![]() ![]()
Albion, The Eye wrote:
@Albion Very balanced. The slayer is actually quite a bit offensive on the ranged side. The two warriors could use help. There are no druids and only one cleric with a pretty good channeling. @SkaTalon Recruitment is over this Monday. At present the only rogue is a cohort. ![]()
@Albion Although Arcane spellcasters are frowned upon in this part of the world, being at the fringe of civilization and on the edge of the battleplains this is a perfect place to introduce one. Although We do have a staff magus hybrid in the group, we don't have any that came from an organized magic college. If you pursue that your magus would be from the evil country to the north, perhaps as an enlightened person that has seen through the facade of the government he's escaped to the south only to find he's trapped between worlds. ![]()
@Albion Everything looks good. Being out on the battleplains you might want to look at that page. Also your animal companion will have arctic coloring. There will be some outdoor aspects of the current adventure but it will likely be in a large building initially. ![]()
Albion, The Eye wrote:
Yes. Half-orc is also half human. ;) ![]()
Albion, The Eye wrote:
Human with animal companion sounds fine. ![]()
Looking for one player for a play by email homebrew to join 5 active players. Stormwind Character starts at 7th level. See Character Creation page for details. Closing submissions 7-23. No 3rd party rules, half-human, or human looking races only. Good backgrounds that are integrated into the game world will get an extra 2000gp for starting equipment. Game play for new character starts in Evenfall in the East Watch of Phar. Current adventure will be in and around the City of Monuments in the East Watch of Phar. Encounters with undead might be likely as well as other timeless enemies. Current party consists of Cleric, Slayer, Sorceror/Wizard, 2 Fighters, and a sometimes there divine spellcaster of uncertain origin. I'll be using google sheets to manage your PC, so spreadsheet knowledge is a plus since I don't want to be the only one keeping your sheet current. ;) Once I accept your character I'll send you a link to the sheet so you can start inputting your character. I'm using Google Groups for posting. Post any questions you might have here. ![]()
I agree that a paladin shouldn't detect and smite, but keep in mind a paladin can't just associate or ally with any evil creature. In the case of the previous poster whose King was evil, the paladin would likely have to leave the country or risk falling, especially if that king was his liege. The class just doesn't allow those associations. A DM that constantly challenges the paladin's alignment is in my opinion a poor DM. No other class has to worry about the consequences of killing a creature whose alliances might be questionable, but we are going to hold the paladin to that standard because we want to see him fall? If you think the Paladin is abusing his detect evil ability then perhaps putting a limit on the uses per day is an answer, but putting him in an impossible position isn't the answer however funny you might think it is at the time. Personally if a DM was going to run his game like this I'd rather him just tell me he doesn't like paladins and to choose another class. ![]()
Belafon wrote:
I know this is really old and I'm resurrecting the thread, but this rule is patently wrong. If teleport does not cancel out relative velocities it becomes useless as a spell. Imagine teleporting between two moving objects, one going up and the other going down, or my favorite; teleport to the opposite side of a spherical planet. The caster appears as a miles long smudge on the landscape. For the spell to be useful at all, it needs to cancel relative momentum. If the caster can appear safely on the opposite side of a planet, canceling falling velocity becomes trival. The rule as written seems more applicable to a dimension door spell. |