Kobold

Seppuku's page

102 posts. Alias of joe walmsley.




My low level (4th) party has a problem. We have a "break in" to pull off immediately. It is a heavily guarded location with patrolling guards of our level constantly circling inside and out and deep inside an enemy encampment. We are not recognized as the enemy yet, but will be if we get caught in the middle of pulling off this theft. It is a small fortified building (think low level bank without money) with locks above DC 26. We have no rogue and the best Disable Device character has a score of +3. Add in MW lock picks and we are at +5. We are outnumbered and cannot pull off a fight to break in. We also have no wizard/sorcerer in the party.

What low level suggestions can you think of that may make it possible for us to break into a safe in the middle of a fortification without using big explosive or disruptive forces which may attract attention? We may be able to get low level items if we can purchase them inside the encampment without raising too many red flags as to what we might be up to.

We have 24 hours. Stealth is important. Help?!


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I'm late to the party for an ongoing Jade Regent game. I'm wanting to play a Sorcerer or maybe Wizard (the party has none!). They are currently 4th level and just finished a part regarding a burning boat. The DM has informed me that I can join into the party very soon as a "bystander who got involved" during a very public combat.

Now that you know the placement background, we are allowed a 20 point buy, and I prefer to play non-blaster type spellcasters. I'm thinking more control and buff. Mostly I want my character to survive on his own since my character will be excluded from the major source of emergency campaign healing. I'd be interested in Half Orc but will play other options if that would not work out. HPs and Con seem important to survive the multiple sneak attacks which are happening in this game. I do not want to be a melee caster. I love having loads of skills.

Fellow players have asked that I be able to handle invisible and hiding monsters.

What suggestions do you folks have for me?


I'm playing in a campaign where we just finished a quest and can now cash in our reward. My 4th level ZAM/Inquisitor has no magic items but does have a masterwork STR bow. The reward being offered is 2000 GP of new magic items. Pick anything. I do not get to enchant anything I already own (unless my magic item causes that enchantment) Keep in mind that I need no armor and can use Inquisitor spell list items. What do you suggest?


I've pretty well decided how bodies are animated and brough into the horde, but I'm tossing around ideas for how the typical zombie in the horde operates and why it does things, like eat living beings.

A typical Zombie in the Horde will be 2 HD and based off a a humanoid formerly sentient being. It will be a shambler with either a move or standard action but not both as the standard Staggered zombie condition. This is not unusual. Unlike Zombies from some popualr TV shows, Zombie-ism will not be contagious. Zombie have the Scent special ability. What I want to have different is that they are nearly unstoppable without giving extreme attention to detail for stopping each one.

Here are my thoughts on Zombie Mechanics:

Mechanic #1 Why Zombies don't die:

Zombies have a DR of 2/- (not dr 5/slashing)
Zombies regenerate to 1 HP (zombie rapid heal 1) by themselves unless an attacker performs a coup de grace Full Round Action on them.

Attacking a zombie and knocking it to negatives inflicts a permanent deformity to a zombie which is not restored via it's normal rapid healing. Examples:

-10' to movement, minimum of 5'
Loss of attack mode (either bite or slam or grapple)
Damage to sensory mode (scent or vision or hearing) at -5
Loss of a MUTATION

Mechanic #2 Why Zombies are hungry:

Zombies cannot regenerate beyond 1 HP without eating non-Zombie flesh.
Feasting on non-Zombie flesh regenerates HP to a wounded Zombie on a 1 for 1 basis allowing up to 8 temporary HP.
Once a Zombie has exceded it's max HP by 8, the Zombie gains one of three benefits in the following order:
1. The Zombie removes one damaged condition regarding it's movement, attack mode (grapple or slam only, losing the bite attack renders them unrecoverable except by magical means), sensory mode
2. Removes the Staggered condition
3. The Zombie gains one HD and gains a mutation based on the Eidolon creation tables (gains claws, reach, improved bite, tentacles, etc)

What do you think and what other mechanics would you add?


My group is starting a new campaign with some very specific base character creation rules and we're looking for a number of PCs to be used as NPCs who can convert to PCs quickly when attrition occurs (PC deaths). The campaign takes place at a prison colony which has collapsed into anarchy (think Australia where the previously unknown monsters from the outback have set the original colony to ruin). There are some very specific character creation rules:

All characters are human.
Only Core and Advanced, no Ultimate.
Stat array before Race adjust can be:
12 12 12 12 12 12 -or-
13 12 12 12 12 11 -or-
13 13 12 12 12 10 -or
13 13 12 12 11 11

2nd level and MUST BE MULTI-CLASSED.

What would you make to play as a PC or put at the colony (what remains of it) as an interesting NPC?

Things we know about this game world setup: There will be undead. There will be goblins. There will be pirates and a lost civilization. Help for the colony is across an ocean (again thinking England to Australia type distances) and no one back home knows that there is trouble in prisonville.