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91
Min/Max It! / Re: Spirit Shaman
« Last post by X-Codes on October 30, 2011, 01:16:57 AM »
The notable ones are Summon Elementite Swarm as a 4th-level spell, and Summon Greater Elemental as a 6th-level spell, both of which are bolstered by Rashemi Elemental Summoning.  Binding Winds, a 2nd-level spell, has potential as a useful spell.

EDIT: Given my strong Summon Nature's Ally spells up to this point, I think I'll hold off on using Summon Greater Elemental.  Summon Elementite Swarm, however, is a nice upgrade to Summon Swarm and will be used pretty much regardless of whether or not I can concentrate on it. :p

The build will be...

Race: Human (Rashemi)
Flaw: Murky-Eyed
Trait: Uncivilized
Abilities: Str 14, Dex 15, Con 16, Int 15, Wis 17, Cha 20

Levels: Spirit Shaman 5/Divine Oracle 1/Runecaster 1
Feats: Spell Focus (Conjuration), Augment Summoning, Greenbound Summoning, Spontaneous Summoner, Knowledge Devotion, Inscribe Rune

Items: Frog God's Fane Benefit, Belt of Hidden Pouches, +1 Buckler, +1 Chain Shirt, Lesser Crystal of Arrow Deflection, Periapt of Wisdom +2, Wand of Lesser Vigor, Anklet of Translocation, Masterwork Calligraphy Kit, 885 gp of runes

As for what runes I will have use of, that I need help with.  Obviously, I have full access to all Druid spells and the Oracle domain, so I can justify having runes from those spell lists.
92
Min/Max It! / Re: Astral Construct vs Fighter
« Last post by Lycanthromancer on October 30, 2011, 01:12:18 AM »
I'm going to assume that only effects that last 24 hours or more are in effect, which basically means that only Midnight Augmentation has actually been activated. I have a few options for 9-hour powers, but I don't really need them.

Okay, 42 point buy, two flaws (really doesn't matter which ones, as they won't affect anything either way -- Noncombatant and Vulnerable?), no traits.

Human shaper 5/constructor 5 (used Favored Contact from Cityscape, then retrained it away once I got into constructor and had enough skill ranks to sustain it).

90 pp
85.5 average hp

Str - 8
Dex - 8
Con - 18 (+2 item) = 20
Int - 16 (+2 item) = 20
Wis - 16 (+2 item) 18
Cha - 14

FEATS:
Flaw 1 - Psicrystal Affinity (Single-Minded)
Flaw 1 - Linked Power
Racial - Overchannel
HD 1 - Midnight Augmentation
Psion 1 - Boost Construct
HD 3 - Psicrystal Containment
Psion 5 - Metamorphic Transfer
HD 6 - Psionic Meditation
HD 9 - Expanded Knowledge (Metamorphosis)
Constructor 9 - Boost Construct (2)

PSICRYSTAL FEATS
HD 1 - Hidden Talent (Precognition, Seer 1)
HD 3 - Twin Power
HD 6 - Practiced Manifester
HD 9 - Protection Devotion

Items:
[spoiler]Torc of power preservation (MIC, 4,000 gp)
Bead of karma (DMG, 20,000 gp)
+10 skill shard (UMD, XPH, 1,000 gp)
Synaptic Mask (Hyperconscious, 3,000 gp, not relevant to this game, but an awesome item anyway)
Lesser rod of Extend (DMG 3,000 gp, totally not necessary, but still nice)
+2 Con item (4,000 gp)
+2 Int item (4,000 gp)
+2 Wis item (4,000 gp)

TOTAL SPENT: 43,000 gp[/spoiler]

RELEVANT POWERS
[spoiler]1. Astral Construct
1. Ecto Protection
1. Psionic Minor Creation
1. Vigor
1. Synchronicity
1. Hammer
1 Seer. Precognition (Hidden Talent)
2. Share Pain
4. Dimension Door, Psionic[/spoiler]

SKILLS:
Full ranks in:
UMD (Cross-Class, 6 ranks), Concentration, Craft (Poisons), Psi

Tactics:
[spoiler]Earlier that day, adds 1 point of essentia to Midnight Augmentation (Astral Construct) to lower the augmentation cost by 1 (-1 total, not -1 per augment cycle). Ensure I have both psionic focuses active.

Buff rounds:
[spoiler]FIRST
--Standard action: Overchanneled (by +1, -1d8 damage) Feat Leech (on psicrystal, which forgoes its saving throws) to gain Hidden Talent, Twin Power, and Practiced Manifester, which is Linked to Metamorphosis (choker) for next round. Cost: One focus, 10 pp, and -1d8 damage (average 4.5).
--Move action: Regain focus
--Swift action: Hammer Linked with Psionic Minor Creation to create a Huge-sized Guisarme on the ground in front of me. Cost: 2 pp and one focus

