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![]() At this point I'm convinced that riding a dragon is the stuff of mythology and legend. That leadership feat? It's really unlikely that someone works up to getting a large sized dragon and by the time you do you'll realize it's going to get annihilated in combat. Dragons never want to let you ride on them anyway. Every character I've ever made has had the super secret goal of riding a dragon. They always end up insulted or boasting about something. Slowly, as the madness sets in you'll realize you hate dragons. Always flying around, looking majestic, getting put on banners. They know it too... they know you want to ride around and look like an awesome dragon knight but no. Still the dream persists until you become a dragon slayer... ![]()
![]() Hello. I'd definitely like to apply, I've never done a solo game but the theme is something I've always wanted to do. Besides, this was fun to write up. I'm curious to see how it will be to expand on things a whole party would be bored by (talking to NPCs one on one, secret plans, scouting around, muddling over choices). I've always heard good things. Character Sheet:
Forgive the ugly formatting, haven't picked gear or spells yet but I think his skills and breakdown give an idea of how he's going to operate. I'll have everything wrapped up by the deadline. Julius Fetch – Lawful Evil Human Enchanter 3 Opposition Schools: Evocation, Abjuration
Forward:
Ten years, seven months, nine days. Three shining lines slowly crawled across the floor of his wretched hole exactly five hundred and eighty four times. I’ve kept count. Every day the sunlight lazily drifts across the ground and every day Julius Fetch sits in this dank cell counting another piece of his opportunity fall into the ocean outside. I’m rotting. Not like one of those undead husks back in the academy or the bowls of filth given to me by that mute oaf. A silent jailor is the worst jailor a man could have. If only I had my spell book, if only I could somehow scratch out the simplest charm spell into the floor, I’d make that fool talk. I’d make that fool talk himself right off a cliff. This situation, of course, is because of Perry. Perry Vikas III, Grandson of one of the most powerful wizards to ever grace the planet. Perry had everything handed to him, everything. I came from the streets. He was also a dunce, barely capable of comprehending any incantation past the first circle. He was spoiled as well. When he saw something he wanted he had to have it one way or the other. It was on this mutual ground that we would form our friendship and on which my fate would be sealed. The portrait of Aladar Neptus, first Wizard King of old Loremund, was worth a small fortune. Perry had no idea, of course, and just wanted to take something because he could. I however had secured a buyer, rented a small room near the academy to store the painting and most impressively, painted a somewhat realistic copy. We snuck in under the cover of night, Perry and I. We used invisibility to get past the night watchman that wondered the halls, simple enough. A knock spell opened the door to the sanctum; the entry way was where the picture resided. It was hard to believe a dedicated group of wizards would leave such a treasure so unguarded. Now Perry’s other defining feature, other than his lack of wit, was his freakish height. Perry stood 6 feet and 9 inches in height. It’s one of the reasons I wanted him to come along at all. It was up to him to grab the painting while I watched our exit. The next thing I remember is the loud snap of the fire trap and the thud of Perry’s seared corpse on the ground. He had managed to pull the painting down, utterly destroying it. I ran of course. It didn’t take long for them to find me. Perry was resurrected and I was blamed for his murder. He was more than happy to blame me for everything. I had apparently masterminded his murder as well. Even Great Grandfather Vikas was there to smile and watch them “…with great mercy” allow me to live the rest of my days in a cell overlooking the sea. Ten years, seven months, nine days. That is how much time Perry has stolen from me, that is how much time the destroyed painting of Aladar Neptus has stolen from me, and that is how much time they have all stolen from me. But worry not, gentle reader, for a miracle has happened. The gods have seen fit to free Julius Fetch from his prison and unleash him once again on the world. When the mute stopped showing up I thought I would die, but instead I found that the entire cliff was crumbling. My island prison was falling apart and had been abandoned. They forgot poor old Julius and let his prison wall fall into the sea. I’ll spare you the details of how I made my way back to shore, how I traded and took works of art I noticed stole and sold to rebuild my spell book, just know that I have come to Cassomir to build my empire and plot my revenge.
Julius Fetch:
Julius Fetch is an art thief and manipulator. His current goal is to build a network of art traders and contacts willing to purchase stolen works. At some point he plans to branch out into the theft of magic items but realizes that such work is beyond him for now. He augments his thieving skills with magic and takes great pains to plan out a heist. He often keeps tabs on various pawns he can use to bypass certain challenges he lacks the skill to do, or to distract guards and security from important jobs. He is always on the lookout for the next great work of art he can liberate. Julius is 34 years old, having been thrown into prison near the end of his studies at the Academy. He has finely kept short blonde hair with a streak of grey. He keeps himself clean shaven with meticulously kept mutton chops, although he’s prone to experimenting with facial hair. He pays attention to how he dresses and likes to remain fashionable. He has also developed a mild cough he can’t seem to shake from his time in the cell, which explains his lack of stealth and possibly low rolls in the future ;) As a character Julius is scarred and embittered from his experience in the cell. He is currently lawful evil but redemption isn’t impossible. He’s arrogant but paranoid, believing a well thought out plan can be unstoppable but there are uncertain factors in everything he does. He admires beauty and works of art and often covets what he steals, though he understands turning these things into money is more important for now. In combat I plan to utilize a lot of illusions and enchantments to make things fight for me and to stay out of trouble. He’s more avoidant than combative. But if he HAS to fight, he’ll go for the slow burn, whittling down his enemies while being untouchable. If it looks like a fair fight he’ll run away.
Friends and Foes: Julius’ primary contact and friend in the city is a woman named Lyra Brund. Lyra runs the local tavern/seedy brothel and for the right price (often spellcasting services) will make recommendations to Julius for weak willed patrons that he could easily manipulate. Lyra is a brawny woman with a mean streak who often develops grudges, she considers Julius as a form of punishment to people she doesn’t like. She refers to his as her curse, but in reality Julius is the one casting the spells. Perry, of course, is still Julius’ hated enemy, but he resides in another town. Julius has no idea if Perry has become more dangerous but he knows his family is extremely powerful and is currently untouchable. He someday plans on enacting his revenge, but won’t do so unless it’s done in an elaborate and overly artful manner. Julius has not decided exactly what his final monologue for Perry will be, but often thinks of the moment. In Cassomir, Julius’ biggest foe in the underworld is a rival wizard, Ursula. Ursula is a mercenary and often finds herself in her way of Julius’ goals. Julius is unsure if she is specialized in a school of magic thus far but knows that her wards and protections stopped him from liberating his most recent prize, a statue of the 5th empress. She had managed to utilize illusion to confuse the muscle Julius had brought along and thwart his plans, forcing him to retreat before the guards arrived. Ursula is loud, boisterous, and unpredictable and is a constant uncertainty in Julius’ plans. Julius hates uncertainty.
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![]() I'm interested, friend. Underdark sounds boss. How will we be playing this game? PbP? Behold. Dice 4d6 ⇒ (4, 2, 4, 2) = 12
4d6 ⇒ (3, 1, 2, 2) = 8
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![]() So I ran Mad God's Key when I bought that Dungeon Magazine at the only gaming store near college because it had a sweet cover and there was a free map inside. Started out as a one shot adventure and turned into my first campaign. So an epoch later and I'm running wherever that campaign left off because the old crew is getting back together after being scattered to the four winds. Totally realized that they just crammed that book back in the library and completely forgot about it oh so many levels ago. I would love to use the cool investigation stuff I've heard about in Key to the Grave, even if they are slightly higher level, they like asking NPCs things. So four years since the last post in this thread... anyone have that sequel...? Jason...? ... notes...? ![]()
![]() I made limb loss rules and a chart they can roll on instead of dying at neg con... most of the time you're worse off rolling on that chart though and its going to bite me in the butt when every session is going to start with, "I want a sweet robot arm" but whatevs. I don't mind killing people though, if one of my players goes down to a crit or something than that blows but I dunno... get raised or deal with it? Really, in a game where you run around trying to hit guys three to four times larger than you with swords or karate, you'd think people would expect to see people die a lot. I've pulled punches though, stopped people I like from dying if they really seem to be getting ripped off. I keep it secret though. I'll also straight up ice someone if I know they're cheating, but I like to think of that as some kind of neat justice thing from the gods. ![]()
