Forthepie wrote:
*remembers hitchhikers guide to the galaxy* Yes, but sometimes even evil has to do paper work. And if Cheliax really is as regimented as they say they must have a TON of paperwork just to steal a purse.
Cecil Gershwin Palmer wrote:
*flashes card and a toothy grin* Never leave home without it.
Cecil Gershwin Palmer wrote:
Will you be checking were the flesh comes from? The fact that I am a necromancer should in no way affect your answer.
Zombie Ninja wrote: Honestly I can't wait until we start overreacting, screaming over post, accusing people of power-gaming, label things as broken/useless, and of course the "this should not exist" complainers. Yes the next few months are going to just grand, good times...good times. A few months? Wow you are generous. I expect complaining ... sometime tomorrow. If not tonight. Someone will miss-read or miss-interpret something and will start flaming all over the boards.
Thank Dog wrote: MAC address? So the two computers have to be on the same network? That kinda defeats the point I'd want a second license for as I'd want one for the desktop and another for the laptop. The MAC address is part of the machine, not part of the network. So if you take the machine to another network you can still use it.
I had this happen just recently I asked about Master of Pentacles they said its not that great why would I want it? I told them that instead of that I went with Lost Nobility. Then that really confused them with one person saying that it only good for hellknights and you would be getting a trait for JUST one type of character. I told them that I got it mainly for the roleplay aspect. Since he was born and raised Cheliax and has a thing for all thing undead and necromantic. I thought that would be a reason he is big into that, he is trying to bring back the family name by bringing back the family itself. Now that the family is undead they wont suffer from the "weaknesses of the flesh" and could rule all of Cheliax forever. I didnt hear anything else about it so either they loved the idea or didnt want to get further involved with a crazy person. lol
Gator the Unread wrote:
wow that is quite a story. And I like how you used alot of what I put out there. Unfortunately, that is not the direction I wanted to go. But if you get it working let me know I would like to play that adventure. :) (I promise not to spoil it for the rest of the party. lol)
DM Bloodgargler wrote:
Well our group doesnt do campaign type adventures with any game system. The way we do things is one person comes up with the adventure and the characters and on game day the GM would pass out character sheets and we decide who plays who and how we will play them. All of us have full time jobs and are married with kids so we dont really have time to be making our own characters. Plus, we play alot of different games so we dont really want to spend to much time with character creation. The reason I used lvl 14 characters was so we could have lots of actions and spells that we can use. Plus, I did want them to go up against a dragon. You know the stereotypical adventure, heroes fighting dragons.
These are great ideas. Thanks alot everyone. This is the first time doing the GM thing so I was stuck at certain parts for months. What I am hoping for is the thought of "man this is easy. We will get this done in no time at all." at the beginning. "wow things are starting to get tough." in the middle. Then "If I survive I will be happy." at the end. Those have been the best adventures I have been on.
Detect Magic wrote: A simple solution is that he (the mindflayer necromancer) hasn't collected enough materials to cast the spell he intends to. He's manipulating the bugbears into doing his grunt work for him, so they're the ones off gathering supplies (perhaps in the form of living sacrifices; hence, the raid on town that I suggested above). Sorry I didnt see the top part. (still morning, drinking coffee) But that is a great idea. I never thought about using the bugbears. I just figured the necro would see them as a nuisance. But using them as a resource is much better and actually give the story some flow. Thanks alot! :)
Detect Magic wrote: My biggest question, at a glance, is regarding the theme (or lack thereof). What exactly is going on and why are all these creatures living in such close proximity? From a player's perspective, there doesn't seem to be a whole lot of consistency. Is there some kind of ecology going on here? If you are wondering why there are so many monsters in one place, the idea is the mindflayer is a type of necromancer and has been for awhile. Normally, no one would pay much attention to what he does. But when rumors start that he might be creating a dracolich then people start to get worried. Which brings me to another sticky point. How far can this place be? It cant be on the other side of the world, otherwise by the time the heroes find out and arrive the necromancer would have finished his work, right?
