Jeggare Noble

The Kubel's page

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305. Elvis is not hiding in the elvish forest!
306. Neither is MJ, 2pac, some other random or any other dead celebrities!
307. With an exception for Ryan Dunn... He is indeed in the elvish forest.
308. Please ask why.
309. I shall not make any more 'Ryan Dunn' Tribute characters...
310. The Orc chieftain doesnt eat babies (too much colesteroll)
311. The Orc chieftain doesnt like such an accusion.
312. The Orc chieftain only eat 'Diet children'...
313. So does the Ogre lord...
315. There is no '314th rule'


Hey all you smart people out there!

I just took a look at the 'Soulbound Doll' and I think that it looks awesome! Maybe not for all kinds of players (Due to its lack of offensive and deffensive) but for RP purpose!

I actually thought of a simple character with that kind of 'ability' and I was immediatly creeped out of the idea.

Heres my idea:
'' Youre walking up to the huge doores of the dark castle on the cliff. In second you knock on the door, it starts to open. Slowly and creaky.''...

'' You enter what looks likes to be the living room on the castle. In the room theres a Big and comfy chair in front of a fireplace with 4 wooden dolls on the sides of it''...

'' You swear you saw something in the corner of youre eye! But when you turn around the corner, is the only thing you see a small, lifeless wooden doll on the floor''...

'' After having explored the creepy castle you found nothing of interest besides of 300 gold pieces and what seems to be a doll eye in a golden box in one of the sleeping rooms''...

'' You find a hatch in the middle of the living room. You carefully step down the stairs into the basement with the only thing by youre hand you can trust, youre torch! When youre down there the hatch suddenly closes above you! You try to get it open but its like someone or something has locked it!''...

''After calmind more down you explorer the dark and apparently big basement. You see a huge loads of shelfs filled with wooden- and cloth dolls. You see a few workbenchs with half dne dolls on them. Theres a few closets in there filled with what looks like to be 'doll marterials'... Suddenly out of nowhere, a small clock in the back of the room rings, and all the dolls starts to move! And you hear a creepy little girl voice saying ''Youve been a bad bad puppet! The master doesnt like BAD PUPPET!'' The little girls voice became substittuted with a more demonic voice. ''YOU MUST BE PUNISHED'' You quickly draw youre sword and fights off doll after doll after doll. But there was simply too many off them. You hear the 'little girl' scream, cry and laugh in the background while you feel the dolls hands everywhere on youre body! While you feel the dolls bite through youre throat and through youre flesh!''...

''Youre looking down from the shelf and see a small crooked man work on another one of his dark creations, works on another one of his dolls! Wathcing him turn another poor innecent soul into one of you!''

This was the best I could... Now tell me youre oppinion on the soulbound dolls...


Hey all you smart people out there!

I just took a look at the 'Soulbound Doll' and I think that it looks awesome! Maybe not for all kinds of players (Due to its lack of offensive and deffensive) but for RP purpose!

I actually thought of a simple character with that kind of 'ability' and I was immediatly creeped out of the idea.

'' Youre walking up to the huge doores of the dark castle on the cliff. In second you knock on the door, it starts to open. Slowly and creaky.''...

'' You enter what looks likes to be the living room on the castle. In the room theres a Big and comfy chair in front of a fireplace with 4 wooden dolls on the sides of it''...

'' You swear you saw something in the corner of youre eye! Put when you turn around the corner, is the only thing you see a small, lifeless wooden doll on the floor''...

'' After having explored the creepy castle you found nothing of interest besides of 300 gold pieces and what seems to be a doll eye in a golden box in one of the sleeping rooms''...

'' You find a hatch in the middle of the living room. You carefully step down the stairs into the basement with the only thing by youre hand you can trust, youre torch! When youre down there the hatch suddenly closes above you! You try to get it open but its like someone or something has locked it!''...

''After calmind more down you explorer the dark and apparently big basement. You see a huge loads of shelfs filled with wooden- and cloth dolls. You see a few workbenchs with half dne dolls on them. Theres a few closets in there filled with what looks like to be 'doll marterials'... Suddenly out of nowhere, a small clock in the back of the room rings, and all the dolls starts to move! And you hear a creepy little girl voice saying ''Youve been a bad bad puppet! The master doesnt like BAD PUPPET!'' The little girls voice became substittuted with a more demonic voice. ''YOU MUST BE PUNISHED'' You quickly draw youre sword and fights off doll after doll after doll. But there was simply too many off them. You hear the 'little girl' scream, cry and lauch in the background while you feel the dolls hands everywhere on youre body! While you feel the dolls bite through youre throat and through youre flesh!''...

''Youre looking down from the shelf and see a small crooked man work on another one of his dark creations, works on another one of his dolls! Wathcing him turn another poor innecent soul into one of you!''

This was the best I could... Now tell me youre oppinion on the soulbound dolls


Well, as motteditor mentioned above, it would possibly be a bit too complicated for youre DM... But on the other hand, it could also make it a bit more fun in some way... So if youre DM is up for a challenge, then its absolutely perfect since if alot of work (by youre DM to put it into the storyline itself) is put into it, it might make the story more fun for you, and maybe everyone else.

