Skinsaw Cultist

Uthak's page

186 posts (258 including aliases). No reviews. No lists. No wishlists. 1 alias.


RSS

1 to 50 of 186 << first < prev | 1 | 2 | 3 | 4 | next > last >>

So I introduced a person to Pathfinder ....and as always the have been pouring over rules faster than anything.

In our current game I am playing a Goblin Slayer/ Unchained Rogue

He has begun the ever persistent statment that my Sneak attack dmg will not stack.

Now, I have played 3.0, 3.5, & pathfinder for years and he has just made the transition from another system. He keeps pointing to this

Parent Classes: Each one of the following classes lists two classes that it draws upon to form the basis of its theme. While a character can multiclass with these parent classes, this usually results in redundant abilities. Such abilities don't stack unless specified.

Now I have dug through message boards the internet over for the past few and have not been able to find a ruling that ether contradicts this statement or a rule that exempts Sneak attack from this.

as this something that every player I have been playing with for years over looked

I need an answer from an actual Rules moderator


So, I'm running the anniversary ed. of crimson throne.

The party is 9th lvl

Cleric of Desna

Arcanist (brown fur trans. Archetype)

Fighter ( Two-Handed Archetype)

Swashbuckler

Unchained Rogue

They finished book/ chapter 3 (escape from old), and began (history of Ashes )

They lost one NPC , yet managed to save the other main NPC of the plot.

With the clerics abilities & the Arcanists abilities they Teleport-ed from Krovosa to Sandpoint, then after talking with the NPC teleport-ed from Sandpoint to the Cinderlands.....I hand waved some divine intervention just so they would have to walk 88 miles to the next AP location.

My question is how do others of you deal with mid to high level PC's being able to just teleport across the world circumventing travel times ( missing XP encounters or info encounters)


Ok, so I'm not sure if this has been covered somewhere else but my question is this

Say a Vrock teleports with a character 100ft strait up into the air and then lets the character go

how long does it take for the character to fall?


Face in the Crowd (Sp)

At 1st level as a standard action, you can cause yourself to appear so normal, mundane, and unexceptional that you blend in to your surroundings. All creatures within 30 feet treat you as if you belonged there, effectively ignoring you. Creatures outside of this area may notice that you appear out of place, but as soon as they approach within 30 feet they are affected by the magic and no longer think something is amiss. If you interact with an affected creature in any way, it gains a Will save (DC 10 + 1/2 your wizard level + your Intelligence modifier) to disbelieve the illusion and notice you. The effect lasts for a number of minutes equal to your wizard level, or until the illusion is dispelled. The minutes do not need to be consecutive, but must be used in 1-minute increments. This is a mind-affecting phantasm effect.

This ability does not turn you invisible and opponents are not considered flat-footed. It does not allow you to disguise yourself as a specific individual, type of person, or member of another race, so you cannot blend into a group of uniformed guards or appear as a member of an individual’s family, and a human cannot blend into a group of gnolls. You can blend in with any group made up of different types of people, such as a crowd of courtiers in a king’s throne room, and you can disguise yourself (either through magic or more mundane means) to appear as a specific type of person or another race (such as a uniformed guard or a gnoll) before using this ability.

Can you use this ability once you have already been the target of a spell or attack to remove your self from combat as a target and move around unhindered ?


1) could you use them to cut out the lock & handle of a door, or even the doors hinges?

2) how long would it take to reshape a wall that a door could not be opened, thus blocking entry into or out of a room?

3) how long would it take to make your own entry whole through a wall or floor?


Thanks for the help so far.

the main reason for this, is I have a player that currently has a few things of concern in his HH.

1) the gem he uses for his magic jar spell

2) a jar that is used during a spell that he puts his heart into.

Number (2) is something that happens when he cast a spell out of the 3rd party source book. He cast the spell removes an organ from his body and gain certain benefits. The spell dose not say what happens if the jar and him are not on the same plane together.


So just what happens to the contents inside a handy haversack when the player walks into an anti-magic field.

I'm of the opinion that the HH loses its connection with the extra-dimensional space and its contents get spilled across the the astral plain.

Am I just being an evil DM?

Alss, can the gem used for the magic-jar spell stillbe counted as in range if it is inside a HH?


I have breezed through a few of the previous post about this and not found the answer i'm looking for so i'll ask and see what help I get.

I have a character idea for my friends up coming game.