The map I am working with has two paths, which I am calling easy and hard. "Easy" path bypasses most of this but you have to be very lucky and/or very patience. (Which some of the players are not.) "Hard" path is filled with traps that IF triggered starts battles. If the party isnt curious or is lucky it is possible to take "hard" path and only get into two fights. Anyways thanks for the advice. :)
After reading a few other threads it would seem my question was rather vague. So here is a bit more detail. There will be 4 level 14 PC's. They will start in a tavern inside a castle/village. They will be told of the adventure from a "strange person" that will either already be at the tavern or just entered the tavern. If they stay the night in the tavern they get attacked by “thugs” if not. They get attacked on arrival of next tavern. On the way to the tavern wolves follow them but don’t attack unless they attack first. That is all I have for that. The final battle they will enter a cave that has a tribe of bugbears inside. Upon further inspection of the cave they will find the entrance to the castle/lair. There are two layers the first layer they will find; a Beholder in stasis (non-combat) just to scare the party a bit, a Deathknight, a Dread Guardian, a Fire elemental, a TombStone golem that will awaken and needs the “password” to be put back to sleep or it will attack, Vsolt the Yuan-ti Death Master and two orges in the laboratory room, a Chimera, and a Grell. Granted they wont HAVE to face everything but is they have bad luck or make bad decisions they will. On the second layer they will find giant spiders and the simi-boss, a mind flayer. He is trying to raise a dracolich. As far as the heroes know all they have to do is defeat the mind flayer. What they dont know is if they DO defeat him they then have to fight a black dragon. (He is rather pissed of being enslaved). If they DONT defeat him they have to fight the dracolich. So how do I get the players from the tavern to the cave? Do I send them straight there or put more obstacles for them to over come?
Mistwalker wrote:
Awesome! That is EXACTLY what I wanted to do. Thanks alot everyone.
So if I understand it correct: Your first game you can have a character, your second, third and forth games you can have a different character each time. But your fifth time playing you have to play the same character you played the forth time. And from then on you can ONLY play that one character until it dies. Is that about right?
Set wrote:
Actually Cayden Cailean was my first choice. I liked his history and he likes a good beer. But besides a good strong beer my character loves a good fight. That was why I really liked Gorum but he doesnt know how to sit down and relax. If he would just learn how to have a good STRONG beer and relax, he could be my god anytime. :) But I will think about Trudd a bit more. Thanks.
ShadowcatX wrote:
So I could be the black sheep of the church. "Yeah, he is one of mine, unfortunately." lol
I am making a male Dwarf fighter but I am not sure which God to get for him. I know Fighters dont have use for gods but I feel it fills out the character more. I have brought it down to two: Gorum or Torag. I would like to get Torag but my guy is Chaotic Good, not sure a Lawful Good God would like that. Then there is Gorum which also work with my guy and with the god being Chaotic Neutral, I dont think he would mind a Chaotic Good worshiper. So what does everyone else think? FYI: I really became interested in Pathfinder at GenCon in Indianapolis and played my first game at Anime Fest in Dallas. I have played role playing games, just not Pathfinder.
About Mal DorrenMale NG Human Warlord
Abilities and Stats:
STR: 18 / DEX: 14 / CON: 14 INT: 12 / WIS: 10 / CHA: 13 HP: 12 Initiative: +1 Move Rate: 40 ft AC: 15 (Touch: 11 , Flat Footed: 14) BAB: +1 CMB: +4 CMD: 15 Fort Save: +4 Reflex Save: +2 Will Save: +0 Conditional Modifiers: +2 vs Disease & Poison Combat:
Melee Brass Knuckles +5 1d3+3, x2 Longsword +5 1d8+3, 19-20 x2 Warhammer +5 1d8+3, x3 Ranged
Skills:
Acrobatics: +6 (+4) Climb: +8 (+6) Intimidate: +5 Perception: +4 Swim: +8 (+6) Languages: Common
Character Traits:
Fortified Drinker: Whenever you imbibe any alcoholic beverage, you gain a +2 trait bonus on saves against mind-affecting effects for 1 hour. Hagfish Hopeful: +2 fortitude saves vs disease & poison. Bloodrager Abilities:
Bloodrage: (7 rounds) +4 Str/Con, +2 Will, -2 AC Fast Movement: +10 base speed. Arcane Bloodline:
Disruptive Bloodrage: At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat. Feats:
Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued. Drunken Brawler: When you drink a tankard of ale or strong alcohol, you take a –2 penalty on Reflex saving throws, but gain a number of temporary hit points equal to your character level, and gain a +2 alchemical bonus on Fortitude and Will saving throws. These bonuses last 1 hour or until the temporary hit points gained by this effect are lost, whichever occurs first. Regardless, the penalty lasts for a full hour.
Gear and Property:
1 weeks rent at the inn: 14 gp Weapons: Brass Knuckles 1gp, Warhammer 12gp, Longsword 15gp, Throwing Axe x2 16gp Armor: Chain Shirt 100gp Misc: Mead 2 gallon 4gp, Alchemist's Kindness x4 4gp, Bloodrager's Kit Drinking Horn 1gp Cash on Hand: 4gp Background:
The disowned scion of a wealthy Chelaxian family of wizards, Mal had little interest in the disciplined work required to learn proper wizardry. He ran off to Varisia to find his own fame and fortune, lured by the mystique of frontier living. However, fame and fortune has mostly eluded him, mainly due to the fact that he would rather hang out at the Hagfish tavern than actually do any work. |
