Orcus

Thrall of Orcus's page

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Everyone also seems to be ignoring something that a GM has in his toolbox for dealing with this situation:

PRD wrote:
Ineffective Weapons: Certain weapons just can't effectively deal damage to certain objects. For example, a bludgeoning weapon cannot be used to damage a rope. Likewise, most melee weapons have little effect on stone walls and doors, unless they are designed for breaking up stone, such as a pick or hammer.

Right there in black and white from the PRD. So, yes, it is possible, but you have to be prepared and have the right tools for the job. So forget the greataxe, sword, etc. being useful here (unless it is a wooden obstacle, then I could see it).

In my experience, only savvy adventurers (a.k.a. PCs) are thinking that far ahead to always carry or have picks, hammers, battering rams, and crowbars in their inventory or toolbox (which is extra weight to carry if not always needed)...though...it does happen (adamantine pick and adamantine crowbar, I am looking at you)....and in that case, let them have at it. It won't take long for someone to investigate all that noise (likely long BEFORE they succeed getting through the obstacle), or, be ready in force for the intruders once they do actually get through the obstacle.

As previously said, an obstacle should only be that - not a plot device or means to railroad them - and if the PCs attempt brute force instead of a more ideal method to overcome it, they should be prepared to deal with the repercussions (if any) for being clever or impatient. Sometimes that works out, sometimes not. But you move on and go from there.


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Krigare wrote:

OK...you use an item to boost your caster level. Sunder the item, you no longer qualify, you die?

Its your game, but those sorts of shenanigans getting pulled by a dm are what lead players to doing it.

A similar situation is the schtick of the BBEG in the 3rd Kingmaker installment. Without spoiling it much:

Spoiler:
The ruling there with the CL requirment is that if your CL is lower than the requirement needed for being a lich (CL=11+), you cannot return to your phylactery when your physical body is destroyed (this is one of that particular BBEG's weaknesses), so, yes, you do die when that happens (i.e. your physical body is destroyed). But you don't stop being a lich if your CL is lower somehow and your physical body is still intact.

So, I could see in this sense, as a lich and if your body is destroyed, but you are relying on that ioun stone for the +1 CL to have the CL 11+, you would drop to CL 10 (since you cannot access or use the ioun stone's ability), and therefore you would be dead for the reason in the spoiler above. Seems like a weakness and poor idea for becoming a lich. Of course, this might also fit the idea that an adept figures the way to become a lich (a flawed way) and makes an interesting twist if you want a one-shot lich villian.


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Stratagemini wrote:
Hmmm... Could there be a planar gate in the center of the Eye of Abendego? That could explain the giant whirlpool, and also why it stays constant and stationary.

I like to think that a Sphere of Annihilation has something to do with the Eye of Abendego. After all, Classic Treasures Revisited hints at such a possibility.

"A sphere deposited within a lake or volcanic chamber would, in short order, form a massive whirlpool before finally draining the water or molten rock away like a vampire bleeding its victim dry, leaving only an alluvial crater or empty basalt hollow behind. Lodged in the depths of a sea, it might drain that as well, given enough time, but from its first immersion it would certainly form a whirlpool, even altering ocean currents if given enough time."

I'm thinking that would certainly alter weather and currents given the time frame we are talking about since Aroden's death. Also explains a stationary, ever-lasting storm.

Perhaps we're even talking about some kind of super-massive Sphere of Annihilation? Of course, I don't know how that could tie-in with Aroden.


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Since a headband of mental prowess grants a bonus to two mental abilities, the temporary function for 24 hours depends on what those abilities are.

Temporary Intelligence: Temporary increases to your Intelligence score give you a bonus on Intelligence-based skill checks. This bonus also applies to any spell DCs based on Intelligence.

Temporary Wisdom: Temporary increases to your Wisdom score give you a bonus on Wisdom-based skill checks and Will saving throws. This bonus also applies to any spell DCs based on Wisdom.

Temporary Charisma: Temporary increases to your Charisma score give you a bonus on Charisma-based skill checks. This bonus also applies to any spell DCs based on Charisma and the DC to resist your channeled energy.

After the 24 hours is up, these bonuses become permanent as long as the headband is continuouly worn. (Prevents the swapping of the headband between people more or less for greater effect).

Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics related to that ability. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.


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blue_the_wolf wrote:


...but the point remains BARBARIAN is a name of a group or tribe of people who may have nothing in the slightest to do with the nature of the class.

This is where your opinion obviously deviates. You would suggest changing the class name because of this reason quoted, yet, to me at least (and many others it seems based on posts so far), it seems easier just changing the generalized "adjective" you are using to describe a tribe of primitive, savage, or culturaly different peoples.

Personally, I would tend to use something more descriptive anyway, instead of merely calling a group or tribe "barbarians", I would tend to call them something distinctive or more proper in name such as "The Black Fang", "The Red Riders", or the "River People" to give the group a more interesting flavor or colorful description fitting their nature, unless it is a comment being made as some form of insult that is derogatory to said group (in which other adjectives could also be chosen other than simple "barbarian" to avoid such confusion or assumption).

I still don't understand the reasoning behind arguing the point that the class name should be changed simply because it has class features that doesn't fit a generalized term in the english language.

In that case...why don't we also advocate changing the class name of "Paladin". After all, the definition of a paladin is: any one of the 12 legendary peers or knightly champions in attendance on Charlemagne; any knightly or heroic champion; any determined advocate or defender of a noble cause. Surely there are several other classes that fit that bill. It could be argued that any class of PC adventurer could be a heroic champion or a defender of a noble cause. Not to mention, where does the class features of lay on hands, divine health, spellcasting, or channeling positive energy fit into this english language "definition" of a paladin?

Therefore, by your same logic, it too should be changed. It must be better to change it since leaving it is "wrong" in feel. We should just scrap the name regardless of what most people would argue a RPG Paladin is all about. Why not change all the class names while we are at it? (Hence my original parady post with class name changes.) Surely a similar arguement could be made for any of them. Where does it end?

At what point does change for change's sake take a fantasy game that is based on mythology and popular culture and turn it into a fantasy game in name only (losing the "feel" of what most would argue is the whole point of the genre in general)?

My $0.02.


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Time to play Devil's Advocate.
Yeah, we should start changing the names of classes because we can, solely because some people dislike the archetypes certain names bring forth (although some of this is likely by design and surely some of it is due to nostalgia) and also because things should change simply because change is good (vs. going by established mythology, lore, and nostalgia that much of our beloved game is based on).

For example, these classes should now be renamed and known as:

Alchemist = Apothecary
Barbarian = Savage
Bard = Historian
Cavalier = Outrider
Cleric = Devoutee
Druid = Naturalist
Fighter = Warrior
Inquisitor = Interrogator
Monk = Pugilist
Oracle = Prophet
Paladin = Crusader
Ranger = Warden
Rogue = Knave
Sorcerer = Invoker
Summoner = Conjurer
Witch = Crone
Wizard = Magician

Yep...definately seems better for our beloved roleplaying game. Generic terms for all so that anyone can develop whatever character archetype they want. Definately feels like a much better fantasy RPG. Much, much better...

Spoiler:
Heavy sarcasm purposely included...though I suspect some will actually agree with this oddly enough, which was not my intent.
;)