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Dark Archive

Looks like there isn't a Suave Male Dwarven Arcanist like I had hoped for but at least there was some good facial hair in the mix.

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Erik Mona wrote:
The problem with the Builder Series is that not enough people bought them.

You have to think of the fact that the builder series were very niche, and often difficult to justify buying unless you were going to actively use them. I would suggest you repackage the builder series in a open view format like the Champions of Evil.

For example the Goblin Builder Set:
The Rares (excluding the Warchief) could be formatted as Goblin Iconics. and Sell at $16 dollars.
Now the Warchief and all the other goblins were old sculpts repainted so they can be sold cheaper. For the price of $25, you get two of each standard goblin and one of the war-chief.
In my opinion once you get prices above $30 dollars it becomes hard to justify them and once you buy 30 packs of goblins and don't get all the rares you become too discouraged to ever buy a builder set again.

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leo1925 wrote:
James Jacobs wrote:


"Science is bad" is absolutely NOT the theme of this AP. Neither is "Religion is bad." It's much more complex than that.

Glad to hear that.

Can you say that the theme of the AP won't be "Technology is superior to religion"? nor "Religion is superior to technology"?

I just don't want the AP to get caught up in the bad side of the arguement "sience vs faith" and get some flak becuase of that.

From a business point of view, that would be a horrible decision. It would further distance many players in what is already a radical shift in style.

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A good GMPC is a player who understands what you want to do with the story and you keep in the loop.

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Ciaran Barnes wrote:
3) *If* you decided to go divine, you could write your own spell list that included some of those juicy attack spells.

You know, you've given me some worthwhile input and I may actually try pushing it into to Divine magic. Thanks man.

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Ciaran Barnes wrote:

I as intrigued by your brief post, but confused by the document. I figured I was going to be looking at a divine twist on the warmage, and that is what caused me to click on the link. Thats not what I found.

1) You seem to be setting up a melee class. I see armor proficiency reaching heavy, proficiency in martial weapons, using intelligence in place of strength, spellstrike, etc. The problem is that we've also got a poor BAB, I presume d6 HP, only a good will save, and a way to sacrifice HP for spells. I appreciate versatility, but the templar seems to be confused as to what he can do.

2) Just my opinion, but a medium BAB, fort and will, divine magus or "warmage" would be way more interesting. You could drop the armor restrictions and keep spellstrike.

3) You are using the word "role" where you should be spelling it "roll". A wizard's role is to cast spells, and his enemies roll a saving throw.

4) Since your intent is unclear, please preface the write-up with a paragraph that will help your readers

1) There is actually a d8 Hit die, and Moderate (3/4) BAB. The Will save only seemed thematically fitting in conjunction with Magic in the Blood Ability. You sacrifice health for magic and you won't be the best at warding off disease.

2) I thought of a Divine focus but the issue was that I wanted to focus on spells dealing Hit Point Damage.

3)I have to admit that I didn't do much proof-reading.

4) Good idea.

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I am rewriting it right now. For the record it has a d8 hit die coupled with a moderate BAB and a strongly offensive role.
My idea was honestly more of an Arcane Druid and is still in the design stage.
The name Templar was chosen because Spellsword has such an awful ring to it.

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Templar.

Spell list: A Templar learns spells from the Sorceror/Wizard List, but all spells chosen must deal Hit Point damage.

I want input on the class so far.

What's its power level?

What do you think could be made better or added?

Do you have a suggestion for an Alternate Name in place of Templar?

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To put it bluntly: Your conversion is subpar and nearly straight.
That wouldn't be bad if it was a balanced class but frankly half of the mechanics were too awful to ever be used and the other half were too good for a DM to honestly like them.
"I can fly! Constantly with perfect maneuverability I might add!" Players
"No...there's a rockslide and you die."

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Well seeing as how I personally have played in N. Jolly's game. I can just say the group has a sense of entitlement fitted with extreme stupidity.

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@The NPC I honestly have doubts that the gods are in fact creators but rather particularly powerful outsiders.
Granted this is a semantic argument.

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Oni-Spawn tiefling that is Small-Sized due to halfling/gnome/etc. parent.
Blood of Fiends says you can.

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Eberron, but I can update it easily, and others have done so.
Not much really.
Defense Roll, Clobbered alt rules DM GUIDE 1

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As a DM and a player, I've always been in favor of more theatrical and realistic style of play.
I want the characters to have realistic personalities and describe their actions in combat.
So how do I encourage them to?

