don't think there's enough stairs to fully submerge the room. If you draw out another 10' of stairs it's a lot easier to visualize and doesn't affect anything.


wraith_bones wrote:

ive been a dm since the early 80s,and having all those years xp i would say the worms do 1 point of damage as it burrows in then dies from the paladins divine health.

crippling the character class by making exceptions is a good way tp lose your players

Concur. I don't even make an exception for the 1hp damage. I'm running it as full immunity based on divine health by the logic that not all diseases covered by divine health are removed with "remove disease" but if "remove disease" removes it then it's covered. I also wouldn't try to logically determine what is and isn't a disease in D&D. It's a complicated enough subject in real-life.

Race

| SP 110/110 HP 76/76 RP 12/12 | EAC 29 KAC 32 (Mobility, Slippery Shooter) Resist Sonic 5| Fort +10; Ref +10; Will +10 | Init: +11 (Constant Alert) | Perc: +20 (LLV)

Classes/Levels

| Speed 40 ft (Desert Stride) |

Gender

Male NG Warblood Vesk Guard Soldier (Sharpshooter)

Strength 16
Dexterity 25
Constitution 16
Intelligence 14
Wisdom 12
Charisma 8

About KRAG!

SFS # 1824-704

Physical Description:

Character History:


___________________________________________

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Defense
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Vesk Overplate III, Armor Savant, Armored Advantage
Slot 1: Jetpack
Slot 2: Medical Analysis Kit Mk 3
Slot 3: Echolation Detection
Slot 4: Sonic Dampener
EAC 29, KAC 32 V.CM 39
SP 26 HP 21 RP 2
Fort +6, Ref +1, Will +4
Defensive Proficiencies: Light Armor, Heavy Armor, Shields

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Offense
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Speed 45' (-5 Armor, +10 Blitz, +10 Viridian Balbis Aeon Stone
BAB +10
Melee
Ranged Heavy Machine Gun +18 (3d10+12 Piercing, Crit = Fatigued 1d4 Rounds, Wounding) Analog, Automatic)

(Sniper's Aim: Reduce Cover bonus by 2)
Space 5 ft.; Reach 5 ft.
Offensive Proficiencies: Basic and advanced melee weapons, small arms, longarms, heavy weapons, sniper weapons, and grenades

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Racial Abilities
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Armor Savant: +1 Racial bonus to AC, ACP lightened by 1
Lowlight Vision
Natural Weapons: Specialized: STR Mod x 1.5/ Level to DMG.
Observant: +3 Racial Bonus to Perception (Replaces Fearless)

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Class and Theme Abilities
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Guarded Ward: You focus on protecting a particular person or place, which becomes known as your ward. You must study a specific creature or a specific location (such as a building or starship) for 1 day to make it your ward. If your ward is a creature, you automatically succeed at checks to aid another with your ward when you are adjacent to them. If your ward is a location, you succeed at checks to aid another with anyone adjacent to you when you are both within your ward. You can change your ward by selecting a new one and studying it for 1 day.
Primary Fighting Style: Sharpshoot

  • Sniper's Aim: Reduce Cover bonus by 2
  • Focus Fire: When you make a full attack with a ranged weapon, you can make both attacks with a –3 (-1 with Harness) penalty instead of a –4 penalty as long as they both target the same creature. If your first attack kills or knocks out the target, you can instead make the second attack against a different creature at a –4 (-2 with Harness) penalty. Once you have the soldier’s onslaught class feature (see page 112), you can use this ability with it, making three attacks against the same creature at a –5 penalty; if your first or second attack kills or knocks out your target, you can make your remaining attacks against a different creature at a –6 penalty
  • Intense Focus: When you make a ranged attack against a target with cover or concealment, you can spend 1 Resolve Point to negate its AC bonus from cover and reduce its concealment by one category (from total concealment to concealment or from concealment to no concealment). This benefit applies to all ranged attacks you make against that target this round. You can’t use intense focus more than once per round, nor can you use it against an enemy with total cover.
    Secondary Style: Blitz
  • Rapid Response: +4 Initiative, +10' Speed
    Gear Boost:
  • Armored Advantage: +1 KAC
  • Bullet Barrage: +1 Insight to DMG/4 Levels to projectile weapons

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    Skills
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    Acrobatics: +19 (Rank 10, Class +3, DEX +7, ACP -1)
    Athletics: +15 (Rank 10, Class +3, STR +3, ACP -1)
    Bluff: -1 (Rank 0, CHA -1)
    Computers: - (Rank 0, INT +)
    Culture: +2 (Rank 0, INT +2)
    Diplomacy: -1 (Rank 0, CHA -1)
    Disguise: -1 (Rank 0, CHA -1)
    Engineering*: +10 (Rank 5, Class +3, INT +2)
    Intimidate: +7 (Rank 5, Class +3, CHA -1)
    Life Science: - (Rank , WIS +1)
    Medicine: ++5 (Rank 1, Class +3, WIS +1)
    Mysticism: - (Rank 0, WIS +0)
    Perception: +17 (Rank 10, Class +3, WIS +1, Racial +3, Focus +3)
    Physical Science: - (Rank 0, INT +0)
    Piloting: +20 (Rank 10, Class +3, DEX +7)
    Profession (Guard): +8 (Rank 5, Class +3, INT +2)
    Sense Motive: +1 (Rank 0, WIS +1)
    Sleight of Hand: - (Rank 0, DEX +0)
    Stealth: +6 (Rank 0, DEX +7, ACP -1)
    Survival: +9 (Rank 5, Class +3, WIS +1)
    *Theme Knowledge: You are well versed in security systems, how to spot them, and how to use them to keep people and places safe. Reduce the DC for Engineering checks to identify technology and Mysticism checks to identify a magic items by 5, provided the item is a security system, surveillance equipment, or trap.

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    Feats
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    Level 1: Toughness
    Level 2 (Combat): Heavy Weapon Focus
    Level 3: Mobility
    Level 4 (Combat): Shot on the Run
    Level 5: Constant Alert
    Level 6 (Combat): Slippery Shooter
    Level 7: Skill Focus (Perception)
    Level 8 (Combat): Sidestep
    Level 9: Environmental Adaptation: Winds, Smoke, Rain and Snow Additional if CON increases
    Level 10 (Combat): Lung Puncture

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    Layout
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    Gear
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    Bulk:
    Credits: TRACKER

    Gear

  • Industrial Backpack
  • Hygiene Kit
  • Comm Unit
  • Synaptic Accelerator Mk II (DEX)
  • Synaptic Accelerator Mk I (STR)
  • Heavy Gunner's Harness (Reduce by 2)
    Viridian Balbis Aeon Stone
    Ring of Resistance Mk 2

    Bot Me!: