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![]() Kudaku wrote:
There's Shifter's Rush for that, which is immensely helpful with the changes to Wild Shape now. ![]()
![]() Archmage Variel wrote:
So you rate it at red, while what is at most a +8 bonus on Perception (most of which are made before an encounter starts) a green rating, and a +8 on Swim checks and Acrobatics checks to jump (which are both invalidated easily by magic early on in an adventurer's career) a yellow? I'm still not seeing the logic. ![]()
![]() RealAlchemy wrote: Executing the boss is arguably warranted. As someone who plays a lot of paladins, the mutilation is something I would think is more likely to trigger a fall, and I'm seeing that part being glossed over in some of the replies here. Torture is usually considered to cross a hard line into "evil action." If he wants to make a harsh example, lop off a head and mount it prominantly on a stake. I can certainly understand the mutilation being a problem, and is the closest to stepping over the line. However, I believe I'm going to have to do the distinctly unpaladin thing here and be an Asmodean advocate, so to speak. As the person was already dead, mutilating them isn't really torture, as they can't feel anything at that point. And while I can see how dismembering a corpse would be considered bad, I would like to remind everyone that this is a world where undead exist, as does resurrection magic. A body that is in pieces is marginally harder to use both spells on, thus making it a potential point of convenience. If you're really worried about that being a problem, cast gentle repose on the body first, as this is the closest we get to burial rites. This even comes with the added benefit of stopping the body from coming back as some sort of undead, which is a superb bonus for treating your enemies bodies with a modicum of both respect and practicality. Lastly, you can't just put someone's head on a pike: You need that for speak with dead. Be reasonable and pike their heart instead. ![]()
![]() PrecariousMonk wrote:
Yes, you did say he was evil. Also, my description of ogres is not an assumption: At base in the bestiary, ogres are horrible, horrible monsters. If they don't have something smaller to target, they target each other. I understand your frustrations, but this isn't a falling offense. ![]()
![]() So, just to make sure I have a good understanding about this. You're angry that, when confronted with what you say is the first BBEG in your 2 year campaign, a man who is willing to have the inbred rapists known as ogres work under him and ensures the death of countless more people by supplying weapons to someone worse, the paladin decided to kill the bastard? And what's more, you're telling him he's going to fall for doing so? I can understand why your player is mad at you. I'd be mad too if I was told I was falling for that. I understand that what he's doing is short-sighted and stupid, but stupidity is not evil. ![]()
![]() Alright. I've got a list of potentially fun little things to throw in. - Colour Out of Space. If you want it smaller, just throw the Young template on it. Though do be warned that the Young template makes it quite a bit nastier. - Lead Golem. Golems in general, really. That way you can throw all the evocaion spells you want on top of them, and laugh as they don't melt under the force of your magical fury. - Trench Mist While technically too big, the flavor fits wonderfully with an evoker, and provides Juju zombie minions to help out as well. ![]()
![]() Alright! Caught up on my reading there. Now to get back into things, starting with Marzin's additional notes! Marzin, The Clockwork Harvest
Oddly, Marzin is one of the few older deities to be unaffected by the so-called Divine Madness, a trait he attributes to his staunch dedication to "good, honest work" and an adventure-free lifestyle. How accurate his interpretation actually is, none can say. What is clear is that Marzin and his priests present what is one of the most stable churches in Maniaron, who work tirelessly to ensure that both farms and trade remain as workable as possible in the face of growing madness. Marzin's herald is a unique Inevitable known as Counts-Every-Grain. Counts is surprisingly organic-looking for an Inevitable, and close examination reveals that it is actually made up of tightly packed soil, carefully cultivated vines, and various farm implements. While as disdainful of adventuring as his master, Counts-Every-Grain is nevertheless easily capable of saving entire communities from danger, whether that danger is marauding hordes threatening to ruin the season's crop, natural disasters disrupting trade routes, or harsh trade restrictions starving those who are simply trying to make a living. ![]()
![]() Well, off the top of my head, I can think of some very good reasons to not go all "PURGE THE F%&~ING CHURCH." First, there's the fact that Iomedae was Chelexian before she got her god-powers from the space rock. Even if Her Majestrix doesn't like the followers of Iomedae, the simple fact of the matter is that the Inheritor is a massively important part of Chelexian history, and one hell of a feather in the cap of the country's ego. If there's one thing Chelexians at large love, it's the fact that they're "better" than everyone else, and Iomedae being in the Ascended is incredible proof that there's more to that than idle boasting. Deciding to destroy that would be a polarizing decision, to say the least. Secondly, Good religions have this nasty habit of working to help each other out in the face of oppression. If you declare war on one, there's no telling just how many others will begin to rise up as well. Milani would be obvious, and it'd be easy to see Cayden suggesting his faithful stand by his fellow Ascended's followers as well. Add in Sarenrae, Erastil, Shelyn, various Empyreal Lords, and some good aligned followers of neutral dieties, and you've got a real mess on your hands real quickly. So, yeah. Trying to wipe out Iomedae's church in Cheliax would be a profoundly stupid move on Abrogail's part, which is why she isn't doing so. ![]()
![]() Squiggit wrote:
And we now know that the Thread Necromancy spell has verbal components for sure. I mean, verbal components do have to be loud, after all. ![]()
![]() You can't really include Bardic Performance with general lack of help from their class. In fact, Bardic Performance is really what cement the bard into being a combat capable class. Let me whip up a quick 6th level build for you in order to help build up your bardic knowledge. Barry the Human Bard:
Stats (15 point buy): Str 12, Dex 14, Con 12, Int 10, Wis 7, Cha 19 Feats: Weapon Finesse(1st), Arcane Strike(1st), Lingering Performance(3rd), Harmonic Spell(5th) So, without even touching any spells, you can easily net yourself a +2 to hit and +4 to damage, which lasts for 3 rounds if you expend one round of performance. If you use a spell, you get to maintain your performance for free. So, before taking magic weapons and buff spells into account, your rapier is going to be rocking a +8 to hit and 1d6+5 damage. This isn't anything too spectacular, I admit that much. But that puts you at hitting the average AC of a CR 6 monster on an 11+, which is pretty much 50/50 odds. When I have more time, I'll elaborate more on this, such as which spells can really seal the deal. ![]()
![]() Personally, I find Curse of the Crimson Throne to be a really solid and simple AP to run, though the fact that it's 3.5 does complicate things somewhat. Sadly, I don't have as much experience as I'd like with other AP's, and the ones I do know (Kingmaker and Carrion Crown) aren't quite as new-GM friendly. ![]()
![]() Woo, three day training for my NEMT job is finally complete! In the past three days, I have learned that I am still good at dealing with cranky old people, filling out paperwork, and not showing any outwards signs of stress. However, I have also learned that whoever did the street layout in the areas I have to work in was pretty bad at their job, and that GPS is virtually useless for getting to places in a timely manner if you're going the speed limit. ![]()
![]() Another game of Team Evil Kingmaker down today. One of my players returned with his brand new Necroccultist, who has already proven himself to be incredibly helpful. Sadly, one of my players will be going on vacation with his family for a few weeks, so it's the last session for a while. However, they have finally started the Varnhold Vanishing. Luckily enough, their first welcome into the Glenbon Uplands was the Random Encounter table throwing 6 Cyclopes at them. Now that was a hard won fight for a group consisting of nothing but casters, and it was only by the grace of the Necroccultist using his fast zombies to great effect that they managed to get through it. Kingmaker Plot stuff.: Of course, they weren't happy to go to Varnhold, because they had a Kingdom to run. They tried to send a patrol from their kingdom to look into it first, but between Glenbon's natural fauna and Nyrissa's Spriggan/Sangoi investigators, they were quickly massacred. So they somewhat reluctantly left the kingdom and went into Varnhold to investigate themselves, as their attempts to Scry on Varn and other notables have failed miserably due to the fact that their souls have been trapped. So they beat-feet to Varnhold on some horses, and started looking into things. They immediately concluded that the Nomen centaurs couldn't have possibly been behind the vanishing, mainly due to the fact that it was way too subtle, clean, and complete for a simple skirmish to be the cause. They found Pendrod's notes rather quickly, and also found Vordekai's familiar spying on them. The Occultist engaged by flying and shooting a ray of enfeeblement at it, then caught it before it hit the ground. It then promptly exploded in his face. That little exchange has everyone paranoid now, but at least they now know enough to go talk to the Nomen peaceably. Unfortunately for them, a little trek through bullette territory killed the Witch, so they had to take some time going back to their Kingdom to raise him, as their simultaneous outlawing of all good-aligned religions in their Kingdom and desecration of the temple of the stag sorta burned their bridges with religion in Restov. ![]()
![]() Welp, it's been a while since I've touched the Pantheon. So let's try this! Law/Chaos: 1d3 ⇒ 1 Lawful
Size: 1d20 ⇒ 20 Metropolis! Startin' off big here! Government: 1d12 ⇒ 12 Secret Syndicate Qualities: 6d24 ⇒ (24, 14, 10, 16, 13, 24) = 101 Strategic Location, Mythic Sanctum, Darkvision, Resource Surplus (Darkwood), Broad Minded
Region: 1d5 ⇒ 5 Central Dominant Race: 1d20 ⇒ 7 Human. Ebongrove
Well, the actual description of this will have to wait a while, as it's going to be long. ![]()
![]() Welp, there is only one good-aligned character in my Hell's Rebels group now, and it's mine. One player was able to return, but his other character had unfortunately died when he had to depart the group for a bit. So the replacement character is a NE/N Warlock Vigilante. Another character had to be replaced after the leader of the Red Jills one-shotted him with a max-damage crit from Scorching Ray, and he was replaced by a neutral dwarven hunter. And then there's the lawful neutral arcanist, who's a bit too comfortable with torture. So now, the only person with a real moral compass is the Kyton-spawn tiefling who breaks everything she touches (Wrecker curse and Apocalypse mystery), actively sees the worst ways a situation can turn out (Powerless Prophecy), and has an innate knowledge of what can hurt people the most (because Nidal expat). ... This is going to be an interesting ride, that much is certain. ![]()
![]() Woo! Another paladin thread! Time to take a shot! But in all seriousness, this doesn't seem very likely to work on a paladin. If he's looking into the faith, chances are he's going to get some divine warning signals (i.e. use detect evil) rather quickly. It's really quick and simple to use, so might as well spend a few seconds looking at your potential fellow devotees to see where they stand on the associates scale. ![]()
![]() I'm rather happy to live in the same town as my grandparents on most occasions, but today was not one of those times. My grandfather called me just as I was getting off work, and to make a long story short, I had to help carry/transport one of his dogs to be put down. I'm happy to help, but that's just a rough prospect period. ![]()
![]() MrCharisma wrote: Also just for curiosity's sake, how would people rate Evil Eye if the Cackle Hex didn't exist? A lot of people have been talking about how other hexes are better and you can cackle to keep them going, but Evil eye will likely last the entire combat without Cackle. So really we're comparing Misfortune+Cackle to Evil Eye alone (I understand Cackle DOES exist and is a good way to use your resources, I'm just curious to see if this would change people's ratings). Since no one else has addressed this yet, I'll go ahead and step up to the plate. Personally, I think that every type of witch suffers greatly without Cackle, as the class really seems to be built with Cackle in mind. That being said, without Cackle, Evil Eye is still an ability that's always going to work, though without the length of use that Cackle would cause. Meanwhile, Misfortune would still have its chance to do nothing, and a laughably (Hah!) short duration while doing so. So while Misfortune is a more potent debuff, its duration leaves much to be desired, and there's always the chance it does nothing. chuffster wrote: Evil Eye wastes a standard action for a very minor effect. So a debuff that is guaranteed to work regardless of your enemies saves is a waste? I mean, there's plenty of other math in the thread showing that Evil Eye is far from useless. Now, I admit that I -really- dislike it when my spells do absolutely nothing to contribute, as do most people I know. Hell, this is why a bunch of guides for casters are built around getting your casting stat as high as possible. So, in my mind, Evil Eye is just a permanent way to contribute to a fight regardless of most circumstances (barring undead and constructs, which are pretty good at nerfing most of a witch's best tricks anyways). Evil Eye isn't flashy or even a fight ender. But it is a reliable enabler, and that's golden in my book. ![]()
![]() Tacticslion wrote:
Man, I'm so glad that I'm playing this character! Even more so than I was in the first place! ![]()
![]() Welp, I'm actually having trouble coming up with a name for my Vigilante for Hell's Rebels. More specifically, I'm having trouble coming up with his vigilante identity name. And so, I turn to you guys, because I'm sure to get something usable. For the record, Mr. Vigilante is a painter by trade, has the stalker specialization, and currently is built using Enforcer/Dazzling Display to set off Twisting Fear. Also nonlethals with a greatsword thanks to Mock Gladiator. ![]()
![]() Finally got my official start date for my school's nursing program in the mail! While it's not the early June they initially said it would be arriving on, I am still quite happy that it's still managed to get here. The downside? I have to wait until Spring of 2018 to take my first nursing classes. The upside? I'm getting into one of the top 10 or so nursing programs in the country, so I can wait. ![]()
![]() I think I've got a little something to present to them.... Tale of Briar: Once, there was a maiden, as lovely and as radiant as the sun and stars. One day, she attracted the attention of a powerful lord, and the two eventually fell in love. He showered her in gifts, and she eventually began to consider herself a noble herself. She soon began to boast of her connection to her love, of her new gifts. She decried other lords and ladies of the realm, calling them shabby pretenders unworthy of any respect. After all, none were as fair as her, as talented, as powerful.
But unfortunately for her, gifts and dalliances do not make one a noble, and only a fool would dare to mock those above their station. The other nobles bristled at her insolence and insults, and sent one of their champions to deal with her. The champion and the maiden fought, the battle taking its toll on the foolish girl who had thought herself superior. She managed to escape, exhausted from her efforts. It was then that three other nobles surrounded her, and bestowed their judgement upon the upstart. The first decided since she loved her power so much, it would be allowed to remain. However, what she wouldn't have was her capacity to enjoy it, or anything else. Reaching into her spirit, she ripped out her love and joy. The second took the maiden's love, and forged into a weapon and a promise. One day, the maiden would find her love in the hands of another, and on that day, her love would finally be returned to her. However, it would not rejoin her, but instead slay her. The third then took the weapon, and cast it beyond the reach of the maiden, thus sealing her fate. With their punishment complete, the nobles left the maiden alone with her power, and the weapon in another realm. And so the weapon remained beyond the maiden's grasp, waiting for the day that it would fulfill its destiny and return to the maiden as promised. ![]()
![]() Let me put it this way for you. Let's say you've gotten four hexes: Evil Eye, Misfortune, Cackle, and Slumber. Here's how a typical combat for you can go now. Round 1: Evil Eye someone's saving throws. If they fail, it's a long duration debuff. If they pass, they still have the debuff, meaning it doesn't actually matter how high their saves are. This is an excellent debuff that enables both your spells and everyone else's in the party to work better. Round 2: If they passed the save against Evil Eye, Cackle to maintain it for another round with a move action. Either way, use Misfortune on them, which they are less likely to pass due to Evil Eye's influence. Round 3: Cackle if necessary. Hit the incredibly debuffed opponent with Slumber if they're still standing. Yes, this does take 3 turns to set up. But after personally dealing with more than a few witches in my games, I can tell you that few things survive this cocktail of debuffs. ![]()
![]() The Doomkitten wrote:
If someone's head isn't on a pike, I'm going to be incredibly disappointed in everyone involved. But on a more sincere note, that really sucks. Here's to hoping the rest of the game is better after all of this, so that at least it's all worth something! ![]()
![]() captain yesterday wrote:
... This is smurfing terrifying.
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