Harsk

cell0097's page

8 posts. No reviews. No lists. No wishlists.


RSS


It really sounds like this is a combination of a really bad GM and a group of "Kick the door open" style of players.

From you have told us, it really seems like this GM doesn't like having to think beyond a group of players that rush forward all the time. Example of this when you wanted to retreat or buy extra supplies. Also, why would a GM act like a tool if your character wanted to retreat or told the other players, (in game no less) to watch out, i'm firing my bow! I'm sure if you accidentally rolled a 1 and shot one of your party members the GM would have threatened to report you for initiating PVP.

I cant really offer any advice on the GM besides not playing with them, but I can offer some advice on the players.

In the current campaign I am playing now our group consists of myself a level 3 wizard, level 3 half orc barbarian, level 3 human ranger, and a level 3 human summoner.

We've played around four session and have been having a good time for the most part. The one thing that seems to happen the minute combat starts is our barbarian has literally run ahead of the group and charged the enemy at every encounter we've faced. it has often left him bloody and beaten after every fight and at some point I know its going to cost him his life.

In game I had my character drag him to the healer when we got back to town and told him we needed his full strength to continue and that healing was important.

After another encounter that left him with very low hit points, my character produced two potions which she bought. I then had her berate the orc on wasting my items (in game my character is kind of a b+++@ lol) and I told him that if he insisted on running ahead he better start buying his own potions.

Well, he did buy himself potions but he is still rushing ahead and getting flanked from all sides by enemies. I enjoy playing with him but there isn't much I can do if he insists on this course of action. If he gets himself killed than there really isn't much we can do.

I fully believe that a character can start out as a guy that rushes forward, but i don't think its realistic to have them keep doing it if it results in them being dropped to five or fewer hp every time. The character would learn to maybe not run forward. If the people you play with continue to do this and die, it will not only make the campaign harder for you, but the GM might also find himself without any players. It might just be the only way these guys learn to not try and zerg every encounter.


If you haven't already played it yet, I highly recommend the Rise of the Runelords campaign. It has tons of recurring NPC's that the players are highly encouraged to role play with, and a really good storyline. I ran it in 2012 for my group, and I am running it again for a group of two new players and three veterans.

Players had loads of fun and it is a blast to DM too. It takes players from level 1-like 16 so they can experience what all levels of play are like and feel proud about their characters too.


Hey all, looking for some advice here.

I am playing a Wizard who is looking to build into crafting golems. At level 5 she will have the Create Wondrous Items feat, Create magic Arms and Armor, and the Craft Construct feats but there isn't anything at all she can actually build at that level. Most of them require level 12 and by that time it wont really be effective. I have found some low level constructs but unfortunately there isnt anything written on how a player could craft them.

The construct I had in mind was this Automaton Hammerer from D&D 3.5 (Monster Manual 2)

Here is his stat page:

--------------------------------------------------------------------

Automaton, Hammerer (CR 4)
Medium Construct
Alignment: Always neutral
Initiative: +0
Languages: Cannot speak

AC: 21 (+11 natural), touch 10, flat-footed 21
Hit Dice: 3d10+20 (36 hp)
Fort +1, Ref +1, Will +0
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +9
Attack: Slam +10 melee
Full Attack: Slam +10 melee
Damage: Slam 2d8+10
Special Attacks/Actions:
Abilities: Str 25, Dex 11, Con -, Int -, Wis 9, Cha 4
Special Qualities: Construct traits, unreliable
Feats: -
Skills: -
Advancement: 6-8 HD (Medium-size); 9-15 HD (Large)
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or team (3-5)
Treasure: None
Source: Monster Manual II

Combat
Like golems, automatons are mindless but tenacious combatants. Since they are emotionless in combat, they are not easily provoked. Automatons don't use weapons, even if ordered to do so. Instead, they always strike with their limbs, which are formidable weapons in themselves.

