While the idea of a Pool its good, i think that most of the abilities granted are a pretty powerful and in the end the points are pretty useless since you can select "Permanent" enhacements. IMO i would drop the Armor bonus, add the double strike / double oportunity and focus on another ability to make up for the loss. (Maybe converting the AC bonus to CMD and/or CMB in XYZ manuvers) As i said before, as it is its pretty powerful for a lvl 6 Prestige, and the pool its kinda useless.
Cydeth wrote:
Aerial combat and stuff! Funny Death:I was GMing, it was a long campaing and the players were facing the captaion of the BBEG forces, in a floating island. In order to dimish the power of the captaing they went to engage his dragon mount first. The wizard casted fly on the party, in order to avoid a sure fall or a bullrush. (My dragons were famous for bullrushing PCs into lava and such)
Sadly, the wizard didnt prepared Feather fall, so the dwarf became a bright red spot on the landscape.
Gluttony wrote:
Same here, w/o the half fiendish, but add a Goblin Clr 3 for buffs and heals.
+1 regarding Burning Wheel as a better System for that setting. Otherwise, i think that you should ban most of the Spellcasting classes, until the Magic is back into the world. In order to keep my comment spoiler free, i would state that its a Low magic setting while the dragons are dead. As its said in the books, "magic died with the dragons"
48.An Archeological Dig finds a huge crystal with someone trapped inside (I´ve used amethyst). After some probbing a few mages manage to crack the crystal open to find a dead, long lost hero. This hero suposedly defeated a great evil long time ago, however evidence suggests that he lost the battle and was trapped into the crystal... This Evil, is now a (God/King/etc) (Orignially i was thinking leaving the hero alive, and in shock, when faced with the facts.)
Ice Titan wrote:
This! I always felt that 4e was a lousy MMORPG port to tabletop RPGs. Edition Wars aside, He´s just being a teenager. As someone said before, hopefuly he will grown out of it.
Also, just for the 2nd ED. Fluff. In the Spelljammer series, the accessory Practical Planetology suggests the tarrasques originate from the planet Falx. Several hundred tarrasques live there in a docile state, where they are silicavores (rock eaters); upon removal from their homeworld their temperament changes to the violent, rapacious one better known elsewhere in the Dungeons & Dragons universe. Also, I believe that here you can find a few tarrasques with class levels. - Sick -
Lobolusk wrote: I am not a very spell slinger oriented dm also. I may need some help with this, i am thinking of making him a 14th level wizard necromancer. any suggestions for spells and what to throw at a party of adventures that have been gaming for a real long time? besides fireball lol Also, Strahd is an Ancient Vampire. Checking the table for a Vampire of that Age. (400-499 years old) he has the following modifications Str Dex Int Wis Cha Speed Dmg red F. heal Turn Res Ac CRAncient +8 +8 +4 +6 +6 +20 25/+2 6 +6 +7 +3 The +2 translates into Silver, right? Also he has several powers based on his age. There was a book of Ravenloft for 3rd edition, that stated Strahd, was (something) of the Mists. I´ll see if i find it on my bookshelf and upload the data for you. But he was at least CR15 Ftr2/Wiz11 At least. I also remember that he waa specialized in a school other than necromancy. He was an overwhelming foe for anyone native from ravenloft. Also Ravenloft is a low magic setting, i do remember that his most powerful item (Other than artifacts) was a +3 longsword.