I had the idea of letting characters doing nonlethal or possibly weak lethal damage with combat maneuvers, and letting them do so as part of a full round action assuming they have high enough BAB.

I'm implementing both Clobbered and Death By Massive Damage Rules. Along with 3.5's Defense Roll and giving players an opportunity to get a +1-5 on their roll if the description is good.

Any other ideas?

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Talk to your DM.
The DM may overrule whatever he wants.
Offer to a quest for the familiar.

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Dwarves are above-par on everything but Summoners, Sorcerors and Bards. The last one is highly debatable.

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Joanna Swiftblade wrote:
If you're the creative type, just get some modding clay and make your own.

I fancy myself the creative type but after hours of attempts it's quite difficult to sculpt such a small piece and keep it on par with minis you'd find in Pathfinder Plastic boxes, let alone the metal miniatures. *shudder*

I've created a life-size Kobold before but I can't seem to manage this.

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There's not much else I could say here other than I'm using relative alignment so don't feel bad if you say it's a paladin fault or even an angel's plan.

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Then prove him wrong. Don't charge into battle even in rage. Offer tactical precision and use finesse.
I don't mean be dexterous I mean roleplay your character as being able to hold what the DM percieves as an illusion.

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I want in. Midgard seems quite impressive. I have yet to read the setting unfortunately so I'll likely play a Bard 1/ Paladin X. (A knight dedicated to preserving knowledge at all costs even occasionally at the cost of life.)

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Tequila Sunrise wrote:
aceDiamond wrote:
I've never played a game where races were so much discouraged, but that I could feel the GM had a certain feeling about some races. Like one guy who said that he was really hoping I didn't pick one of the quote unquote "furry races". Mostly, I go human if I'm a caster, since the favored class bonuses make me happy, but I've also shown much love for the Tengu. Maybe it's just me, but I love that race. It's got good flavor and makes for some particularly interesting builds, especially as a gunslinger.

DMs are weird.* I actually had a furry in my player group for about a year, and he always played some kind of anthro race. And not once was it a problem.

Let players play whatever floats their boats, for jeebus' sake. It's just a game.

*I say this as a veteran DM, myself.

I banned all anthropomorphic races, without being given special permission, after a furry ruined my perception of them.

I am sorry but once you have a catfolk that spends more time licking himself than engaging in civil conversation you need to bring down the hammer.
Literally a guard claimed he was a demon and brought a maul down on to his face. I let it be a critical hit.

In my opinion all races are good but you need to realize how to play what.

I've met people that have played amazing Tengu and Drow that had human interests and personality.
Then I've met people that play Drizz't and the raven from Edgar Allan Poe, cool concept poorly executed.

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I always just use Golarion with a few hints of Ebberon.
Relative Alignment, Warforged, Shifters, Technology, Artificers.
In fact currently I am running a game in Golarion where an Ebberon Inspired Great Civil War takes place, and Warforged are just being produced.
Follow up is almost straight Ebberon Flavor with Golarion names and Gods.
Then the second war breaks out.
*cough* *cough*
Looks like we got the Dark Sun Setting now.

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Every Class

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I don't suppose another player would be allowed?
I would love to finally have the opportunity to play a Don Gere inspired Paladin.

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Hopefully Alain? I really hope so.

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ABOVE ALL: A male fighter/paladin/Cavalier in full plate and a beard.

Racial Builder (Every core/base Class in each gender) Sets:
-Dwarven
-Elven
-Half-Orc
-Human
-Half-Elven
-Halfling
-Gnome
-Tiefling
-Aasimar
-Goblin (PC friendly)
-Orc (PC friendly)
-Drow (PC friendly)
-Dhampir

Typical Builder Sets:
-Hobgoblin/Bugbear
-Orc
-Kobold
-Gnoll
-Fey
-Drow
-Ratfolk
-Familiars
-Animal Companions
-
-
-Eastern Races

Book/AP Series
-NPC Codex

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I love the recent Builder sets, but my question is are they limited mint?
My assumption is yes but seeing as they're not part of the collector's subscription I'm unsure.

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I would suggest that you remove AoO for Combat Maneuvers. Keep the Greater Combat Maneuver Feats but just treat them as though they did not have the prerequisite of an Improved Combat Maneuver Feat.

As for add-ons I have looked into D&D Next and ToB to find the solution.

