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Here is an article regarding game rules. Surpringly it includes Hasbro cases.

Go to Not Playing Around: Board Games and Intellectual Property Law


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I recommend doing some small adventures that may not be connected(at first) and let the players and the situations pan out(via roleplay) before you make a commitment to some great story arc. You might find it more enjoyable and the players more likely to lead the story where you want.

One thing you have to watch for is not to make this GM creation (neutral dragon) the center of the campaign. You are not a player, your the storyteller/referee/game master. If the story revolves around you, your players will not be interested. The dragon, just by how you described it as "your character" already sends red flags up for me.

If you want the dragon to be the center of the campaign then you need figure out why the PC's should care about this creature and why is it important. Is it the last dragon? Is it part of a prophecy? Is it the calling of the PC's to protect it? What will happen if the dragon dies? What will happen if the enemy gets hold of the dragon? Give them motivation.


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This one of those cases where its best to adopt the "yes or roll" philosophy. You don't deny the possibility but you may alter the probability or give them alternatives.

Several rules to consider.

1) When they can't see the target they have to target the square they think it is in in addition to the 50% miss chance. Then the target moves and they lose the space. if they pin point by sound then they can target the square. A move action perception check at -4 with additional modifiers for distance +1 DC/10 feet. Though it should be noted, that unless the dragon is using stealth, it can easily be pin-pointed in its square. Darkness is not as good as invisibility.

2) The characters have to use hearing (or smell if they have scent) and not sight sight because they effectively "blinded" and those checks automatically fail.

3) Magic missile says nothing about generating light, its a force. If you want to say it does then it would be no more than a candle because its the size of a dart, in which case the light would not penetrate the darkness well enough to be seen.

4) Fast rule would be to let them make the roll at -20 opposed by the creatures stealth. If they succeed, then same rules for targeting squares.


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Probably no point. But a REMOVE REAR potion has potential.., ;)


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Turgan wrote:

Thank you for your suggestions so far.

Doesn't Elric wear superior armor (or do I just think he did because of the stormbringer rpg?)

@Lincoln Hills: I Like your suggestions concerning cultural background. As we until now exclusively play on Faerun (before the spellplague) some faerunish background would be more important to me than Golarion.

But I don't know about Unter or Mulhorand, are they not more like ancient persia/egypt? I thought about Netheril, too. Isn't there a floating city coming back in one of the later 3.5 adventures?

Is there a good trait like "aristocratic bloodline" or similar?

So: Elric should probably have the feat "brew potion" and the skill craft: alchemy. I don't know about the skill "heal".

Is there a possibility to fabricate a drug that emulates such a thing as a "belt of giant strength"? Perhaps a few levels of a specialized alchemist?

Stats?

You have to consider Elric from two perspectives: Before he obtained Stormbringer and after he obtained Stormbringer.

The Elric before Stormbringer was sickly (also an albion even to his own race) and dependent on herbs and potions to stay alive. In this case, he most likely brewed potions of extended bears endurance to accommodate his low constitution.

Once he obtained Stormbringer, he did not need the potions as long as he reaped souls with Stormbringer. The aspect of his potion abilities take a backseat during this time.

Elric was also aided in his ability to summon gods with the Ring of Kings and he was talented in the mystic arts (though he allow that to wane while sitting on the throne in the beginning book). Magic worked differently in the stories than it does in the D&D/Pathfinder verse so it is debatably what he could do with magic.

In the stories he has donned full battle armor when need to fight a war or upcoming fierce battle. So he would be trained in medium or heavy armor. He favored using stormbringer two handed.

For stats you would give him a low constitution while giving him higher attributes in other areas like intelligence, wisdom, and maybe dexerity. I would give him moderate strength and despite being once the ruler of a kingdom, an average Charisma since he really was not an effective ruler of Kingdom (actually led to its downfall).

So base on that information you most likely have fighter and wizard with the Conjuration school. If you prefer the sorcerer route, then maybe arcane bloodline. As he progresses you can classes as needed in levels. An interesting addition would be to give him barbarian levels to simulate when he and stormbringer get "out of hand" and it would provide the boost to strength and constitution he would need in battle.