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If you have more than one rope, one has to be knotted.


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I'm borrowing heavy from this for my campaign, i'm doing some modifications to make the faceoff with the trolls the climax of the campaign instead of the owlbear fight, i'm think something along these lines:

- Right now, the PCs can just explore the troll lair and kill them all and problem fixed. That's anticlimactic, i'm think something along the lines of putting several troll armies on the spot and having some mass combat involved.

- The PCs would have to gather support from the people to make an assault on the Lair, you could get some armies from your cities, get the Narthropple expedition to join, Corax lumberjack team, the Soothscales, maybe some forest friends if you befriended Tiressia and Melianse.

- In any case there should be a direct and epic final confrontation with Hargulka, i'm looking for something of the like the characters doing the dungeon while the armies fight a loosing fight, and bringing Hargulka down will turn the direction of the battle (anyway i can't plan this, i'll just fiat something along the lines depending on my players plan).

- I'm inserting a group of extra NPCs in the campaign (as i'm preparing to finish the adventure path running a variation of the adventure a paladin in hell). I'll probably modify the Lonely Barrow encounter to have the first meeting with this NPCs, and do a small stakes mass combat session.

What do you think?


Mi current party is going along very well is composed of:
- Cavalier
- Horselord
- Inquisitor (with animal domain).

There are a couple of encounters that heavy will based that have been horror stories for these guys, but other than that everything has gone pretty ok.

They should get extra help covering ruling positions though.


Wait, no lance?

LUDICROUS!!!


10% daily of catching a cold. if catch a cold, 5% of losing a round of action due to sneezing.


I never understood the notion that higher point buys are a must for "challenging" or "really heroic" games.

The only difference between lower and higher point buy is that you have to move up the CR a little bit and that some spells become useless at higher point buy (summon monster comes to mind).


In my table sometimes we do, we use the organic roll 4d6 drop lowest, six times in order. Swap one or reroll one.


I would suppose that only for creation you need an horizontal surface.


My group carries a big cloth, they cast create pit on it so it's mobile. They also flip it to use it as a hiding spot, or getting thru gates.


It would also open a lot of options for other classes.

Just make it cost right, maybe 2 feats instead of 1 (requiring two-weapon fighting to use). Give the magus advantage by having him ignore some of the penalties.


Why not stablish spell combat as a feat, and giving it for free to a magus.


Death and LN?, go for the inevitable concept but actually use shadows as base monster. Use them as grim reapers that enforce death.


Tucker Kobolds:
http://www.tuckerskobolds.com/

Just throw hundreds of kobolds with clever tactics, and some clever traps and you are set. If you feel like destroying your PCs self esteem, switch the kobolds for mites.


Just fluff that the horn is magical, and replaces somatic components (make sure that covering the horn or something, makes it useless) have him be a sorcerer as a wizard will surely not work.

THE END.


I have a different view, is not intentions nor actions what define alignment, but results. For example comunism is a pretty well intentioned philosophy (corresponding to a good view point of the world), but it results in terrible hardships for everybody but a few lucky ones (totally opposed to what was intended) so it is considered evil (save the political argument this is an example).

The other important thing to have in mind is that Law and Chaos are as important as Good and Evil and they can be an end by themselves, Currency is a reasonable example of an initiative that's nor good nor evil, but results in overall better life quality for everybody (as opposed to barter).


Because i want more XP.


My players did the following.

Bought a large silk sheet, cast create pit over it, turned it over hiding in it, and used it to pass under a gate.


Some guy in mi group is doing a summoner/cleric/ mystic theurge. He conviced the DM to allow the MT increases to go to both spells and eidolon (but he doesn't get the other summoner abilities).

So far has worked ok.


My idea for psionics is pretty similar to yours, the main diference is that instead of having "psionic spell level", you should get abilities that scale with level (also should be tree based). i don't like your extra focus idea, as it'll just end up being abused like the power point system in 3.5.

Anyway, psionics to be decent have to be different from magic in the following areas:
1.- Mechanics.
2.- Focus.
3.- Fluff.

3.5 had point 3 and up to a little of point 1. Focus is the main problem, 3.5's psion is just a fluffed non vancian wizard.


My weaboo players would love a weapon oriented animal companion (you know a katana wielding dog, who also throws kunai a la ninja gaiden).

For the "father sword" idea, isn't the trait family heirloom enough?, it gives you a masterwork weapon.