Tome Of Battle: Book of The Nine Swords Add-On:

Instead of adding the classes, I would recommend allowing players to take a feat in order to use a single discipline school. Many 3rd party disciplines are expertly balanced as well. Their initiator level is equal to their BAB. Rogues may take a Rogue Talent to use their rogue level as their BAB for the purpose of determining Initiator level. Monks may use their Monk Level as their iniator level in place of Maneuver Training

For D&D Next Fighters get what is know as Expertise.I would suggest giving this to all Classes that have a Full BAB as well as the Rogue.

What is Expertise and how does it Work?:
How Expertise Works You have 2d6 die (and an additional 1d6 every four levels after). These effectively function as your ability to push your body in a noticeable way. Some of them I will ignore because they merely replicate existing feats. Once you use them they're gone until you rest or use an action (Assumably a move action in this game but that's up to DM interpretation)

At first Level you get two Expertise Schools: Death Dealer & Superior Defense and may pick one from each. All must be announced before a roll is made unless otherwise stated. I would recommend allowing them to use any of them at any time or simply allowing them to decide on it each day.

Death Dealer:

Deal a Deep Wound Use one 1d6 of your expertise. This is how much extra damage that is dealt.
Inspire an Ally They deal an additional 1d6 of damage using your expertise die.
Shield Slam Leave the target at a disability until your next turn and deal an extra 1d6 damage. It doesn't say exactly what type of disability so I would assume staggered to best account for them being knocked windless. I would also remove the extra 1d6 damage to balance it with the Deep wound ability
Richochet a Ranged Weapon: Pick a target within five feet of another after making a successful ranged Attack. Roll 1d6+Dex mod Str is more plausible in pathfinder of damage. That's how much damage the second enemy takes.

Superior Defense:

Block a Ranged/Projectile WeaponRoll 1d6 Add this to your or an adjacent Ally's Armor Class.
Nimble Dodge If not wearing light or no armor you may roll 1d6 to
add to your armor class. If the Attack misses you may make a five foot step away from your opponent.
Parry When wielding a melee weapon or shield you may roll 1d6 and this to any attack from a melee weapon. If you roll a 6 and the attack fails, I would allow the defender to make AoO as a counter if you will.
Warn Another If you can see someone and they are capable of hearing you, you may warn them of the in rushing attack as an immediate action before the attack is made. They gain 1d6 insight bonus to armor class.

At level 4 you gain

Unerring attacker:

Inspire Accuracy You may as an immediate action to someone you can see that is capable of hearing you point out a weak spot or give encouraging words. This grants 1d6 morale or insight bonus to your allies attack roll.
Careful AttackYou may add 1d6 to your attack roll.
Nick/Glancing BlowIf an attack fails you may roll 1d6 after being resolved as a miss. If it hits, it's a nick/Glancing Blow and deals half damage. You gain no extra benefits from a Sneak attack, Poison or similar ability. You do however still gain your full Str/Dex Mod and enhancement bonus to the attack.
Shield Swipe After missing an attack of opportunity with a primary weapon, you may reroll the attack with a 1d6 bonus using your shield as the weapon.

At Level 7 you gain

Unstoppable:

Bolster Save Roll 1d6 and add this to a saving throw.
Bolster Allies If you can see an ally, and they can heal you. You can grant them a 1d6 morale bonus to one of their saves.

Dark Archive

You have an entirely valid point but you must keep in mind the people at Paizo do need fed.
Unfortunately that's the problem with a capitalist society. People need fed. Back in Cheliax, we just gave the saps the bare minimum. Alas! This is not Cheliax.

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Have them point out the evil even the good Gods have committed and say the price of worship is too high.
Have them say Gods are Tyrannical Monarchs unworthy of worship.

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Alright that makes more sense.
15-20 point buy is pretty much how the game was designed to be used with.
Dark Souls is literally Low Fantasy/Dark Fantasy so 10 would make your players fragile.
I would suggest allowing at least the Magi class to give some element of magic that dark souls has.
Or allow scrolls and make UMD almost necessary to live.

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Wounds and Vigor System, and 1st level with a 10 point buy (So the party feels fragile.)
I would potentially ban all Divine Casters.
The only ones capable of healing would be Alchemists, Witches, and Bards.
Ban Firearms and Monks.
I would nerf Arcane Spell casters but not letting them cast beyond 4th level maybe a bit anti-climatic.

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2 people marked this as a favorite.

Simply because I have never met a DungeonMaster that was keen on it: 50 Centaur.