SECOND
--Psicrystal's Action: Activate Protection Devotion
--Free action: Use Metamorphic Transfer to grab the Quickness Su ability of the choker.
--Choker standard action: Manifest Precognition on self for +2 to one roll. Cost: 1 pp.
--Swift action: Manifest Overchanneled (+2) Ecto Protection (1 pp), Linked with Astral Construct (17-1=16 pp). Use torc of power preservation (+1 ML) and use UMD to activate bead of karma for +4 manifester levels for 10 minutes. (Precognition grants +2 and skill shard grants +10 to UMD (for a total of +19 to emulate class feature (divine spellcasting) and a success on a natural 1). This results in a manifester level of 9 + 1 (Practiced Manifester) + 4 (bead) + 2 (Overchannel) + 1 (torc) = ML 17, with -1 to the augment cost for Midnight Augmentation. Costs 17 pp, -3d8 damage, and one psionic focus. ESSENTIALLY this means that I now have a level 9 astral construct coming by next round. MANIFESTER LEVEL is now 14 for as long as the bead and the Feat Leech  both last.
--Full-round action: Delay until right before fighter's first turn.[/b][/spoiler]

FIRST ROUND
[spoiler]Get initiative on fighter through delay. Astral construct appears at the beginning of my turn.
--Move action: Regain focus
--Choker standard action: Twinned Synchronicity. Cost: 7 pp
--Synchronicity standard action: Use torc with Vigor for 75 temp hp (Cost: 15 pp)
--Synchronicity standard action: Manifest Share Pain on astral construct (Cost: 3 pp)
--Regular standard action: Regain focus
--Swift action: Hammer (manifested on construct) Linked with Psionic Minor Creation to create whichever of these poisons I feel like the fighter in question could be affected by; if the fighter is undead or a warforged, skip this step. Cost: 2 pp and one focus

ASTRAL CONSTRUCT'S ROUND
--Move action: Pick up Guisarme from ground
--Standard action: Ready grapple when fighter comes within guisarme reach to trip
--Free action: Attack of opportunity to grapple.[/spoiler]

The astral construct has the following stats, and PROBABLY beats the fighter on initiative, due to my delaying:

[spoiler]9th Level Astral Construct
Huge Construct
Hit Dice: 19d10+40 (144 hp)
Initiative: +0
Speed: 50 ft. (10 squares), fly 40 ft. (average)
Armor Class: 37 (+25 natural, -2 size, +4 Protection Devotion), touch 12, flatfooted 37
Base Attack/Grapple: +14/+40
Attack: Slam +30 melee (2d6+18) or guisarme +26 melee (3d6+27)
Full Attack: 2 Slams +30 melee (2d6+18) or guisarme +26/+21/+16 melee (3d6+27)
Space/Reach: 15 ft./15 ft. (15 ft./30 ft. with guisarme)
Special Attacks: Constrict, Improved Grab
Special Qualities: Four abilities from Menu C, construct traits, Blindsight 60', damage reduction 15/magic, darkvision 60 ft., lowlight vision, Natural Invisibility
Saves: Fort +6, Ref +6, Will +6
Abilities: Str 47, Dex 11, Con -, Int -, Wis 11, Cha 10
Skills: -
Feats: -
Alignment: Neutral
Menu Picks: "Menu B: Fly 40' (average), Muscle (+4 Str)
Menu C: Blindsight 60', Constrict, Natural Invisibility"
   
Construct Traits: An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless.  It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.  It cannot heal damage, but it can be repaired.

Blindsight (Ex):   The astral construct has blindsight out to 60 feet.

Constrict (Ex):  On a successful grapple check, the astral construct deals damage equal to its slam attack.

Improved Grab (Ex):  To use this ability, the construct must hit with its slam attack.  A construct can use this ability only on a target that is at least one size smaller than itself.)

Natural Invisibility (Su): The astral construct is constantly invisible, even when attacking.  This abilty is inherent and not subject to the invisibility purge spell.[/spoiler]

It takes half-damage on a hit, and is wielding a Psionic Minor Creation-fashioned ironwood guisarme that doubles its reach to 30' and deals 3d6 + 27 damage (though it takes a -4 to hit on a flat-footed-due-to-invisibility attack). It uses its slams if the fighter gets within 15', and attempts to grapple.

The psion Metamorphosises into something incredibly difficult to damage (like a Superior Invisibility'd pixie, or an ooze, for the bonuses vs piercing and slashing against a lance-using opponent), and hides under the AC, using it as cover.

-------------------------------

Okay, guys. I PROBABLY made a few errors here, given how quickly I did this, so let me know if you find any, 'kay?
93
Min/Max It! / Re: Aptitude plus natural weapons...
« Last post by Nytemare3701 on October 30, 2011, 01:10:36 AM »
If it works for lightning mace, which iirc wants a blunt weapon, then it should work for natural weapons.

Alternate view: If lightning mace specifically wants a mace, then you might be restricted to one natural weapon (like your claws)
94
[4E FR] Scales of War / Re: Across the Table (OOC Discussion)
« Last post by Melblen_Cairn on October 30, 2011, 01:10:22 AM »
Wait modifying the last post, I forgot to move Suq into his spot and the last post is messed up because fixing it now.
95
GM Gameology / Re: Need Help with Powerful PCs
« Last post by Sjappo on October 30, 2011, 01:08:24 AM »
Suit yourself. But be prepared for some pissed off players. Maybe a comparison or 2 with asshole DM.