An automaton follows the orders of its creator. The creature can be commanded directly by its creator if the latter is within 60 feet and both visible and audible to the automaton. If uncommanded, an automaton follows its last instruction to the best of its ability, though it returns any attacks directed at it. Typically, the creator gives an automaton a simple set of instructions (such as "Remain in this area and attack all creatures that enter," or "Attack all bipedal creatures you see," or "Ring a gong and attack," or the like) to govern its actions in his or her absence.

Hammerers are not built for fancy tactical maneuvers, but they are still fearsome opponents. On the battlefield, commanders simply point teams of these constructs at the enemy and let them go.

The powerful hammer-arm that gives the hammerer its name is a nasty piece of business - heavy, solid, and deadly. The pincer-arm is used mainly for lifting things. The construct can attack with only one arm at a time, and although it can slam with either arm, it favors the hammer-arm for all its attacks.

Construct Traits: An automaton is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot heal itself but can be healed through repair. It cannot be raised or resurrected. An automaton has dark-vision (60-foot range).

Unreliable (Ex): The shadow consciousness of an automaton is only quasi-real, like the consciousness of a creation such as a simulacrum. The creature is thus sometimes slow to react to the changing environment around it. At the beginning of each round in which an automaton attempts to act, roll 1d20. On a result of 11 or better, it acts normally; otherwise, it takes no action.

--------------------------------------------------------------------

I like this construct because he isnt really too powerful, and he has the drawback of having a 50% to not do anything in a round.

We were thinking about basing his creation on the 3.5 Effigy model, where the cost is 2000 gold per hit dice, but if you construct it yourself the price is reduced by half. My character would also have access to creating a golem or construct manual to bypass the spells needed to create it.

Any thoughts on this, does it seem OP to have this guy at level 5?

Thanks!


1 person marked this as a favorite.

I am in a campaign where I recently brought this up to our new DM. I asked if my Wizard could ask around in the mages guild if there were any people interested in sharing any first circle spells.

He took a minute to roll up a few dedicated NPC's and had a gnome illusionist want to share spells with me for a cost of 10-15 gold per spell. It ended up being a good contact for me and I often visit this guy whenever I learn a new spell etc.

One other occasion was a grizzled old wizard who agreed to let me a copy a few spells if I would do a few tasks for him. This also worked out well as many fun side quests happened as a result.

Best advice I can give is maybe talk to your DM about this idea and that way they can have an idea of what spellcasters are in the area and if they are willing to share spells.


Ameiko also mentions Thistletop when she is rescued, she says that Tsuto wanted her to join his group there. If the players cant figure it out, just have Ameiko tell them that Tsuto's base of operation was Thistletop.


Daw wrote:
In a pocket, no. It must be worn per the text, it just doesn't take up a slot, so it can be worn with your amulet of mega-juju, I personally would be ok with worn as a bracelet or whatever. "I mean, worn as a belt, isn't it the most perfect accent to my robes?"

Yeah, I meant that you could put it in your pocket and put it on when you are ready to use it. My character is in a place where any gaudy necklace would attract unwanted attention lol.


The item states that it does not take up a neck item slot when worn. You can wear it on your wrist, or just keep it in your pocket or bag and put it on when you want to use it as normal.

Here is the description:

This item appears to be a string or cluster of spherical beads, sometimes with the ends tied together to form a necklace.

(It does not count as an item worn around the neck for the purpose of determining which of a character's worn magic items is effective.) If a character holds it, however, all can see the strand as it really is—a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half).

Thank you for your answer, that was what we decided to do until it was clarified.


Hello all,

First post here and I have a rules question that I came across last night.

Here is the scenario,

I play a level 2 wizard. Our party came across some cultists in the ruins of an old city. We defeat them and find a chest with coins and a few items that detect as magic. I attempt to identify the items and fail, so I decide to bring them to the person who runs the magic shop and pay him for identification. Either way the item turned out to be a necklace of Fireballs type 4.

My question is, how does one properly use this magic item? Does it require a use magic device check, or since I know what it is, I can proceed to use the item as it is described in the players handbook.

I have looked online and haven't really found an answer.

Thank you for your help.