![]() For the undead using cleric or savoy necromancer, simulacrum allows you to have a near unlimited amount of skeletons and zombies at your disposal. No more tiring castings of control and command undead, just set your snowman necro-clone to work and enjoy your optimal and friendly society. Free of needless labor costs... ... Until you die... WHICH IS TOTALLY UNLIKELY DONT WORRY ABOUT IT ![]()
![]() I really think you're better off just sword n' boarding or two handing it. All you're really getting out of it is an off hand attack and a -2 penalty to all your attacks and a big damage decrease from str&1/2 from your main hand. If you're sword n' boarding, 1d8 isn't that big of a decrease from 2d6. You'll do slightly less damage, but you'll do that slighty less damage 10% more often because you're not dealing with that -2 from twf. If you really want to use a giant hammer in one hand though you could always go alchemist 2 and get a tentacle or extra arm. If you do the tentacle thing just say its integrated in your first arm so you have a sweet mutant arm. Then you get to use a shield AND have str and a half. Also a bunch of cool alchemist stuff. ![]()
![]() Phosphorus wrote:
Lol, another reason I don't let dem firearms in my game. Sweet theorycraft though. ![]()
![]() DM_aka_Dudemeister wrote:
Yes. Alchemist fire could do it a little quicker if you want to get fancy. ![]()
![]() If you tpk you could continue their adventures in the afterlife, maybe questing to get back to the land of the living. I say play it out, if they tpk than they know you're willing to do that. More importantly though, if the druid figures something out and saves the party than congrats, you've created the ultimate heroic experience for that player! Keep a straight face too do they think youre being cold and ruthless! ![]()
![]() Yeah, detail isn't super important. There's some simple rules for town size and how much you can sell/buy in them somewhere. I don't use them all that much and tend to improvise but if you would like a solid set of rules there you go. I think kingmaker or ultimate campaign (or both) also has rules for random exploration so when youre dming and playing at the same time you get some fun suprises too. Aaaanyway as long as everyone's happy and excited about the game than you're winning pathfinder. 'grats ![]()
![]() Bloody skeletons are where its at. Fast healing and they come back in an hour, sure they don't keep natural flight but by the timr you're crapping out 20+ hd stuff, flying other ways isn't an issue. Theres also stuff that fly magically which is retained, so ogre magi are good for that. Of you really want to do neat stuff, juju zombies are cool too bit you need create undead. Oh, and don't forget to desecrate ;) TIDE: also bloody skeletons have a 14 cha ![]()
![]() Flesh to stone is pretty awesome because its a save or loose combat and wake up later in a place where ill wizard-badger you about stuff. Permanent image is neat for downtime of you don't have any other projects mostly because you can start making wired illusion dungeon getaways. Depends on your game though and whether you can get the other members of the party to sit and wait for downtime to happen. ![]()
![]() Depending on your party, your resident butal warrior type might just walk right through that prismatic wall and pop that wizard in the jaw. Yeah, its going to hurt him, but as long as he makes those saves the guy is toast. At least that's what happened in a similar encounter I had against a similar diviner wizard. Also, side question: If there is a permanent dimensional lock, wouldn't that mean the "plane shifted to a random plane" effect of the prismatic wall not work? Oh! And watch out for limited wish. ![]()
![]() Don't know who you'll be fighting but delicious revenge doesn't have to be combat based. By 10th you can do a kitsune fey sorc and just dominate him, immediately. Take that fox shape thing and natural spell so you can be tiny. Also a trait that gives you stealth so of he makes his save you move and hide. Then just make him do stuff, like adventure and fight. Point is, he'll have to sit there while you pretty much play his character. Also name him Reek. ![]()
![]() Buff focused sorcerer. You have two characters that wouldn't mind a free bull's strength all the time. Upon reaching 6th haste can be your opener, and that's a party that will really enjoy haste. Hang on to stuff like resist energy and dispel magic to take care of any problems that might pop up. Another good option for a buffer is a mystic theurge. They're not super powerful or anything, you'll probably be lagging behind a bit as far as power goes but you'll always have those little solutions like remove fear or hold portal. Illusionist could be fun too. Go gnome, take that feat that lets you concentrate as a swift, keep your threatening illusion metamagiced spell up all the time as you walk through the dungeon. You can set up walls that lead to angry elves or flanks with furry sneak attacking things and probably do that whole haste/bull strength thing on top of all that. ![]()