1/2 Orc barbarian that wields an over sized long bow set for his strength. Now the rules seem to work understandably for melee weapons, I'm just not sure how they work for a bow. See the bow is already a two handed weapon by design, so does that mean I wouldn't be able to use it by those rules?

Any help would be great.


I'll make this simple.

can you use speak with animals to talk with a magical beast?


Ok, i'm building a brawler modeled after Riddick. My questions is how does brawler's flurry work if My BAB is +7/+2.

would i get a 3rd attack at +7, or would it be at lower bonus. Do you fallow the Monks flurry of blows chart? How does that work?


oh, and as he would be taking the place of the main healer in the party we are keenly aware of the fact that he would have to have the healing spells in is list of known, but we also want the battle prowess of the class to shine through so that he doesn't get stuck just being the party's heal bot.


well the character is for my son, we worked out a really go idea to tie the character to the party. we are looking to put some meet on the bones so to speak.

Feat ideas, magic items, spell ideas. that sort of thing.


Ok, so I'm running the Jade Regent AP and the party lost there cleric awhile back, and more recently lost the NPC cleric that they hired.

Now, have a player that wants to join the game, they are in the middle of book 4. they have to retreat back to the caravan to get healed and could make arrangements to get another cleric. The player that wants to join has an interesting idea for a character and a way to tie him to the adventure at this point. But we need some help getting meet put on the character.

His idea is to play an Inquisitor of Achaekek (11lvl) with ether later levels in red mantis assassin or shadow dancer.

any ideas?


Bestiary #1 wrote:
Cursed Wound (Ex)

The damage a clay golem deals doesn't heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the healing has no effect on the injured creature.

So my question in how is this handled, is it a check per wound (i.e. if a PC is hit 3 times for dmg the cleric needs to make 3 checks), or is a one time check( i.e. one check is good enough so the PC can receive healing for the total dmg from the fight.)


Alchemist fire is only 20 gp, the main problem is that the golem eat up the whole area of the 10 x 10 pit, all the party has to do is get them into the pit and they hit the golem. with 4 party members left to act after the wizard pits the golem that is 4d6 points of dmg. It has two options at this point spend a full round rolling around to put out the flames( halting it climbing out), or reflex save to avoid 4d6 points of fire dmg again(witch it will more than likely fail), and mind that it would be 4 separate saves one for each bottle.

the only thing I can think of that stops this from working is if the golems DR works against the fire dmg, is that the case?


Ok, so here is what I need help getting a ruling on. Party it attacked by a golem, party wizard responds by casting create pit, golem fails save and goes into the pit. rest of party throws a bottle of alchemist fire into pit. Given the rules for using alchemist fire, and the golems nonexistent int. score this tactic seems to nerf any golem fight i could ever throw at my group again.

Are the players right or is there something that we are missing.

Any and all help would be great.


I'm running the age of worms ap, form my group.I was wondering if any one could help me with a few conversions.I'm setting the game in Galorian, I have the location of diamond lake set. My hicup is converting Hextor and the other parts of the ebon triad.

Any help and ideas would be great.

Thanks


Ok, so I might have missed it in some of the earlier post but I need to ask.

My group is about to hit Vegsundvaag's lair, and I'm not seeing any info as to climb DC's to descend into her lair, give how the map is laid out it seems like it could be a bit of a challenge for a party.

Any help would be great.


Would we use the characters level or the CL of the artifact to over come Spell Resistance?


1 person marked this as a favorite.

Ok, so our group is about mid way through book 2 of the AP. we used a trick with the shard of pride to over come I guess what he called a mid boss fight, to fast for his liking.

The trick was use the Major Image ability of the shard to make an image of a much larger creature than the one we are fighting, so that it ether flees or "dies"(from believed dmg). My character used it twice before, once to fake cast a lighting bolt...the other to trick a room full of tower girls into believing that had just been breath weapon-ed by a gold dragon.

Now our problem is in trying to figure out what the DC would be on the shard abilities when they can be used against opponents & when the CL25 comes into play.

We took some time and really read through the stuff on the shards & we came across this:

The caster level for the Shattered Star is unusual. In its
current shattered state, the Sihedron draws its power from
the creature that carries the shards, setting the caster level as
equal to the owner's Hit Dice. All spell effects generated by
a Shattered Star shard manifest at this caster level. For other
effects, the shards have a caster level of 25th.

But I then found this:

James Jacobs wrote:
All spell-like abilities cast from shards resolve at the base DC for the spell. In the case of major image, that's a 3rd level spell, so its save is DC 14. (10 + 3 for spell level + 1 for the fact that you need an ability score of 13 to cast it.)

which is right? and when does the CL25 of the artifact come into play?


Right now I'm playing Helva up as the manipulative power hungry wife only interested in what this marriage will bring her if the PC finish the AP, his plan is to reform his wife into a loving good woman(got to love paladins)

As for Kelda....well that was a drunken night a ways back some where between book 1 and the start of book 2, before the PC took his first level of paladin....and has now signed on to train the PC's new men-at arms.

insert awkward love triangle jokes and cheesy day time drama show puns now


Ok due to some really good role playing and funny uses of plot twist cards one of my the PC's in my Jade Regent game is married to Helva from book 2 and has budding friends with bennies relationship with Kelda from book 1.

I was wonder if any one else has made a romance score for ether of these women.


So then an adamantine weapon is completely immune to this ability?

As the only thing I can find states that adamantine has a hardness of 20, meaning even with max dmg rolled (18) it does not bypass hardness.

Or am I wrong?


I was thinking of using the idea of "set item bonus", for groups of items.
like they have in the video games but using some of the core items as a base.

Then I would need rules so my players could make their own sets using the crafting rules. Any ideas as to where to start.


My thing is I dont want the fort to seem static like so many other dungeons seem to be written. Yet I don't want to TPK the group which I could do as they are "camping" inside the major bad guys home with the BBEG & her 2 major sub bosses still alive.

Should they be rewarded for being that STUPID.


Ok, so I'm here again looking for help with some ideas. the group I'm running through this AP decided after getting their hats handed to them by Jorgan in C16 along with the Tengu ninja & Wodes from C19&20, to "camp" and rest up in C16 inside Ravenscrag!!!!

Now Wodes left the fight to warn the rest of Ravenscrag & he had time to send messanger ravens to call reinforcements.

So just how badly should I punish the players for making an EPIC bad move like camping inside an enemy fort?


Turin the Mad wrote:

Uthak:

You do realize that fabricate does not bypass the crafting costs of the masterwork component? Each weapon that they transform requires 100 gp be paid out of pocket for that masterwork component. They also *must* be able to make the appropriate DC Craft check for that masterwork component: armor for armor, weapons for weapons, etc. Lastly, it is one item per casting (IIRC).

Enchanting items takes (a) game time [1 day per +1 item usually] and (b) costs half of the base price in materials. Plus the other requirements for making magic items (quiet, well-lit place to work in, sufficient prepared spells to meet the requirements, Spellcraft check to succeed).

They don't get a free ticket to riches with fabricate.

Also, you do realize that they don't get better than 50% of base price when pawning off their loot - selling your own crafted magic items is a sure ticket to breaking even - basically, wasting valuable game time that would have been better spent making daily Perform checks or weekly Profession checks in the nearest big city. Selling fabricated masterwork items is both more efficient and actually profitable, earning 17 1/2% of the masterwork weapons' price. Say that they sell a 308 gp masterwork weapon. It cost them 100 gp for the materials needed for the masterwork component, and we're letting them slide on the 8 gp component. 50% of 308 = 154 -100 gp out of pocket costs = a total profit of ... wait for it ... 54 gp. Of that cost, technically the transaction is a massive loss for the caster since they can theoretically charge a minimum of 450 gp for each casting of fabricate. Instead, your Wizard is netting a paltry 54 gp for each casting.

Remember the crafting and selling rules and your game won't be broken nearly as fast. Well, at least until Ultimate Campaign comes out. ;)

Thank you for pointing this out, I had asked before for clarification on the ruling for Fabricate. As the player just thought so long as he had a normal sword to start from he could use the spell to easy the crafting DC and just turn it into a master work sword. As the player stated he used the spell to build a bridge once before in another game.


Oh....I long for the day when the rules go back to the days when a Permanency spell was required and it cost the caster 1 permanent point of Con.

I get that crafting things is cool and to be able to do it with the rules now is easier, but player in my games have colored me against it to the point that I hate every crafting caster I see. nothing breaks a game faster that a caster turning the hundreds of normal items the party has collected over the coarse of an adventure using the Fabricate spell to make them all master work and then crafting them all into +1 items and dumping on a city.

And before you all start yelling at me do a quick count thru the first half of any Adventure path as to how many normal weapons, armor, boots, cloaks, and belt can be had. Then do the math of how fast the treasure curve is thrown off when all that is sold as +1 items.

Once you have done that then you will know my pain.

(i'm ready to take my beating now as you all yell at me)


That would be great chaos, thanks


blue_the_wolf wrote:

I am running Jade Reagent for 2 different groups. its really interesting the different ways different groups play the same basic scenario.

Quote:
Missing Suishen, however, is really hard work. ^^

with one group we had a great time finding suisen. I even tossed in a little extra creating reactions when the magus picked up suisen while holding his black blade.

with the other goup I literally had to stop the game the game and say You guys need to get that... its kind of important.

first they refused to go that direction focusing entirely on the trolls.
---so i pretty much made that encounter a stand off untill they decided to explore the other passage as a possible work around.

Second they entered suisens room and noticed the flame coming from the well, one person looked down and saw (a burning stick or bar wedged in the well. one even cast detect magic and saw "an extremely brilliant aura"

...... they shrugged their shoulders and walked away....

I said, "as your walking away the flaming grows brighter as if trying to get your attention"

they continued to leave

I said, OMG what are you guys doing? seriously, thats suisen, its the reason your here."

they then began to complain about how I should be more clear about what they need to focus on.

I would laugh but we have had a similar argument in every single book.

this is the same group that after speaking to Ukshalla in the bar wandered around for the rest of the session. at the end of the day they were like... so what are we supposed to be doing?

i said "dont you guys need basically a guide and the sword?"

"Yea"

"and didnt you speak to the woman in the bar who asked you to help save her boss the great guide, Ulf"

"yes, but we thought she was just some whore"

.....

I had to just walk away.

Glad to see I'm not the only one facing this kinda thing with the groups I run.


First let me say that this is not an attack at the rules as writen, I and a few of my players like them. the problem is coming from one of the other players in the game that keeps throwing a fit when the party has to spend its money to buy a new wagon to handle the extra passengers, his beef is that buying a wagon in the core rule book is cheaper that with the caravan rules. He also feels as if the caravan is a money pit that offers on reward to the party(the only reason he joined the party and stays currently its to get treasure).

So we have 2 weeks off from game as two of the players are attending a wedding& taking a vacation while there. So I was going to put together a small house rules hand book for everyone, and in that book I wanted a break down of how the caravan would look $$$ wise if they didn't use the caravan rules. For that I need

  • Gp cost of wagons
  • How much food would be needed to cross the crown of the world
  • How much food the averaged horse needs per day
  • The cost of repair material for wagons
  • true wages for all caravan hands
This is just some of the things I can think of off the top of my head, feel free to add to the list if you feel I missed something. My hope is this will end the whining from that player and forced the others to finally tell him to shut it, if they decided with him that they are all clear as to what is expected them.

Thank you all


No but now that you say it it sounds like fun....I'll have to dig up all my stuff on them and give it a try this weekend.


Given my own feelings towards psionics, I like where you are going with the idea. the Summoner I see more as being played like the eldion would be the main character while the summoner it self would be its tool through witch it reacts to the world.


1 person marked this as a favorite.

Has anyone given any thought to adding a touch of the Dragon Age feel to Golarion? After picking up the game once more after a lone time away, I want to put some sort DA feel into my game. I thought about starting with the introduction of Red Steel & Veridium. The mechanics would look some thing like this.

  • Red Steel:reduce the price of enchantment by 25%
  • Veridium:Weapons are treated as if they are light for the purpose of feats and abilities; Armors are treated as one category lighter(ie. Heavy armor becomes medium armor)

thoughts?


So I need a little help. The group I'm running decided to do Asvig's farm after doing the Funeral ship & after the shrine of Shelyn. One of the Ninja had gotten away from the ship, but they left 2 Ninja bodies behind as the party was in really bad shape. I played that Asvig was upset that the ship was set ablaze before the intended hour & that his men had found the bodies of looters at the site. But the party made the choice to go to his farm and return the arm-rings of the men he sent to attack them at the bridge & the jade falcons off the ninjas in hopes that he would be willing to talk with them. Will a fight broke out and Asvig died, his wife & men at the house subdued...we had to stop game at that point with next game more than likely being the 20 questions phase. Now one of my players found out that his father had been a Red Mantis Assassin before becoming a horse rancher, and he has just been in formed that the Five storms killed his family(failure to kill Kikonu in book 1). I was thinking of having Helva(Asvig's wife)hire a Red Mantis cell in Kalsgard to kill the party as pay back for killing her husband. Is this to much? If not thoughts as to how to play the first strike of the Assassin's.


Shard of Pride:
Shard of Pride (Major Artifact)
Aura overwhelming illusion; CL 25th
Slot none; Weight 1 lb.
DESCRIPTION
The Shard of Pride is made of coppery
horacalcum. As long as the Shard of
Pride is carried, its owner can use major
image
as a spell-like ability once per
day, gains a +2 insight bonus on saves
versus illusion spells, and gains a +2
insight bonus on all skill checks.

Major Image
School illusion (figment); Level bard 3, magus 3, sorcerer/wizard 3
EFFECT
Duration Concentration +3 rounds
DESCRIPTION
This spell functions like silent image, except that sound, smell, and thermal illusions are included in the spell effect. While concentrating, you can move the image within the range.
The image disappears when struck by an opponent unless you cause the illusion to react appropriately.

Silent Image
School illusion (figment); Level bard 1, magus 1, sorcerer/wizard 1
CASTING
Casting Time 1 standard action
Components V, S, F (a bit of fleece)
EFFECT
Range long (400 ft. + 40 ft./level)
Effect visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration concentration
Saving Throw Will disbelief (if interacted with); Spell Resistance no
DESCRIPTION
This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.

I never said that the spell killed them.....I believe that if you are ever "killed" with an illusion you are unconscious for one round. My party and I used that one round to tie up the tower girls. Sorry if I lead you all to the thought that we did so.


So we are playing through book 1 right now and the party I'm stuck with at the moment is an Evangelist cleric of Gorum, an Inquisitor of Gorum, a Shoanti rage prophet & a super model of a sorcerer. So needless to same my Rogue/Ranger has been forced to be the cool head of the group. I struggle keeping the cleric, inquisitor, & barbarian from great swording every thing to death before we the chance of a parley goes out the window. Last game we entered the Crow and began our exploration. As my party swiftly killed the first few tower girls we encountered, I began to wonder if we would ever reach a point where I could talk things out and maybe get a lead as to where the next shard was in this place. Well one of the tower girls managed to slip away during a brief fight after her teammate was swiftly cut down by one of 3 great swords swung in her direction. This lead to our GM having the leader of the tower girls rally in a large room with the remaining tower girls and telling us we needed to leave. I didn't bother with my customary perception check to see if she was alone(the GM stated that we only saw one when we walked into the room). I used the power of the first shared to cast an illusion of myself changing into a large Gold Dragon and bellowed forth "something was stolen from me and I wish to get it back, let me pass". As the tower girls ran(after failing their saves v.S. the illusion), the party & I(still in Dragon form) gave chase. We cornered the in another room, after stating that all I wanted what was stolen from me one of them tried to shoot me with a hand cross bow and failed. My response was to breath fire on the lot of them, the fight was over fairly quickly and the party took little damage. All our GM could say for at least 5 min. after the fight was "I didn't see that coming", "I don't think the writers saw that coming". He looked a little sad for a while.

I just thought I would share....enjoy


Ok that explains it I swapped roles with a player in my jade regent group and gave that book for him to run so that I could play in an AP. So I don't have that book at home at this moment.

Thanks for the catch Fox


So I long while back I ran the Second Darkness AP and it stated that Adamantine & Noqual where Skymetals found after asteroids hit the planet. I swear I just saw in one of the latest books a listing of the five Skymetals and what you get when making weapons & armor from them. But after pouring through my collection of books and looking on the PSRD I have not been able to find that info again. Does anyone know where I can find it?


@ chernobly thanks for the tips they look cool....might just have to pick them up and give them a looksy.


Mortagon wrote:
The Advanced race guide has an alternative racial ability which grants them certain elemental resistances depending upon the color of their scales (related to their draconic heritage). White scaled kobolds gains cold resistance 5 which would make them suitable as an arctic race. This ability replaces the kobolds natural armor bonus though.

I'm liking this idea and I found some

Spoiler:
"ice Gnomes"
in the Tome of Horrors that I was thinking of using in place of the Gnolls. I think I can Make this work.
Spoiler:
Evil Maniacal Laugh
Thank You All for the help

Ok so I'm running 6 players through Jade Regent and I have been using side trek adventures to cover the XP gap. I know they will be behind the curve by the end of book 2. So my plan was

Spoiler:
To use the old keep on the borderlands Adventure to get them caught up
. Now the party failed to kill
Spoiler:
Kikonu
in book 1 and i was thinking of having him reappear in the caves of chaos as the man in charge. My thing is I need a few arctic replacements for some of the monsters.
  • kobolds
  • Gnolls

if you have any suggestions that would be great.


Thanks....Now the evil plotting begins anew


1 person marked this as a favorite.

I saw this on the Pathfinder Database web site a while back and liked it. it didn't seem to over powered.

Dragonborn Racial Traits
+2 Strength, +2 Charisma, -2 Dexterity: Dragonborn are powerful and regal, but somewhat clumsy.

Medium Size: Dragonborn medium sized creatures and have no special bonuses based on size.

Normal Speed: Dragonborn have a base speed of 30 ft.

Breath Weapon: Dragonborn can use a breath weapon three times per day. The breath weapon is a line with a range of 10 feet plus 5 feet per Hit Die after the first, to a maximum of 100 feet. It inflicts 1d6 damage plus 1d6 per 3 HD the Dragonborn possesses. This damage may be acid, cold, electricity, or fire; the specific type is chosen at creation and cannot be changed afterward.

Draconic Heratige: Dragonborn count as Dragons for the purposes of effects that target Type.

Educated: Dragonborn get a +2 racial bonus to Knowledge (History) checks.

Frightful Presence: Dragonborn get a +2 bonus to Intimidate checks.

Languages: Dragonborn begin play speaking Common and Draconic. Dragonborn with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, Halfling, and Orc.

Now I know it gives no mention of a save for the breath weapon but i can see using a DC 10+1/2 HD+ Con mod for that. And if the scaling damage for the breath weapon makes you cringe, I would try and make a few racial feats that up the strength of the breath weapon much like the racial drow magic feats.


@ Kvantum: how did you get the breath weapon, for what you & how it reads in the book it would work out to be a (4RP) ability that works as fallows

either a 15ft. cone or 20ft. line, deals 3d6 points of dmg with a Ref save DC 10+1/2 HD + Con Mod. for half dmaage.

or did I miss something in the book you used? which has been known to happen more than I care to admit.


So here are my thoughts as to how I see this.

Karzoug sires a son with Demon lord Nocticula, the child is named Venger. Before the fall of the Thassilonian Empire Venger took leave from his father and went to his mothers side where he stayed through the earth fall and the age of darkness. As his mothers agent he worked closely with a few Drow houses and was witness to the dark plans they had. Venger Used the Drow house that took his mother as patron to move his own Drow agents into position so that he could take control of the House Azrinae's grand scheme to smite there surface elf cousins. It was during this time Venger became aware that his father had awaken from stasis and was beginning plans of his own for a return to power. Venger moved Drow agents from House Misraria into action getting giants to gather just outside of his fathers sphere of influence, so that if his father where to fail venger's army of giants would be ready to pick up the pieces. Now all that was left to do was to let the Drow of House Azrinae strike at Kyonin but not plunge the world into a second Age of Darkness...and ether rush to his fathers aid or plunge the dagger into his fathers back and become the new Runelord of Greed.

Feed back please


i too would have liked to see a well done version, as I'm currently working on doing the same ether as a fallow up to or part of the Rise of the Runelords AP I'm planning on running soon.


ElyasRavenwood wrote:

Wasn't Venger

Spoiler:
Dungeon Master's Son? My guess is that he went evil because he wanted to overthrow his father and run things himself

If that is the case, I would go for Venger being the Rune lord of Pride or Greed

Then he would be waiting for his father(Karzoug) to fail or the adventures to kill him...I would need a way to explain his absence from the world as well. To state that they both where stasis would be lame.

As my plan is to bounce Rise of the Runelords into Against the Giant, replacing the Drow feature with Venger. I need somthing with an Epic feel to it.


Love this Idea.....can i use it if my current character i'm playing in a Shattered Star AP?


If you don't mind I'll throw my name into the hat of people that would like a copy.

Spoiler:
zaphtatreuph@gmail.com

Thank you

1 to 50 of 186 << first < prev | 1 | 2 | 3 | 4 | next > last >>