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Wind Chime wrote:

So I was wondering for those who play in run setting do you mostly keep the alignment system.

For example how would Alignment and Alignment based classes (Paladin etc) work in a more traditional Medieval Setting (serfdom, indulgences and routine mass murder).

Would you alter the Alignment system to fit with the values of the setting or would you just remove the alignment system?

I institute the two alignment system.

Moral Compass
Absolutist Viewpoint

The first is what is necessary for a class, it shows what the character values. Both King Arthur and Pope Alexander VI value Law and Good. They're men of the people in their own mind.
King Arthur however truly was the chivalrous man he thought himself to be while Pope Alexander VI proved to be a manipulative cold-hearted man.

So King Arthur would be Lawful Good (Moral Compass)/Lawful Good (Absolutist)
and Pople Alexander VI would be Lawful Good (moral compass)/Lawful Evil (Absolutism).

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Does it matter? It's a matter of fluff and aesthetics. Change it. In my games this
is just as much of a breastplate as this or this.

Notice the differences? One covers only the upper chest, and has grieves. One covers the front (only). One covers the entire upper body.
The difference is negligible from a mechanics standpoint.

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He duel wielded Cestus, and on second thought it was a roll of the dice. (two hits, had critical hits.)
He also had Punishing Stance, high strength and I believe used a Desert Wind Maneuver.

On second thought, I can see your point. Ultimately for the issue of balance, how would you recommend making it so that ToB Classes are not the only melee characters ever seen?

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If you really want to push the fact that being stupid isn't a good idea, let them find an npc in the dungeon. The NPC should be quirky and lovable. (Noteworthy ones that I've met are: The Punching Dwarves that get you drunk and brutalize you but afterwards act quite kind again. George, a deformed homeless man that thanks to being thrown into a river tainted by the mana wastes recovered one of his lost eyes.)

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I ran into trouble when I decided the group needed realize that they were not invulnerable.
Jolly (a Warblade) killed an undamaged troll in one round.
Dare I mention there were four of them? All of which were ultimately demolished.
I am not saying they don't need nice things. I enjoy the book, but I am not sure whether the party is particularly powerful in general or not.
It's a three person group. (that night anyhow consisting of a Witch, Bard and a Warblade).
The Witch only ever really did one successful action, which was glitter dust. The Bard helped significantly to the Warblade's attack but it still seems a bit off that a group of level fives took out four trolls with little trouble.

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So by tradition of my gaming troupe, Book of the Nine is universally considered completely accepted.
At times I like that. It gives a whole new level of depth but at times it seems overpowered and makes the other members look weak. (Even the spellcasters.)
So I'm curious on everyone else's opinion?

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In a home game I'd allow you to go with what Bardess stated however I would likely also demand you give up another trait as well for balance purposes.

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Alright so let's see
Assuming he has 4 levels in monk. 1 in Sorcerer and 1 in Oracle.
Monks have a 3/4 BAB per level.
So he gains exactly three there. A Sorcerer has a 1/2 BAB per level.
Oracles also possess the one half track for BAB.
So he gets exactly 4 BAB by his sixth level so he is capable of qualifying for it at 7th.

Now let me say this is honestly bullshit but it's legal. Your Gamemaster should honestly throw an encounter at him that is specifically designed to debuff his armor class. Kill him off and then tell him he has to make a completely new character or roll from the following table in the spoiler section taken from Heroes of Horror. (In addition to his negative levels.)

Ressurection Mishap Table:

d% Result
01–04 The subject has an unusually cold touch that,
while harmless, lingers in an uncomfortable
fashion long after contact has been broken.
05–08 The subject’s eyes change in color, tint, size, or
shape.
09–11 The subject smells of freshly dug earth—
comforting to druids, perhaps, but unsettling to
urban characters.
12–16 The subject’s fi ngernails and hair become brittle
and colorless.
17–20 The subject becomes reckless, feeling that death
is no longer to be feared.
21–24 The subject becomes overly cautious, fearfully
holding on to her second chance at life.
25–28 The subject becomes more generous and caring,
feeling that his second chance is best used serving
the greater good.
29–32 The subject becomes more selfi sh, withdrawn,
and possessive. This outcome works well if the
PCs divvied up the character’s belongings before
she was brought back.
33–36 The subject becomes fascinated with death and
seeks others who have returned from death to
share stories and experiences.
37–40 One of the subject’s feats has been swapped for
a different one. If the subject has a list of spells
known (like a sorcerer) then one of the spells has
changed, too.
41–44 The subject has a split personality. One of the
personalities is the one from the previous life and
the second is the personality of someone else who
died very near the subject at some point in the past.
45–48 The subject is followed by a shadow creature that
wants to kill her and those who raised her.
d% Result
49–52 The subject is now owned by some extraplanar entity
and must do its bidding as though summoned.
53–56 The subject is phobic of things that represent
death (think of Imhotep’s reaction to the cat in
The Mummy).
57–60 The subject develops a taste for raw flesh (or for
maggots, rotting flesh, or another repugnant viand).
61–64 The subject carries the look of someone who has
died, with too-pale fl esh, dull eyes, or some other
haggard feature.
65–68 The subject develops an abiding interest in religion
(or redoubles his interest, if already religious).
69–72 The subject talks about how death still wants her
and is waiting for her.
73–76 The subject spurns wealth and possessions,
feeling they have no value to one who walks
beyond death.
77–80 The subject seeks to ease the suffering of the
dead, tending to the respectful burial of even his
most hated enemies.
81–84 From time to time, the subject suddenly babbles in
unknown languages, or channels an unearthly voice.
85–88 The subject sleepwalks, even attacking people in
his sleep (although usually unarmed).
89–92 The subject has a body part or patch of skin that
remains dead/rotting/discolored and smells of
carrion.
93–96 The subject has horrible nightmares that disturb
her sleep; she requires an extra 2 to 4 hours of
rest to be fully rested.
96–100 If the campaign is using taint mechanics, the
subject is tainted by the passage from death to
life and gains 1d4 points of taint. In addition, roll
again on this table for a second result

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Odraude wrote:
I've actually had people complain about Paizo's paladin for "pandering" to the African American crowd. In 2012, this argument still happens. Amazing.

I would've been far more accepting of Seelah as well if well there was an Aryan paladin, not to denote racial superiority but just to display that sort of idealized English Knighthood of Sir Lancelot and the like that I've grown to love.

Then I found the Cavalier Iconic Alain, and was more than happy to see that hole was filled with a cliche I love.

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What books should I read if I want to learn more about Azlanti fashion. Even better: What books show images of Azlanti people.(Other than the iconic Azlanti)

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Worldbuilder wrote:

Grittiness/mortality?

I prefer death being permanent honestly. That was a contributing factor for me to run a DS campaign, and in the homebrew I'm working on there is no rez magic. I feel raising cheapens the character and game world. I default to the setting though, and if the setting has it, I tend to allow it.

Thank you. I hate resurrection magic.

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Talk to your son first, chances are if he's bright he's likely not so bothered with things such as death and murder.
As a teenager myself I can openly say that even as a third grader: Sex, Drugs, murder etc were lunchroom topics.

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I personally like it.
Especially if the chances of success are low and the party even *gasp* fails.

Game getting slow? Remember that old man they let live? looks like he doesn't have a kind streak after all. BAM! They wake up in prison and on the chopping block.

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ub3r_n3rd wrote:
Hah, me too. I just think it'd open it up for much more fun at the table if the prototypical paladin was a thing of the past and a newer generation of holy warriors was allowed to follow the gods/goddesses. It'd probably make a lot of table run a lot smoother too.

I'm currently playing the prototypical paladin, the only difference is. No one really respects him anymore. The age of knighthood died a century ago and the man is a Don Quixote inspired nutcase trying to regain his glory.

He's desperately trying to cling to something so unrealistic that most of the time he sanctimoniously defies it anyhow. (The gamemaster lets most of it slide, because he agrees the codes are bogus.)

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Who wants to bet that this film, like the others, will even manage to make Drizzt look cool by comparison?

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I personally enforce good naming conventions at the table because I love roleplaying. When a player doesn't roleplay, they often find the game isn't as kind to them or that enemies don't like the smell of him, or in the case of enemies trying to eat the party really like the smell of him.

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It varies. I played a game that went from 1-8, 4-8, 10-20. The problem is players have short attention spans in a single story arc, if you can't keep them hooked you lose them to a new story.

The 4-8 would've went longer but after I lost my arm and an ear, and the other players were left equally as maimed from bloody battles. We all hated the characters for being stupid, we were learning to play and still are afterall.

The 1-8 (skipping levels 6-7) was focused around being hired to kill our previous PCs.

It's all a matter of how to keep your players interested.

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