![]() Jump right in to GMing please! The world needs more people willing to run a game for everyone else. Use an AP or scrounge up an old Dungeon Magazine if you're nervous about coming up with an adventure completely from scratch. Nothing wrong with re-skinning those things either, who says Jade Regnant can't be a group of Arctic halflings with sled dogs using strangely similar rules to Caravan rules. ... I might do that now. ![]()
![]() If your GM will allow it take a look at the 3.5 feat Practiced Spellcaster. Raises your caster level for one class by 4 up to your HD (kind of like boon companion for your caster level.) Take it twice and save your trait for magical lineage. That one is kind of super important so feel free to offer to bring soda for x number of sessions or buy pizza for the DM. There's no shame in a little bribing every now and then, lol. ![]()
![]() 'Rules Lawyer' is kind of an objective term. I've seen it where someone who knows a lot about the game delegates confusion and disputes. Then there's a jerk who shouts about how he's right and doesn't look stuff up. It's not that he knows the rules, it's that he's being a jerk about a game and is trying to win what is essentially an objective story telling device. ![]()
![]() So a friend and I were talking the other night about a catfolk barbarian he wants to play. The idea is to take the Cat's Claws alternate racial trait then go Lesser Beast Totem at second level and get four primary claw attacks. He says there's nothing in the rules that says he can't do it but it really REALLY makes me raise an eyebrow. To review, here's the wording on Lesser Beast Totem: "Benefit: While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are made at the barbarian’s full base attack bonus. The claws deal 1d6 points of slashing damage (1d4 if Small) plus the barbarian’s Strength modifier." And here's Cats Claws: Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter. Can't seem to find a specific rule that says you can't pull that one off but it just seems so... off. ![]()
![]() Loved reading through this, sounds like everyone is having a lot of fun and keep it going. Heres my favorite bit of advice... The best GMs I've ever have are remorseless thieves. Steal stuff from your favorite movies, video games, books, animu, etc etc etc. Just change the names and they'll never suspect a thing. Another thing I picked up at some pannel at gencon was to pick your favorite protagonists and make them antagonists. Oh the evil duplicates thing, I've seen it as a lower level encounter before. When they drop the first duplicate just halve the others HP to make it so its not a 'it might go really sour if they get lucky' fight. But do whatever, just have fun! ![]()
![]() SoulGambit wrote:
We almost did it for one game but the DM allowed psions and that was pretty much my only chance to play one and then everyone did their own thing. Thing is, 4 subpar fighters and 4 subpar wizards would probably outclass 2 good fighters and 2 good wizards (depending on level, see the wizard with mind blank picking his nose theory). Those eidelons can also be tooled out to be flying-pounce cruise missiles that crap damage the first round of combat. That being said I think being in a 5-6 rogue party would be a blast, not optimized or anything but everyone would be using acrobatics to jump around, sneak attacking, running away from elementals, and being a bunch of dynamic heavily skilled people would be awesome. Probably doesn't shine as much in a society game as it does in a home brew tailored to that but still... it would be like oceans 11. Oh man, you could totally introduce the characters by asking them what they're doing the moment they get asked what they're doing before the adventure. So you have the one guy doing that find the card game, one of them is in a bar fight, one of them is walking down the street stealing stuff like nobodys business etc etc etc ![]()
![]() The 'Wad of Summoners' approach is probably the most dangerous party but I think they would have trouble dealing with higher level arcane casters messing with them from afar or using spells like dimensional lock to shut them down. The 20th level wizard can sit and pick his nose with a mind blank up while casting demand until he decides to take a nap, so you would probably need someone to counter that. Probably another wizard. So a wizard and a wad of summoners? I dunno, I've always liked when everyone just makes a character and you adventure together. If you end up with a bunch of fighters than you're cool knights that run around and hit things. If you really need a cleric or a wizard well... that's called natural selection. ![]()