You can enchant it, to keep current, i suppose nobody will complaint to the +1 axiomatic father's sword.


I think the barbarian, as the COMPLETE THE MISSION guy, while the rest of the party is fighting the vampire illithids, the barbarian goes thru them eating up AoO so he can reach the orphans and protect them.


A mix of haste, bless, prayer, align weapon, resist energy, invisibility and greater magic weapon should be enough, If you have access to the APG weapon of awe and blessing of fervor.

The fighter, archer, and the eidolon should have at least something like +18 to +20 to hit (with above buffs) and deal around 100 per round between all of them.

With surprise luck in the initiative and some flanking, you should be able to bring it down in 2 rounds.

Wait, you said nobody has power attack?
Fill the eidolon with TNT and present it as a gift, it might work.


Nap Stack and Weapon of Awe are pretty good.


I agree that shield bash is a good idea, mix it with combat patrol and nobody will ever come close to your ward.
Also having a tower shield on your back is useful in case of ranged assasination attemps.


Extremely unbalanced. a fireball thrown by a tipical 10 level mage will do something like 10d6 +50.

Make it that you add your ability modifier once, and will probably be less broken.


Summon monster is one of the most useful spells.

1.- You can choose the best tool for any job. ( i had a dude who had a quickened summon monster I always prepared, in case he went to jail or was captured so he could summon a monkey to release him)
2.- Except for really high level campaigns (from like level 13 and up), probably you can get away summoning some lower level summons (up to 2 level lower)
3.- In a pinch, a summon monster scroll goes a long way (better than a fireball, less awesome than haste though)

The only situations i can think that summon monster sux are:
- Overpowered campaign, if you use 25 point buy or more, probably anything that challenges the team will obliterate the summon.
- DM with huge monster sindrome, DM that instead of having enemy teams like to have huge monsters, and they compensate the action balance by making the enemy overpowered.

In your cyclops case you could have spent 2 level 5 spells to summon between 4-10 lantern archon
+3/+3 1d6 touch attack that ignores dr (base cyclop has a 8, lets suppose your monk ones had 14 and is still worth it)
Also aura of menace (-2 to attacks 20 foot radius) DC 13 very low i know, but try passing DC 13 4-10 times in a row.
Finally they can fly perfect and have 30 range, they will never be killed by the cyclops.

EDIT: damn, that what i get for answering without reloading first, grasshopper_ea made the same lantern archon point like half an hour before me.


I wouldn't allow to be disarmed from a shield, as they are strapped to the arm.


I'm surprised on how nobody has mentioned it combos pretty well with hidraulic push/torrent


Sword and board two weapon fighter
Bull Rush, Bull Rush everywhere.


If you are too concerned make every attack not listed in the base form, a secondary attack.

Also enjoy losing your eidolon the first door you find in any dungeon.


Never really liked epic, too much crunch, is best to adjust the fluff in the high 10s to make them more epic (albeit, at that levels you are already plane travelling and killing demon lords, not sure what can you do beyond that).

I would like to see psionics, some well done psionics (closer to the 2e version but with less managment). I think the guy who mentioned some variation on de CMB/CMD mechanics in a post was on the right track.


Nanomd wrote:
I was working towards the Mystic Theurge, eventually, but not sure anymore.

Ok, Mystic Theurge is nice, but you have to understand that your character will suck until like level 11. Also i don't think your CHA is good enough, and finally for mystic theurge i would recomend going wiz/clr (is one level less to meet the prerequisites and the spell lists are more diverse).


Witch casts with INT, Oracle casts with CHA, so there isn't much win there.

Why not go witch all the way, it still has access to lots of the nicer spells from the cleric list, and you won't be losing caster level increases.

You can refluff the witch to be more oracle-y if that's what you are pursuing.


I don't see much synergy between oracle and witch, am i missing something?


For the robin hood discussion, i want to add that following the law of the land is not a requirement for lawful characters. They only need to follow some method/rules to they behavior.

A tipical example is Batman, who breaks laws all the time, but adheres to a strict moral code making him lawful good.

BOOM: Firefly, Robin Hood, Hookers and BATMAN in this thread.


Depends,

For adventure paths we use 20 point buy.

For own campaign we use the old organic roll we use 4d6 drop lowest die 6 times, assign in order and you can swap once or re-roll once (one or the other), always gives interesting characters.


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