Akata

Rhewtani's page

11 posts. Alias of Christopher Simmons.


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Hey all. I need to throw together a long-term npc who will act as a bodyguard for a PC. He'll be eighth level. I'm looking at either Paladin or some mix of Paladin/fighter.

Backstory: One of the PCs has come across a reknowned demon-slaying sword and used it to great effect over the previous campaign. The weapon has such a history that it is a "kill bearer on sight" flag for evil outsiders. However, the PC is a magus and while he can fight, he hasn't really figured himself out completely yet.

Well now that enough people have seen him with it and it's made enough of an impact (it was used to kill a named balor), churches have noticed him, too. As such, six months down the road from it's last public usage, a paladin has been placed under a quest to gain the sword by noble means.

He will be presenting himself to Vassel (the magus pc) and offering to serve as a protector and counsel for one year and one day. At the end of such time, Vassel should decide if this paladin is a more worthy bearer of the responsibilities connected to the blade. As a DM, I don't really care either way what he decides then. It's also quite possible (maybe even likely) that this NPC will get killed before then. It's more that I want Vassel to understand the seriousness of having this sword.

So, I want him to be useful and I really need good feat selection to make him an obvious help to Vassel. I was intending to take improved bull rush and find some feat or class ability that will let him take hits for another person. That way, if the two are fighting something out of Vassel's league, he can throw Vassel out of the fight and take any AoOs that such an action would provoke on Vassel.


I've begun my "Hulburg and the High Seas" campaign and a core component of it will be a Kingmaker-esque plotline as a young lord will work to turn Hulburg from what it is in the 1350s (a keep and 12 shieldsworn) to a what it is in the 1470s (a thriving city).

Obviously (since the Hulmasters do this in canon realms) all the components for rebuilding the city do exist. But, I'd like to see peoples thoughts, comments, and ideas on how you get from an adventuring party and no more than 20 NPCs and start attracting settlers.

My basic thought, so far, is to use stronghold builders guidebook for the PCs to work on the "new" keep and transition into Kingmaker as they start building up the town. But that period of time inbetween vexes me.

Ericon (the young noble) has returned to Hulburg, after saving Phlan, New Verdigris, Melvaunt, and Hulburg from Marcus' Pools of Darkness scheme. He hired two retainers and a manservant in Phlan, mainly to serve as guards for his wagon during the trip. He brought a few adventurers with him.

I could just "let them figure it out," but Agryl Hulmaster is still alive, having adopted Ericon through his marriage to Amali Hulmaster. He is the driving force behind the rebuilding of the city and will have to be throwing ideas out to the group. I've already come up with him giving them locations of various rumored treasures to seek out and bring back.

It's also important to me that Ericon not become the key figure of the campaign, that this still remain the adventures of the group as a whole.

So, what ideas are out there?


Anyone already mention that the file available for download is just the cover page?


Has anyone put together builds for unarmed fighters or unarmed rogues? I've got a player looking for a "bruiser" but would like to avoid the orient. I'm not too key on non-core rules, myself, but I'd like to find a way to help him out.


I vaguely remember a dragon magazine that was linked to one of the adventure paths that included some means of gaining random magical abilities. I want to say it was a pool, but I'm not sure. I also kind of think it had to do with age of worms.

Does this sound familar at all?


When I needed an inevitable fig I used a necron fig from warhammer 40k that was plain enough to work. Might want to look there.


Ok, I understand that the base attack progression is the 3/4 progression displayed with 1 HD missing. But the saving throw progressions are weird. Are they following a formula, at all?


How do these creatures break down on the race/class line? I have a PC in one game that is a lizardfolk barbarian and I'd like to convert him over.

They look like run of the mill 2 HD humanoids.

Abilities:
+2 Str, +2 Con, -2 Int

Saves:
Good Fort, Poor Ref, Poor Will

Skills ??? This entry doesn't quite make sense.
2+Int (Class: Acrobatics, Swim)

Special:
Natural Armor +5
Acrobatics +4
Hold Breath
Claw, claw, bite


Is there an on-line source for statted up NPCs? I need a 10th level wizard for tonight.


greenmonkey wrote:

OK, that seems clear enough.

What about weapon, armor, etc restrictions? Same as 2e as far as using abilities and such? Cleric weapon restrictions apply, Wizard armor restrictions apply for casting spells, etc?

Definitely need to grab yourself a 3.5 player's handbook or go to [url]www.d20srd.org[/url], there's some changes you'll want to know about.

Cleric's don't have weapons restrictions, but they only have proficiency in certain weapons. In 2E you took individual weapon proficiencies, in 3E/Pathfinder your class gives you several or most of them. If you want proficiency in a weapon not on your list, you can use a feat to learn it (martial weapon proficiency, exotic weapon proficiency), which is a lot like the 2E weapon proficiencies.

When you multiclass into a new class, you gain (never losing old ones) the weapon, armor, and shield proficiencies of the new class. So, if you were a 1st level cleric and you took your 2nd level in fighter (becoming cleric 1/fighter 1), you gain pretty much all weapon and armor proficiencies.

Wizards CAN cast in armor, however they have a percent chance to fail when doing so. A wizard 1/fighter 1 would still have the same percent chance to fail as a wizard 1 or even a wizard 2. The percentages are on the armor chart in the equipment section. Having your armor made out of mithral, or somesuch decreases the arcane spell failure check. Mithral, of course, is the material than elven chain mail is made out of.


Does the domain ability for Artifice, "Artificer's Touch" bypass hardness?