One of the abilities of the artifact is to drain vitality and strength (Con, Str) when it deals damage. I want the players to have to roll a Con saving through or take some ability damage. Is there anywhere where someone had laid out the different saving throw DCs based on party level and how hard you want the saving throw to be for a quike graph or something?
"no, drives and ambitions aren't necessarily the same as emotions." I agree, what I am looking for is the source of the drives, with out emotion. "From the description in hero labs they have an innate sense of jealousy and malice, but do not feel pleasure or happiness. It also says they hide the hatefulness that lurks at their core. From the sound of it they do feel emotions just the negative ones. Their Epithet is Spitespawn. You motivation is to prevent other from experiencing what you cannot." Awesome! Thanks for pointing that out that adds a lot! Dastis, thank you for that list, I'll be mulling it over!
My brother is planning to run a campaign where we play evil characters, and I am greatly looking forward to the idea of playing a Tiefling Rogue with the Div Bloodline. I recall reading somewhere (I believe it was the blood of fiends book?) that these Tiefling don't experience emotion, so my problem with this character is, where does the drive come from? All the PCs and NPCs I've ever made were able to experience emotion on some level and therefore, coming up with drive for something was not a problem at all, but now I am going to be playing someone who CANNOT experience these things. I know he is going to be a cold hearted killer, who never looks back, never regrets, but....the drive, I can't figure that one out. Any ideas. And any interesting things I can throw into this character to make him more memorable?
In my campaign the shadowfel (shadow realm) and the mortal realm are starting to fuse together, and soon my players will be entering this realm. The mortal realm is still dominant, but the shadowfel is starting to absorb it into its realm, creating a part of the mortal world known as the shadowlands. I have some indeas What are some things i can do to push this setting, and some encounters I can use as well. -Vampire castle coming up obviously.
Running a Black Dragon Lair in my next session. Need some help figured out his lair. So far i Have:
What else could I add to make it fun and memorable for my players. Not really looking for things about the dragon I guess, I got that figured out, just want to make the lair interesting also. That is where I'm looking for more ideas, but dragon tactic advice is welcome too.
Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait. What exactly does this do? I am not sure I understand what a character with this would gain.
Hazrond wrote:
Sorry for late response to all of this but yes, The paladin and an NPC asked for this, My character agreed to it before we could get input from the other characters. We Have a fighter in the group who is indifferent and a Monk who has sided with me in the past.
Sorcerer, +12 diplomacy, level 6, destined and impossible bloodline don't have level three spells because of my archtype. Buffing and combat magic. However, we tend to not use diplomacy one eachother, we find it more interesting to have to actually convince our characters vs making them agree cause I can roll high
Okay let me clear two things up that you guys keep mentioning. Evil character's are allowed, as long as they do not act as a wrench in the parties cogs (which my character as yet to do). Also I double checked with everyone after the session last week to make sure I wasn't disrupting their fun by "battling" with the paladin and they all enjoyed it and have joined in in most of the conflicts between our character's. My character wants to work with the party, the problem is that the Saladin doesn't want to work with my character. No one has a problem with this, it isn't hurting the game so no need to worry about that. What I am looking for is a way to manipulate a paladin to my advantage
I've already been manipulating people he is trying to get information from to not trust him. We are currently in a city dedicated to Erastil and they kicked my out of the party for one week to do things there way, with help from the village elder, I guess what I'm looking for is a way to kick his ass in an rp sort of way so he will almost be trapped working for me
From my character's perspective, he is the party leader, however there is one character in he party who is contradicting everything he does, simply because my alignment is different from his, how should I handle this paladin, who hates my character simply because I am lawful evil? Even when my ideas could have come from this paladin, he gets everything he can do to stop me because I am evil. We are playing iron God's, he worships serinrea. Thanks!
I'm Hiding In Your Closet wrote:
The reason I want to be a leather wearing is because every time we have an arcane caster in our party it is cloth and mage armor, which is a logical thing to do, but I am getting tired of that feel so I decided to make my character different from that, even though it might not be the strongest build in the world, it is how i see my character. I'm Hiding In Your Closet wrote:
Thank you for this. Some of it I already had but the ones I left in the quote will help me out a lot making my character stand out!
James Gitsham wrote: Secondly as a worshiper of Brigh you will be at odds with the Technic League as Brigh is about spreading knowledge with others whereas the Technic League are very secretive and hoard their knowledge, to the point where they hunt down others who have acquired "their" knowledge (see the plot points of a couple of the early Season 6 PFS scenarios). Hm, then maybe I want to influltrate the technic league and steal some of their information and secrets. I could even be involved with the pathfinders, hopping to get the information to them. That could be fun
So I didn't want to double post but I'm past my edit time : / Anyway, I don't wanna plan my character TOO far in advance because my DM is known in our group for characters dying often, (in the caves two of us almost died in one round), but I still wanna have an idea of where I'm going with him so here is what I have so far with feat selection: Keep in mind my character is still level 1 Bonus human: Toughness
Being there are 5 players and we are receiving gold for four of us i decided to take a lot of crafting feats to help the team out with magic items, so it would be until level 9 that i start getting some stronger feats with meta magic and stuff. Ideas of what i could do mechanically or Roleplaying to make this interesting? What kind of contruct should i construct
I'm playing Iron Gods with my group and I decided to play a Taldan impossible sorcerer who is worshipping Brigh. He came to the town (torch?) hopping to start finding evidence in nurima (?) of alien life and one day join the technic league and creating in the name of Brigh. I'm going to get to read over the section in the adventure path that talks about the brigh religion but what kind of advice can you guys offer in playing him, both in a role-playing say (how do taldans act, what can I do to roleplay my impossible blood line, how can I mix these into my religion?) and how can. Build him. I'm going to get arcane leather training and some crafting feats, and if my DM is okay with it, the contruct feat as well, but what else can I do to be effective? -Thanks! I'm posting off my phone so sorry for typoes and such. I'll post an idea of what I want him to look like with feats and such when I get to a place where I can.
Everyone in this group has not played any pathfinder at all with the exception of myself and the groups sorcerer (who has played 2-3 sessions). I know that this group isn't going to be a trouble group cause they are just here to have fun (for now, hopefully they will love Pathfinder for more than just a good time with friends). What are some pit falls with this AP that I should look for and things that I could do that helped your game? I myself have read through the first two adventures and some of the third. I have DMed the first book and a half of the adventure path. -Thanks
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