But whats also a bit important is, how old is he after he left the gang? My suggestion would be that hes something like 25 or older. That ould also make it possible for you (if you want to, and its not too much work)to put more work into it.

2nd. suggestion: Put a little more work into what happened while he was an apprentince, since that parts is playing a huge role when it comes to his skills.

3rd suggestion: Maybe you could like let him go with one of his tattoos (like a big one on a leg or something) being 'removed' from his body. Just to create a little drama, not just in the storyline, but also for something for youre, and youre friends characters to talk about around the campfire...

But besides my suggestions, I really like this background for youre character. I can see that you most likely had an idea of youre character, and have put alot of work into making it all fit together (In this case: Using adobtion thing to make it have a good alignment, using the dept on getting the alchemsit rank, using the alchemist to get into gang, and finally a gang story to finish up.)
But nothing wrong with that! If done right (as I think it has been in tis case) it should be so much better than just making it all smooth...


290: Never put on 'the amulet with an effect no-one knows'
291: Unless youve tricked a party member to do it first
292: Dont ever enter a dungeon if theres a 'Warning! Do not enter' sign on it
293: Unless someone promised you a cookie for it.
294: Dont ever attack youre party members
295: Dont ever attack nymphs!
296: Remember to forget that there is a council of druids!
297: Remember not to forget that there is a council of druids!
298: Dont be confused
299: Always be notorious in a pirate village!
300: Its allways good to have a low charisma score when being low leveled and encountering a green hag
301: Unless youre a sorcerer, then dont ever walk into the swamp!

Were 3/10 the way! Common people!


Lets give this thread a ressurection!

274: Dont sail into glaciers.
275a: Alway remember to buy a pocket knife!
275b: Or a 'pocket sword' if youre a giant
276: Dont ever fire arrows of death while blinded
277: Dont ever throw fireballs on a an made island of wood
278: Dont ever trust a clown!
279: Look out what does natives are putting in youre 'toji'!
280: Pixies are evil and vile creatures that must be destroyed!
281: Dont ever play hide and seek with a 'Will-o-Wisp'


252. You cant fly under an ogre magi!
253. Not even if youre a dwarf
254. Not even if youre a gnome
255. Never run into 'the forest that no-one shall enter'
256. ... Unless you have heard theres cookies in it!
257. Never try to steal a chef's food while hes cooking it... (did it, tried it and died for it!)
258. Never trick you GM to give you an OP race as pc race... He will get back at you, one way or another!
259. Dont make fun of karma in the game... It WILL remind the GM of Karma
260. Dont run up to the queen of Cheeliax and tell her shes a b%@@+
261. Dont ever summon the terrasque
262. Dont ever show your GM the 1001 rules of Galorian thread
263. Dont ever walk up to the terrasque


That sounds pretty difficult! But maybe if you make some sort of contest with it that you cant loose... that might do something... You could also trick it maybe...

I dunno, all I know is that you cant defeat it in combat...


I think Kobold has one... I am not sure though.


206. I shall not insult an ancient gold dragon dictator
207. I shall not insult and ancient dragon
208. ... Unless I am a lv 20 and that dragon just took my cookie
209. Never make the GM hate youre character... Never!
210. Never ruin a GM's storyline completely!
211. Never jump down into lava...
212. Why would you do that?
213. Break rule 211 and 212, and you might deserve that lava.
214. Never hold a 50ft metal pole in a lighting storm while you insult the gods.
215. Think before you speak.
216. Never say ''after a lot of considderation, I decide to go through the door''... The GM migh make youre character hurt his/hers forhead...
217. If you think youre GM is too nice, then watch out!
218. Never put a tent on fire while youre whole pary is in it.
219. Dont ever ask a vampire: ''Wanna go for a drink?''
220. If you pass the DC for not panicking when meeting an ancient dragon, then run anyway.
221. Dont be a bastard when playing youre character.
222. Seriously dont!


Ok... Thanks for the help


Hey again everyone!

My new campaign has started off, somewhat great... But there is only one problem. They think its too controled. They want to make the game more 'theirs' than mine, and I know thats what make the game the most fun. But there is just one problem, I cant do it. I cant do it because there is a quite anoying player in my party. He is kinda ruining the bond between the other players, and therefor make the players get mad at each other. He's also playing his character a little extreme. The thing is that they grew up in Hermea and is therefore very arrogant. But hes playing it to the extreme, and talking down to everyone (including the other players and generals and such). He is making the other players feel bad about their characters and such.
But then I guess, hes just RP'ing his character. And I guess playing it to the extreme is also a way to do it... I just think its difficult to play out the story, when he's playing his character the way he does. And to make the story go the way I want it, and not the other way around.

So what can I do to make this game better?


Jeremiziah wrote:
Out of curiosity, how are you justifying a sixth level cleric on Hermea? Such a person would be an outlaw hunted by a very old, very crafty dragon...

Not really, I looked it up and there is 5-6 different main religions on Hermea, and this cleric got Torag... And as far as Ive read, the customization of the dragon is very open...

