Droogami

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Organized Play Member. 466 posts. No reviews. No lists. No wishlists. 1 Organized Play character.



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for reference:
Dahak
Rovagug

Maybe this was intentionally left mysterious but... aren't Dahak and Rovagug essentially the same, except one is more draconic than the other?

Like I understand if Dahak was just some generic evil dragon god then sure maybe, but that simply is not the case.

Dahak, like Rovagug are gods of destruction. They are both similarly described by something to the effect of: while the other gods were creating, <dahak/rovagug> was destroying.

I seriously don't understand this, can someone help me?


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So basically, Iomedae is first mentioned (chronologically first), after Arazni is slain and Iomedae rallies the troops at Fort Lorrin before striking back in the battle of Vaishalli Pass and the Battle of three sorrows, where she plays major roles.

After this point, she seems to disappear, and is not mentioned in the final battle vs the whispering tyrant (only Arnisant and Narthoc are mentioned)

So, was she at a different part of the battle, unconscious, participating in some other battle, attempting to recruit more crusaders, etc?


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For the class page of the advanced class guide prd ( http://paizo.com/pathfinderRPG/prd/advancedClassGuide/classes/index.html ), the link to the slayer vanilla class goes to the slayer options and archetypes page instead ( http://paizo.com/pathfinderRPG/prd/advancedClassGuide/classOptions/slayer.h tml ).

I think the links to the other classes act normally.


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Vellumis- An emissary from Razmiran, the cult of the living god seems to have arrived in the diplomatic center of the crusader nation of lastwall. The international city's harbor master fears that "the emissaries may have misinterpreted Lastwalls tolerance of emissaries from the infernally influenced Cheliax [only because they remain harmless] to be an open invitation for all unholy tyrants." It may be only a matter of time before they begin preaching blasphemy' sand meet a swift arrest and deportation by the no-nonsense Watchknights.


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Disclaimer: This is a thread on cool things your/your friends
characters have done. NOT about gaming theory and such.

So how have your characters impacted the world? Did they save the world from apocalypse? Start a war? Stop a war? Destroy evil artifact defeat a tyrant? Start a kingdom? Set up a powerful spy network? Etc...

Lets hear some stories.


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One of those revenge oriented story feats or traits too


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The DMPC probably shouldn't be a glass cannon (takes away from PC glory). I would suggest a more normal bard, perhaps arcane duelist archer bard or similar, focused on buffing.


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Has anyone come up with some cool magus tricks/builds, or maybe builds that weren't fully optimized but still worked?


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One time when here was a a group of ghouls we were battling, ray of frost saved the party from a Tpk:

It was a human wizard illusionist (me), half Orc barbarian, human Twf rogue, and melee cleric of besmara. Somehow the barbarian and rogue got paralyzed early I. The combat, and me and the cleric were split up, and out of most useful spells, so I just kept using a 5 foot step and casting ray of frost on the ghoul chasing me until the barbarian and rogue woke out of the paralysis (idk if that's how ghoul touch actually works, and the gm didn't know if there was some sort of duration, so he treated it as the spell with the same name). The ghouls failed to touch me (I got really lucky), and the cleric got damaged pretty bad but somehow didn't get paralyzed.


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So the question is:

Who does or does not want to release the Whispering Tyrant? This Includes various factions and individuals.

Maybe we can even invent a few people/types of people as well

1. The Whispering Way- wants the release
2. Lastwall- does not want the release


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I'm not sure this is necessarily the right thread, Its sorta a little bit of both.

I'm trying to build a necromancy/death magic themed bad guy, so this is what I came up with. I need help with adjusting the general abilities so that the CR fits with things like AC, HD, saves, SR, Special abilities, SLA's, effective Wizard level spells, ability scores, feats, and skills. I am happy to modify things that seem over powered or not powerful enough, just tell me, this is the first time I made something like this from scratch. :)