I have some experience managing big groups. it´s true that for more than 6 players, its hard to keep the pace (combat, im looking at you!!!) however, my bests experiences came, when a friend wanted to stand up and GM too. What we did, was awesome, we split the table in two parties of five players each, and each party started in a different city, (This was done in the Realms, for those who know a bit of the setting, Arabel and Daggerford) we crafted a story where both parties needed to work togheter in order to preserve their realms/kingdoms. A few political assasinations later, both parties were cooperating between themselves to find clues, often sending emisaries to the other table with clues and information to strength the bonds. By the end of the campaing they mounted a coordianted assault between their forces (and kingdoms) while one party assaulted the walls, the other sneaked inside the castle via a secret passage, in order to open the gates. It was really amazing, seeing such cooperation and roleplay. a few tips:
Ice Titan wrote:
aye, Aye, thats why you should ask for arcane - and obscure - material components. Like "mandrake root, touched by full moon´s first light". Or therwise, ban the access to spells. Maybe rework some of the spells, or even lower the duration to 10min/lvl.- Its not that hard, and ravelonft its a wonderful setting.
Aazen wrote:
Oh yes, totally. I was going just for the fluff.
Yes, keep in mind, that any creature with an Aura, and specially paladins ping asap in the Darklords radar as soon as they enter her domain. I think that inquisitors, would make an excelent addition to any Ravenloft games. However, keep in mind a few things. Spellcasters ARE rare, an inquisitor should be a rare finding, also keep in mind that divinations works diff. in ravenloft. The evil/good axis works as law/chaos. So, keep an eye on those abilities. IMO i think that just for the fluff of the setting, inquisitors should be either stripped of their spellcasting and domain, or have it reworked as arcane (Same spell list, arcane source) depends on wicked and evil you are!
On the other hand, a Vistani Witch...
Tim4488 wrote:
KaeYoss wrote:
Yes, but think about the paladin being too weak to move around in his shinning fullplate - its like a metal turtle!!!- Maybe you can teach him the meaning of fear, when you kill him with his own weapon.- Of course, following this path, its like free falling into the darkside xD
The tactic, was a solid one, i dont see any way that the paladin has offended his deity or failed to adhere to his code. He should, at least, talk with the sorcerer about the fireball.
But, as a GM, you can be as picky as you want with it.
Well, tethyr could be a choice, but you´ll need to wipe a few epic chars keeping a eye on them, same goes with Cormyr. I just dont think that it would fit easily. For me, the idea of a rising Nar/cheliax under a proper guidance and unchecked is far more plausible than the corruption of one of the greatest realms (or empire- if you take 4th edition in account) of the realms, as is Cormyr. Tethyr on the other hand, Its current ruler, is Elminster´s former apprentice, so get yourself a few demons and you´ll have Harpes, and at least 3 of the seven sisters meddling around the issue.- Oh, and dont forget that elminster helped to raise Cormyr too, so he will be sticking his pointy nose over there too.-
Thats a solid artifact in my book. Not world shaking - but a good one. Ill go for spell storing too, seems to fit the "fluff" and also is a solid choice for a gyth/EK/Slash n cast character type.. Keep in mind that Distance/returning and throwing are specific to the weapon of choice, even if the rules allow it, sword are not meant for Throwing xD (Maybe you can "pre-select" a few forms for the weapon to take) just my 2 cp.-
Sounds fun, yet i dont see the tank part, seems to be more a support/dps class. In order to be a tank, i think that he should get a better defense/armor class/abilities. however, your idea, gave me another What do you think about changing the staff to magic/elemental bolts -a la warlock - and make him a ranged dps/buffer? (Maybe im playing too much DA2 - with my mage)
Hiring henchmen often carries moral implication, its not the same "hire henchmens" than get yourselves a few fire prot potions... I never let them treat henchmens as simple cannon fodder, unless of course they are wicked and evil... xD Also, why the focus on henchmens, if you wanted to "show" them the power of your BBEG, you may have him lash out a goon that failed him.-
I never saw an issue with this ability, actually if you think it for a sec. how can you produce a burst of "positive energy" that harms undead, but do not heals or think it backwards, how can you produce a burst of positive energy that heals but do not harm undead. I mean, it was just changed ´cause of the "cleric hate" that came back from 3.5 not really because it is game breaking.- Sure, you can drop it at lvl 10 or 11 if you think that fits your game, its your cal after all. For me any1 that get channel does harm/heal from the same lvl that they get the ability.-
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