dragonfire8974's page

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i'm trying to decide on my backup because there is so much fun stuff out there that I want to try, so i'm looking at what other people like to play

i'm currently looking at an air elemental specialist mage with a dip into crossblooded sorc so i can blast (its a guilty pleasure of mine. I know its not optimal, but it is satisfying), but I play lots of mages. The fun part comes in the backstory because our GM doesn't much look at elemental specializations I get to be from a thought to be extinct order of mages, and I haven't played very chaotic good in a while. A teacher who goes with the winds and helps all he can just sounds like fun

what is out there that other people like that they'd wanna play?


Mind blank + greater invisibility. I don't use the combo, but my GM loves the idea, and he's the kind of guy who may have ninja assassins all come to my city and kill all the occupants unless i can easily deal with it


So i have been thinking since the last couple games I have been involved in i have rolled stupidly well on stats (18, 18 16, 16 15 10). My thoughts as running a game was to roll up several sets and give players a choice between 3 or 4 sets that I rolled, that way I can assure that no one gets screwed with low stats, and I can make sure they are all about even.

what's the thoughts about doing stats like that? too much like the GM has a hand in your character, or good idea to allow people to go with their concept without having to see what they're stats are


so i'm going to run high powered, high wealth campaign, but on the flip side, there are going to be more than one person who sunders/destroys/steals then destroys equipment. the first encounter will be in a united nations setting where the BBEG will be sending in one of his orc destroyer minions who is a super angry sundering barbarian 2 or 3 levels above the party (with a multiplier to Hit points if there are more than 5 of em, but it wont change if they recruit/save people to help them with the fight) with soldiers, with a necromancer backup with super amounts of undead.

the necromancer will be spending all day in the surrounding areas creating undead that end up not being under his control (because of sheer volume) and then coming in later to retrieve the barbarian after he has assassinated everyone in the compound. the players plenty of ways to stop either event from happening, but when they get into combat with the barbarian, his main form of attack is to sunder everything he sees.

would this cause problems for you if you were playing in the game? would this cause problems for your players? cause if it does, i need to stress that the increase levels of wealth is because the bad guys know that magic items are a big source of power. the barb is just going to rip things apart, not know what really is magical and what is not, but i can see this making some players angry depending on how successful i will be

the party starts at level 12, and i'm going to have the barbarian at level 15. the party will have a chance to gain some exp beforehand and if they do something really cool and unexpected, I may award them with a level


I'm sorry, but i can't seem to find it anywhere. How many range increments can a cannon attack at the touch AC? are the considered early firearms for that case? I can't seem to find confirmation


so i'm playing a high level game where we just got level 12. While i'm an Air specialist wizard, i'm having a hard time finding ways to force other flyers to the ground. most of the spells (river of wind, gust of wind or sirocco) allow a fortitude save or a DC15 fly check to remain at their current altitude. The only spell i can find is scouring winds which replicates a windstorm, but that's a 7th level spell

my question is "how can i force other fliers down to the ground?"

i wish to force them down for various reasons, fireball formation for the blaster, restricted maneuverability so the fighters can surround them, and most of all so that the other squishy in the party can stay safe.


so i will have 16 followers, 8 of which must be commoners, and due to rp and backstory i get 1 adept and 4 more commoners and i'm going to try to establish a self sufficient colony

my cohort is a summoner who's eidolon has human base and ability increase evolutions adding to int so both the summoner and the eidolon can be skill monkeys. these are non-combat characters.

my colony has gunsmiths and siege engineers for cannons and guns which should repel most raiders, and a lyre of building for creating walls and buildings

question - how to make the most effective 1st level commoners with common NPC array, and what else would round out my colony (i'm originally going with 6 experts and 2 adepts). one of my followers gets to be 2nd level. sadly adepts only get a familiar for 2nd level while experts get tons of skills especially being human

cohort is not completely set in stone but is 9th level

please note that if my colony does get raided and my cohort dies, he will become a combat cohort


I read someone's opinion saying that it can be used to do both craft and profession skills, does this mean it could be used to make weapons? armor? siege engines? no guns because those are crafted like magic items

of course the materials have to be on hand, but what does the collective think?


so I started a DND zombie apocalypse game, and there was a small rebellion beforehand so the zombies could spread in the midst of the chaos

the party of 4 level 10 pcs against a level 12 2handed fighter who had higher stats than most (2 30s this is at the end of item and racial and stat increases due to levels) in an attempt to allow him to deal enough damage to be a threat and absorb enough damage to stay around a couple rounds.

pcs have max HP, gain a stat point every even level, and have an avg of 14-15 in their base stat sets without racial or item modifiers

what got them killed is that i had two non-threatening golems that two damage dealers attacked, the scout engaged the group without the rest of the party, and the tank attempted to hold off the bbeg, but 3 crits later and he was gone.

so what i'm asking is
1) should i attempt to continue the game? this is a zombie apocalypse and this specific type of zombie in the city is intelligent, so the pcs can come back reasonably

2) should i have fudged the combat? i'm really sad that this probably killed a game I really was going to enjoy running, but the characters should've been able to beat the baddie if they had actually attacked him instead of going one at a time. horrible tactics and bad decisions lead to a TPK, and that makes me think it needs to stand, but that's certainly going to kill my game after the first session. I don't know what to do


so i'm thinking of running a zombie game for my group starting at 10th level, and i think i have some good ideas to make it challenging by adding weird modes of movement to the zombies like earth glide and fly speeds and climb speeds and super fast movement (i'm going to come up with a table to see what movement type, what speed, what intelligent and what power level the zombies are)

but i'm running short of ideas to make it interesting. the only abilities i can imagine is ones that don't die period and those that unleash fearsome elemental spirits when killed. then there's always the survivors, but i don't know how to make it interesting, does anyone have any fun ideas to make a zombie game interesting for higher level characters?

we're getting really tired of starting at level 2 or 3, ane i generally run short extremely high level and power dungeon crawls to satisfy cravings for high level gaming. this one i'm going for a real story, but short and with interesting zombies