Tarvin Haddon, Agent of the Grim Harvestman


Round 3: Design a villain

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Jason Rice wrote:

...I like the angle of a worker sabotaging workplace safety. I've had a villain purposefully create a mine cave-in, but I didn't make it his shtick. I think what you've done takes it up a notch and makes this guy unique.

I completely buy the concept of using traps as the game mechanic for engineered accidents. This is thinking outside the box. They are not traps in the traditional sense (there won't be any fireballs or spinning saw blades), but rather sabotaged structures, dangerous spills, and other hazards that may or may not work as hoped (depending on if the victims make their reflex saves). I think it works.

+1


I like this guy. If I were DMing an adventure with him as my villain, I'd make some changes to him but overall I think he'd make for a fun session. So far, he's the first to get my vote.

RPG Superstar 2010 Top 32 aka Hydro

Yup, voting for this guy. This has a really cool place in the game, and as a DM I'm sure I'll end up running him or a knock-off of him in the future, but if you advance then future rounds will really require you to do some storytelling.

RPG Superstar 2011 Top 4 , Dedicated Voter Season 6, Star Voter Season 7 aka Jatori

This is just a quick message to let you know that I'll only be able get around to answering specific points later (after the work day).

Thanks to everybody for their comments, critiques and votes!

RPG Superstar 2011 Top 4 , Dedicated Voter Season 6, Star Voter Season 7 aka Jatori

Right, let's see if I can answer some of the bigger, or at least most common, critiques.

Why use expert (expert/rogue) and not the saboteur archetype?

The idea for Haddon (I added his first name just before submitting, so he's still Haddon to me) formed when I discovered the Grim Harvestman's entry in the Inner Sea World Guide. From there, I developed a concept and picked a portrait, before deciding on the mechanics. I actually considered the saboteur for quite some time, but, in the end, I felt that the ranger archetype didn't provide the skills I wanted for Haddon. Also, it just seemed harder to get the idea of using traps in combat across with the saboteur. The trapsmith provided opportunity to used both boxed traps (like those in Haddon's gear) and environmental sabotage (like rigged scaffolding and booby-trapped stairs). I think Standback said it best:

Quote:
And honestly, does this guy sound like a ranger to you?

I chose to multiclass with expert to give Haddon access to more class skills (and a bit of a will save) without having to chew up too many words. Cleric, for example, was rejected for requiring to many words. In retrospect, a straight rogue might have been better. I would have got the CR right with that and I would have been able to give Haddon minor and major magic (reducing his dependency on wands).

Combat and tactics?

One of the toughest parts of this submission was trying to get across his use of environment and terrain in combat. In a straight up melee, he wouldn't last more than a round or two - and that's what I intended. Mechanical traps also cost (according to the core book) 1000 gp x CR. There are, of course, many factors which can increase or reduce the cost of traps, but I wanted to play it safe with the gp spend. Maybe I could've squeezed in a +1 item somewhere.

CR?

Originally, I had Haddon pegged as CR 4 (though still wrong, according to Neil). However, when looking through the GMG, I came across several NPCs that made me reconsider my decision and push it to 5. I'm looking at you, hedge wizard, knight and merchant prince.


This guy sounds fun to play.

RPG Superstar 2011 Top 4 aka Scipion del Ferro

Jerall Toi wrote:

CR?

Originally, I had Haddon pegged as CR 4 (though still wrong, according to Neil). However, when looking through the GMG, I came across several NPCs that made me reconsider...

That section of the GMG does have some really weird CRs.

RPG Superstar 2011 Top 8 , Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8 aka John Benbo

Jerall Toi wrote:

Right, let's see if I can answer some of the bigger, or at least most common, critiques.

Why use expert (expert/rogue) and not the saboteur archetype?

The idea for Haddon (I added his first name just before submitting, so he's still Haddon to me) formed when I discovered the Grim Harvestman's entry in the Inner Sea World Guide. From there, I developed a concept and picked a portrait, before deciding on the mechanics. I actually considered the saboteur for quite some time, but, in the end, I felt that the ranger archetype didn't provide the skills I wanted for Haddon. Also, it just seemed harder to get the idea of using traps in combat across with the saboteur. The trapsmith provided opportunity to used both boxed traps (like those in Haddon's gear) and environmental sabotage (like rigged scaffolding and booby-trapped stairs). I think Standback said it best:

Since you mentioned saboteur, I'll jump in. Initially, I thought this could be a cool twist on the saboteur archetype. He could select favored enemy humans and gain some pluses here and there. But the rogue works. One of the APG rogue talents allows them to build a quick traps and such. The saboteur is meant to be a guy in the middle of an enemy encampment, breaking stuff and killing the enemy one by one. So, as much as I would have liked to see the saboteur used, I think rogue in this case was the way to go.

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