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Goblin Squad Member. 8 posts (9 including aliases). No reviews. No lists. No wishlists. 1 alias.


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Can someone help explain how the Darkblight is supposed to work? On page 7 it states that Humanoids and Fey not associated with a plant have to experience long periods in the Darkblight to be effected, referencing 24 hours. This is all in the sidebar.

Then on page 9, in the description of over land travel in the Darkblight is states that you must save every ROUND and if you fail you are nauseated - hence you can only then move and take no other actions, How is any group of PCs going to be able to travel many miles and not all be fully infected and hence nauseated? That is the end of the campaign right there just based on the number of dice rolls required.


PC's faced Baphomet and based on a couple of lucky critical rolls coupled with Quarry ranger ability and Surge powers brought the hammer down on the Demon Lord. I decided to have him seek vengeance in round 3 vs. flee as the adventure suggested and he was easily slain by the end of that round even after giving him Mythic abilities. A cool way to end the AP so I'm stopping here. The Mythic rules are cool but get a bit too over the top at tiers 5+. Not going to use Mythic rules again soon but might use a rare Mythic monster to throw a curve at future PCs.


Have to start by saying I truly love this product. Great new spells for all spell casting classes. I do have a question about the spell Essence Jar. It seems quite cool to imagine placing ones Heart or any other organ in a Jar and giving to your Cohort cleric who keeps your 'organ' in the jar in town with a Status spell upon 'you' so that when you are injured he can use the Jar to cast spells on you. Spell description indicates that the jar is considered touching the original caster for the purposes of spells (not an exact quote but you get the gist). Get poisoned, cast Neutralize Poison, get hurt cast a Cure spell all done from the safety of town. When the Status runs out, cast again. Great protection for the Cohort, their in town, but able to help keep my PC alive and active. Am I missing something?


Aside from the Darkness requiring a Standard action. You have the rest correct. Establish grapple deals Constrict damage. Maintain grapple deals grab attach AND Constrict damage.


Niku wrote:
Haunted

I would suggest you play on that fact by playing up the curse. Plus as a gargoyle i cant imagine the PC receiving any help or services in any town out of fright from a gargoyle entering ones shop. Just some thoughts.


What is the PC oracle curse?


David knott 242 wrote:
I'm Hiding In Your Closet wrote:
Sorry, but as far as RAW is concerned, you can't be Peter Dinkelage.

Actually you can. Peter Dinklage is 4'5" tall -- on the tall side (albeit a bit skinny) for a D&D dwarf.

Just make use of the Advanced Races Guide. The range of race points for the standard races shows me at least that inclusion of the Small racial trait ability to a Human is not over balancing. I'm playing such a character in my game today.


I created a character who is Human but Small in size but not Slow. The benefits and detrements of Small and Slow are defined in the Advanced Race Guide. To effect this I gave the character a cursed Belt so it removes a common and I believe powerful item slot. Is this a true curse or really a benefit to a low level PC?