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From final fantasy 10


Pretty simple question. I want to make kimahri an npc for my players to cross and interact with. Not bad on the rolls, 10,12,14,15,16,17. As for classes and feats I'm drawing a blank. Anyone want to take a crack at it?


I'm a semi-experienced gm and have a pretty lengthy campaign running. But my players have been talking about wanting to start a different one.

So I was watching transformers the other day and thought about doing some kind of transformer type play. And remembering my childhood Saturday morning line-up, it included Beast wars transformers.

Does anyone have any advice on the topic. My thoughts would have it revolve around Druids of some kind, possibly archetypes, lycanthropy? All help and ideas are appreciated.


I guess I should have said, I haven't had my players time jump yet, I've only begun to write it down in preparation for our session, we play only when we can get everybody together. Lately it's been every couple of months. That's not the point, the point is I have plenty of time to plan ahead.

I want my players to travel a few hundred years into the future (the story revolves around dragons and their lifespan is taken into account). I've given considerable thought to the multiverse theories, and am planning on running that route.

Any other advice on the subject would be awesome. Oh, and I have yet to figure how to return to the "present". Thanks a bunch.


I thought time travel would be a fun twist for my players, turns out it is more confusing than I thought. Does anyone have any solid advice about how to handle time travel?


I should start by stating that I'm working on a wolverine build for a 3.5 campaign, but plan on converting it over to my pathfinder campaign eventually.

I've got it ok'd by my dm to use the feral template from savage species. So that's a good start. We're playing at level 10, so if I've done the level adjustment correctly, I'd be a level 4 barbarian, ranger 3, and rogue 2.

From rolling my stats, and adding ability bonuses from level 4 and 8, they are as follows, str-16, dex-17+1, con-17+1, int-16, wis-13, cha-13. Feral template NOT included. So I'm pretty much a BAMF already, but I have yet to figure in his adamantium skeleton.

I've heard of books with grafting options, and necromancy abilities to raise adamantine skeletons, so the idea is not entirely far fetched.

I think the pieces are here, I just can't seem to fit them together. I would appreciate any help or advice anyone has to offer.


It's funny you mention a mission at sea, I actually have an aquatic adventure in the works for my players, part above and part below.

For some reason I found it rather difficult to find decent enemies for an underwater portion of the campaign. I settled on some high level aboleths.

Our dwarf will not appreciate a ship ride, hell, he once fought off a bunch of worgs so he didn't have to cross a rope bridge.

I get the whole avoid LOTR aspect. I didn't plan for it, it just kind of happened. My buddy playing the dwarf fighter even named his character Gimli. Wtf.


I have come by this subject before. Depending on the combination, it should be up to the gm. When I tried this very same thing with a ranger/wizard/arcane archer, our gm said he wouldn't allow it.


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A tarrasque... A solid suggestion. As with the golems. Thanks. A barbarian would bump up our group's already high damage output.

As for other party members, I was thinking a beefy rogue or cleric. I do not however have a good idea as to what kind of build either class could effectively offer my "wrecking crew".

The campaign is set with divine magic being the widest used and accepted form of magic. The arcane being more frowned upon (especially by the paladin), and less common. So wizards, sorcerers, and bards are few and far between, not absent though. Same with monks. Societies are pretty racially divided as well.

I want to try and get away from the 'lord of the rings' party dynamic as well. So other races in the party could spice things up.


So I'm having trouble challenging my party. 3 members, dwarf fighter, human paladin, and a ranger/wizard/arcane archer, all level 10. So far, they just sort of blast through everything I throw at them. I could use some advice on trying to slow them down. Also we've been talking of adding a fourth member, any suggestions would be great.