Ernest Mueller wrote:

They could stage through either Riddleport (in which case you could use some of the early Second Darkness content) or through the Shackles/Ilizmagorti using the "Shackles pirates spotted in Nisroch" rumor, maybe the pirates helped the overthrow for $$ (they basically did the same with Sargava). Heck they could get attacked on the way like Zouron mentions, even do a "stranded after sinking" bit from Serpent's Skull Chapter 1.

Loads of shadow stuff in Nidal, there's some to be taken from Council of Thieves I believe. I'm sure even in defeat they'd be looking to unleash shadow horrors on the people at night. Some of the value of adventurers would be "ghost hunting" a la a dozen anime series, trying to defend villes and or helpless maidens at night from various legacy critters.

You have the Cities of Golarion with Nisroch detailed right? And the creepy monk enforcers?

You can go naval with the whole thing - bring in Shackles pirates, have a lot of the Chelish action be over sea (probably one of the more effective ways for them to project force up to Nidal). I'm running a piracy campaign in the Arcadian Sea now so I have a soft spot for that, and you get Casablanca type stuff in Ilizmagorti, Pirates of the Carribeean type stuff in the Shackles, and all part of a vast web of intrigue to keep the Chelish Navy from a) retaking nidal and b) taking hermea! Some good WWII type stuff here as "England"/Hermea can be threatened too.

How did you guess it was WWII Inspired ;)? I was actually thinking of Hermea to play Englands role in this campaign...

But what youre basicly saying is that the possible encounters in Nidal (and or Cheeliax) could almost be anything?


Taliesin Hoyle wrote:
The Kubel wrote:


Lets say a 20th level rogue (with a sleight of hand on +26) walks up to a king, and tries to pick pocket him, then he cant fail?

DC 36 perception check.

Ok... How much more difficult does it get when it comes to range? (you know seeing the pick pocketter?


ZappoHisbane wrote:
Lyrax wrote:
You can't take 10 if it's an opposed roll, or if the roll is dramatically important.
This is not RAW. Nothing in the rules prevents you from taking ten on an opposed roll, or when it's "dramatically important." The only time you cannot take 10 is when you are dealing with "Distractions or threats (such as combat)," or when another rule specifically says you can't (like Use Magic Device).

Lets say a 20th level rogue (with a sleight of hand on +26) walks up to a king, and tries to pick pocket him, then he cant fail?


I have one question when it comes to the 'take 10 rule'. What about sleight of hand? Does the rule fit this skill too? And if it does, then under what conditions those it fit it?

I can only imagine it fitting when trying to steal from a very low safety grocery store, and that it wontfit when trying to steal from the king while hes heavily protected...

And what about the 'take 20' rule?


But lets get to next stage! What kind of Cheeliax (And maybe Nidal) Encounters should I pick? Offcourse Humans is already picked, but I have also thought about doppelganger(s).
I also want some fiends in when they arrive to Cheeliax, but what kind of fiends would be good (between the level 6-10)?


All very interesting ideas... And I like the idea about something happening og the ship on the way to Nidal... And I think the players would love to making theyre own way to the objective and not being forced to go on some sort of caravan... Also a great idea putting them in a dilemma later on, that also might get in (if it fits the story right). And I can only imagine they would love dilemmas, course, well it kinda make the story line ''theyres''... Great ideas, thank you everybody :)


Fnipernackle wrote:

one idea i have that i was going to use in a campaign and that i think would be fun for the players is to have them infiltrate Cheliax at some point for a very important reason (they were sent in after rumors were heard of an unknown powerful weapon they are to get information on and possibly destroy, one of the major generals will be in a small town near the border of Cheliax that they can take advantage of assassinating him, etc).

this allows the players to not only get out of Nidal every now and again, but makes them feel more like heroes since itll only be them watching each others backs vs. an entire enemy nation, and the fact that they were chosen to be the ones to go in and take care of the situation. maybe they were chosen because people heard about their exploits about when they were 16.

Awesome idea! I am so going to take this in! Thank you very much... You happen to have any other ideas? Cause I was thinking that maybe they should have a 'start-up' fight before the real campaign begins... Maybe a fight for one of the medium sized villages close to the capitol of Nidal or maybe even a fight for the capitol?


So I am currently in the making of a Nidal and Hermea v Cheeliax adventure. The way that I am making it all work out is that Nidal has just been in a revolution of some sort and has destroyed that shadow order thing. But because of that, the ywere weakened and soon Cheeliax attacked. Now Hermea is helping Nidal protecting themeselves.
I made the player be some sort of 'wonderkids' under the tests that they went through when they were 16. Now they are 22 (We didnt play those 6 years) and they are soon going into battle of Nidal.

The players is:
Lv 6: Summoner
Lv 6: Cleric
Lv 6: Ranger
Lv 6: Phalanx soldier
Lv 6: Rogue
They are all from Hermea by the way.

But I have no idea of how they are going to 'enter' then battlefield so to say. I was thinking of maybe they should start in Hermea and then sail to Somewhere on Nidals west coast...

But all in all my question is, do you have any good ideas?