“<insert name here?>” --- Necrodaemon, Daemon CR16 (I want to keep it at CR 16, or so, so please suggest statistics changes rather than CR changes)
------------------------------------------------------------------------
NE Medium Outsider (daemon, evil, extraplanar)
Init +4; Senses darkvision 60 ft, deathwatch, detect good, true seeing; perception +?
------------------------------------------------------------------------
Defense:
AC 27, touch 14, flat-footed 23 (+4 Dex, +13 natural)
HP 162 [17d10 (77) +85]
Fort +10 base +5 con, Ref +5 base +4 ref, Will +10 base +3 wis
DR 10/good and silver; immune acid, bleed, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 26?
------------------------------------------------------------------------
Offense:
Speed 50 ft.
Melee ?
Space 5; reach 5
Special Attacks undead mastery (DC 28), any more?
Spell-Like Abilities (CL 17th; concentration +27)
Constant—airwalk, deathwatch, detect good, true seeing
At will—enervation, fear (DC 24), greater teleport (self plus 50 lbs. of objects only), invisibility
3/day—locate creature, planeshift (DC 27)
1/day—energy drain (DC 27), finger of death (DC 27),

^^^anything I should add or remove to fit the concept of a daemon-esque necromancer (I already have undead master ability, so not necessarily undead stuff)

Spells Prepared (effective wizard CL 17th; concentration +27)

?- ideas? maybe I should lower effective wizard level a bit? Remember, daemon-esque necromancer (I already have undead master ability, so not necessarily undead stuff)
------------------------------------------------------------------------
Statistics:
STR 16, DEX 18, CON 20, INT 30, WIS 17, CHA 28
BAB +17/+12/+7/+2; CMB +20, CMD 34
Feats ?
Skills (272!?!?); Racial Modifiers +8 Spellcraft?
Languages Abyssal, Draconic, Infernal, Telepathy 100 ft.
Environment any (Abaddon or Astral plane)
Organization solitary, with minions
Treasure: standard/ Level 16 character equivalent?
------------------------------------------------------------------------

Special Abilities:

Undead Mastery (Su) (DC 28) (as per graveknight): as a standard action, a Necrodaemon can attempt to bend any undead creature within 50 feet to its will. The targeted undead must succeed at a Will save or fall under the Necrodaemon’s control. This control is permanent for unintelligent undead; and undead with an Intelligence score is allowed an additional save every day to break free from the Necrodaemon’s control. A creature that successfully saves cannot be affected again by the same graveknight’s undead mastery for 24 hours. The Necrodaemon can control 5 HD of undead creatures for every HD it has. If it the number exceeds this number, the excess from earlier uses of the ability becomes uncontrolled, as per animate dead.
Other ideas?


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Don't think of it like having to make speeches

Instead:
-develop a personality (add something to am barbarian hulk smash)
-take actions based on personality (this doesn't not have to be in combat or making dierolls , but it can be)
-have ur character be better friends w/ on character in the party, but not another maybe if fits personality
-make friends w/ npcs
-maybe barbarian wants to go hunting for deer just because, takes some npcs with him go hunting. Nothing mechanical, maybe u make "friends" with some npcs or something

It's more like investing your character in the story, rather than just rolling dice. Again, get over the "I have to make a speech" conundrum


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The cr system is based on a four man party with a cleric-type character with atleast descent healing capabilities (spontaneous cure spells and channel energy). This may be a reason why your group is having trouble doig a couple encounters per day w/o a semi-capable healer.


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We're these two encounters all in one day? Also for teams low on resources, fighting multiple encounters per day may find more consumable goods, and less other goods more useful.

Unfortunately I don't know what's out there for higher levels, but I remember at lower levels, one of those water elemental summoning charms save the day in kingmaker against those lizard folk crossing a river, holding then off just long enough to kill the will'o'wisp

Consumables are useful for individual encounters :). Maybe try giving them consumables in one encounter that may be useful later in that encounter, or the next encounter. Atleast if they remember.


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I'd also recommend going reach cleric route, especially if he takes the 2 levs in fighter, which gives him room to be effective with both reach weapons and decent with spell casting


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Monks have a fob... Effectively full bab with all of the Twf, improved, greater, etc... For free.


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Cheapy wrote:
I'm going to go ahead and say that calling it "imaginative creativity" is gaming the system. This system being the lexicon gamers have built up over the years to describe things like cheese and bending the intention.

I didn't play back in 1 and 2e I know that when they were designed, it happened to have a lot less rules. However, as the game evolved, there were more RAW options, in one way going people more flexibility, but Also making it harder and harder for people to come up with cool ideas without drawing criticism.