![]() Jack Rift wrote: Fire domain is the quickest one that comes to mind. But that is domain spells only. Aren't there some ways that a cleric can spontaneously cast domain spells. You could pull the ole magical lineage and fireball trick with that. As someone gearing up to play a cleric this has sparked some interest... I've always enjoyed blowing stuff up after all... ![]()
![]() I wouldn't kick anyone out, they all work together and real life trumps gaming stuff. I have had players that like to mess around with NPCs and stuff and generally be a dingus at the table and all you really have to do is give the baby their bottle. Now don't shower them in gold or make it so they're more powerful than everyone else, but give them non game changing stuff that they can fiddle with. Andy mentioned he wanted to spend his money on booze and loose women (a noble pursuit), than why not give him a whore house? Come up with some plot line where... I dunno... one of his favorite prostitutes is in a lot of trouble and asks Andy for help. Toss in a monster pimp somewhere he can stab, than when he's done the prostitutes are like, "we're taking over the whore business, but you can do whatever you want without paying or talking about it excessively out of game." ![]()
![]() So I'm fiddling around with a Rogue with a splash of Fighter that uses the Sap Adept and Sap Master feats. I know they can take the bleeding attack Ninja Trick but I was wondering how the bleed damage would work if you're dealing non-lethal damage. I think the bleed damage would be lethal and the normal damage wouldn't. The reason I wonder is that it's hard to imagine a sap doing bleed damage, and whenever I raise an eyebrow about these things there's something in the RAW that says I can do it. Thoughts? ![]()
![]() >my bard is now in serious risk of dying Advice aside, never say never. Think outside the box and lie your head off! The survival game is fun anyway and you've got the skills to pay the bills. In any case sorcerer with the silvan bloodline is the thing that's been on my mind lately. Using sorc/wiz spells to buff an animal companion sounds fun. Other than that just pick something that looks fun, level 1 isn't something you need to power game. It's part of character development, think of someone cool you want to be and roll with it. ![]()
![]() Even without Paragon Surge (Holy crap wtf) I think that although wizards are great at handling different situations and using prep time to ace encounters, the ability to go all out in most encounters balances the sorcerer. Where the wizard tosses away that one web he prepped and kicks himself for not having it later, the sorcerer tossed 2 in the last encounter and plans on doing it a couple more times in the next one. Sure the wizard has his fireball or his haste, but the sorcerer makes up for it with the shear volume of stuff he can lay down, never really questioning if he should save something for the next fight. ![]()
![]() I hate fumble rules, its been my experience that the GMs that tend to use them like to "play to win" pathfinder and laugh like d-bags when a PC messes up. It also messes up anyone that wants to take an extra attack, so twf or monk's flurry becomes a far weaker option and discourages someone who wants to play someone who uses those. Meanwhile they favor things like magic missiles and fireballs. I'm sure someone could think for hours on how to make some critical miss system that works but is it really worth the time? ![]()
![]() RumpinRufus wrote:
See, perfect. You can fireball like crazy at that point and just drag your enemies away. If you could some how put them in stasis and toss them in a Leo- er... Secret Chest you could have them for safe storage until you toss them away. ![]()
![]() What kind of theme/fluff do you want to apply to the character? Might help with that and go on. There is that metamagic that allows you to convert to non-lethal and I think its +1 spell level if that. You could use transmutation and abjuration to create some sort of super jail for enemies you defeat. Then you could have a cool Arkum Asylum in Sandpoint (as a GM I'd love to play with that). ![]()
![]() Don't worry about them using them against you. They're your items, you use them every session, your GM will use them once. Make stuff that is going to be two of a good thing, when you slay your enemies you have double. Make a bunch of utility stuff too. Think about a bag of holding. What good is it in a single fight? None. How useful is it to the party in the long term? A lot. ![]()
![]() Don't poo poo the barbarian just yet. d12 hit die and fast movement are great even if you don't use your rage all that often. Rage is good in a pinch too, like if you're out of spells and just need swing at things as hard as you can. Samurai would be good for the proficiencies. I assume jade regent has a lot of eastern weapons floating around, being able to use them might come in handy.
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