Hound of Tindalos

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I am in the middle of a long term campaign. During the course of this campaign I would like to award, well, call them supplemental archetypes to my players as the accomplish great deeds within my world. These archetypes are used as storyline boons for the players and are intended to give them addition, unique abilities that separates them from others of the same class. I have used this system for my players before and it was well received. However, I have run into situations where an archetype or template that I created ended up not being as useful for a specific class or play style as I had thought during its creation. Because of this I thought I would ask for help here on the forums to develop several of these supplemental archetypes that can be easily applied to any class.

The criteria I am looking for is this:
1) The archetypes should be between 3 and 5 lvls in progression.

2) The archetypes should be designed to be useful for high lvl characters (lvls 15 - 25)

3) The archetypes should not be evil as none of my players are evil aligned

4) The archetype must be useable by any class and play style (although it can favor certain classes or styles)

Any help would be greatly appreciated even if it is just a thought or suggestion. Thanks everyone!


this should be a relatively quick fix but I'm having some interpretation issues with the adopted trait. Players in my campaigns are starting with two traits each, neither of which can be from the same set of traits (i.e. cannot take 2 social traits). The problem i am running into is a dispute between 2 players. The first says that the adopted trait simply allows you to select an additional trait from the race trait list of a race other than your own. the second player is crying foul because taken like this it allows for someone to start with 3 traits (1st, adopted, and whatever race trait). while the adopted trait serves no other purpose than to allow access to the race trait the second player insists that it is there to allow the access not an additional trait beyond 2 and characters starting with adopted should only have the adopted trait and the race trait they choose to select.

so here is the core of my question. should the adopted trait allow for the possibility of 3 starting traits? or should the race trait selected and the adopted trait count independently and thus restrict anyone taking the adopted trait to only having one trait that provides a benefit to their character outside of back story elements?


I am having a bit of trouble figuring out how to handle one of my players. He has already expressed to me that his character is, at heart, a coward and has shown this twice now when he used allies as scapegoats or else was prepared to leave them behind. Other players in the party are beginning to feel frustrated because they can't rely on him. I plan to have a discussion with him soon to establish if this disposition is one he plans to change as his character and the rest of the party travel together (it is rather early, only a 5th level group), or if this will be his characters default personality throughout the campaign. What I would like is some advice on how to handle a cowardly PC so that the rest of the party can still enjoy game play without worrying about this player as a liability. If I have to I can simply tell him he needs to change his characters personality a bit but I loath dictating how a player can and can't play their character and so view it as a last resort.


Hey all, i haven't played many caster classes so i am only semi versed in their abilities and quirks. That being said it looks as though most damage focused spells on the wizard/sorcerer spell list appear to be of elemental energy types with a few exceptions. Our DM has informed us that the campaign we will be playing in will be an outsider focused campaign. Most outsiders i have looked at, especially at higher CRs tend to be immune to at least 1 if not 2 elemental energy types as well as resistant to 1 or more energy types in addition. With that in mind, can anyone help me figure out how to be an effective DPS caster at higher levels and not get left behind in terms of damage by every front-line class with any means of overcoming damage reduction?


Hey all, i haven't played many caster classes so i am only semi versed in their abilities and quirks. That being said it looks as though most damage focused spells on the wizard/sorcerer spell list appear to be of elemental energy types with a few exceptions. Our DM has informed us that the campaign we will be playing in will be an outsider focused campaign. Most outsiders i have looked at, especially at higher CRs tend to be immune to at least 1 if not 2 elemental energy types as well as resistant to 1 or more energy types in addition. With that in mind, can anyone help me figure out how to be an effective DPS caster at higher levels and not get left behind in terms of damage by every front-line class with any means of overcoming damage reduction?


I'm just starting a third campaign for a group of players I've been DMing for for several years. In the last campaign i ran we stumbled across a rather annoying problem in regards to the grapple rule. I was consistently having a barbarian player grapple foes who were several size categories larger than she was. I talked with my players and we all decided that a medium creature immobilizing a gargantuan creature was a bit ridiculous. The trouble now is my group cant come to a consensus as to how many size categories above the players they can grapple effectively.

Also just to avoid confusion, anyone grappled by a larger foe can still make the normal CMB checks to gain control of the grapple, we're simply looking for an agreed upon size in which "gain control" is equivalent to "drop as free action".


I have a player who has an Inquisitor character. He wants to be able to use he mount as an ally so that he can make use of his teamwork feats so long as he is adjacent to or riding his mount. I am having problems with the wording of the solo tactics ability since I am unsure if a mount with animal level intelligence could be considered an "ally". in addition I had thought that solo tactics only applied to allies who were capable of taking teamwork feats, which to my knowledge animals cannot. I'm inclined to limit the solo tactics to other PCs or friendly NPCs but I'd like a few other perspectives before making the call.


I have a character who is interested in playing a human dragon disciple. the concern i have is that the dragon disciple gains a permanent +2 to his strength, constitution, and intelligence stats as the character progresses. the question i have is whether these stats replace normal character stat increases at every fourth level. if not the dragon disciple would gain 13 stat points by level 20. but if normal stats increases were replaced, then the character would still gain double what any other character would but the dragon disciple would not get to pick where the new stat increases go.


ok so my players just killed an antagonist in my story who hated them enough to come back as a revenant. the bestiary 2 does not cover creation of a revenant that i saw. should i just apply the ghost template to the character sheet and simply substitute the ghost abilities for the revenants? any help would be appreciated.


Due to unfortunate circumstances one of my player had to move to another state and consequently dropped out of the game. my players need a new addition in order to get their party back up to its previous numbers. The problem im running into is that the characters are about to break level 10 and nearly half the story has gone by. I have several people lined up who would like to play but i am unsure how to smoothly incorporate them. all the potential players have little or no RP experience and would need to be helped along at first. im worried that their inexperience will heavily hamper game play. i am also having trouble finding a way to suddenly have a 10th level character come out of the wood works and join the party without jarring the story over much.

Any help or advise would be appreciated, thanks.


Alright so one of my players has taken the superstitious barbarian subclass and chosen to be superstitious of all magic. This means she is beginning to fall behind the rest of the party in terms of power scale. While the rest of the party is gaining magical loot from encounters that boost their stats and damage she is not. I've been able to give her some magic items in the guise of the item being constructed from a creature that had an ability. But I'm starting to run out of ideas for her that are appropriate level. Anyone have any suggestions or dealt with a similar problem?


Ok so my problem is that one of my players is going for a hell hound as his cohort. I'm fine with it and I've gone over the leveling processes and how to level the hound. the only hitch I'm running into is its breath weapon special ability. At the level he will acquire it at the hound will only be dealing 2d6, but at 8th level when its a CR9 (hell hound Nessian) its supposed to be doing 10d6 every 1-4 rounds. I have a party of 5 already and i feel that if they get something with that much fire power they are going to tear through enemies far to quickly. Any ideas on how to deal with this problem without crippling the hell hound?