Also, as Nacho pointed out. Players rather die than be captured. By slavers non the less. They may fight to the death. The might even win or avoid capture. Then what?
96
Every so often, a guy on a message boards makes a thread about a downright awful game session, where the DM was little more than a dictator engaging in "screw the PCs no matter what" power fantasies or a creepy male gamer whose sole purpose in life is to drive away D&D's female demographic.  Other times it's less the problems of player behavior so much as it is poor decision-making.

I figured that since Halloween's coming up soon, I'd create a thread cataloging all the terrifying (as in "what the fuck where the players/DM thinking?!") gaming sessions.  This thread is geared less towards scary "in-game" events so much as notable incidents in player/GM dickery and adventuring plans gone wrong.

You can post or own stories or reference stories from other message boards.  I'll start out by listing my own and another dudes'.

The Sleeping DM

About six or seven years ago I was playing a Living Greyhawk game where the PCs had to venture into an underground Gnome village.  The Dungeon Master, either due to late-night partying or working overtime, was visibly exhausted and in no mood to play but came anyway.

The adventure itself was fine: the GM did a half-assed job.  He mumbled through the descriptive text incoherently so we had no idea what was going on.  "Okay, guys, you're in a village... and monsters... you're gonna kill it..."  The greatest challenge was not from the encounters themselves so much as trying to figure out what we were fighting.

"You see a big lizard. Roll for initiative."

"Does it have wings?  Is it Large, Huge?"

"It's a big... dragon thing.  It's red.  It breathes acid at you.  Roll a will save."

 ???

We knew that he didn't have his game face on, but we were determined to make it to the end of the adventure for the precious experience and gold.  Living Greyhawk had an infamous reputation in its early years for being hard and light on the "treasure side" (I believe some calling it "Living Ghetto").  We weren't going to let six hours of gaming go to waste!  How naive I was back then...

During the course of the adventure, we: had the DM replace flying enemies with CR 1/2 orcs (because they're easy to play), had us automatically bypass a magical lock puzzle ("I'm not ready for this shit"),

By the time we reached the climatic encounter with a mecha-badger thing, he winged it: "there are four of you, one of it.  You might as well have won.  End of adventure."  He passed out the post-adventure fill-out sheets, packed his bags, and left.  Ever since then, we always checked to see which DM was running the Living games at our game store.

The Infamous Brazilian Death Squad Story (from a now-defunct rpg.net thread):

This is a bit long but...

I guess I will just have to mention my brief GMing to the brazilian police death squad.

Everything begun at my local gameclub (by local I mean the only one in a 4,000,000 people city) some five years ago. This club was run by a fellow hobbyist on weekends, was located at a big avenue and had a large 'Camelot' plaque hanging over the door with the picture of a knight. Needlessly to say it attracted a lot of curious people. Well, at the end of a saturday afternoon of particularly intense WEG Star Wars playing I was approached by this timid skinny guy in his late twenties. He had been watching the entire session and was almost apologetic about coming forward to talk to me. Anyway he lived just 3 blocks away and he loved "games", so he wanted someone to GM a game for him and his "work colleagues". They had never roleplayed before. He seemed a nice, clean, eager-to-play guy, so I invited him and his buddies for a AD&D game in the club, the following night.

Nothing would have prepared me and the other player (the club owner) for the cast of foul characters arriving at the club the next night. Just to contextualize the many non-brazilian readers in this thread, there are two kinds of police in Brazil: the semi-illiterate oppressive superviolent military police, and the corrupt immoral wiseguy detective/mobster types from the civilian police. These guys were the second type.

These four men (the skinny guy only showed up later) were villain prototypes and had intimidation skill points worth entire 20th level characters. Even when they nicely said hello they had menace written all over their foreheads. It was night, but they were dressed like beach tourists, wearing soccer team t-shirts and sandals. There were so much male jewelry as to make Mr. T look like a girl playing child´s bijouterie. All of them had pistols attached at strategic holsters in their bodies, at least one of them had knives, and all of them were anxious to play the nice "game of dice".

I should see the size of the problem when a huge black man put two bottles of smuggled whisky on top of the table we would play. He seriously asked me if that was booze enough for all of us (two bottles for 7 people). I replied I didn´t drink. He said he would freeze the liquid for me to eat it and his mouth opened in a big smile filled with golden teeth.

Anyway the quarreling began when I showed them the pre-gen characters. All of them "wanted to be the master". There were also quarreling about who would get which character (they were choosing by the pictures). But that was mild quarreling and they calmed down as their heavy drinking and joint smoking ensued. Oh, and they also loved the dice.

The game finally began at the tavern where I had planned the characters to meet and the players to familiarize themselves with the blessed and (to them) newly-perceived freedom a player has in a RPG. They caught on fast enough with IC dialogue, and besides the incessant joint passing and abusive drinking the players were concentrated, with cellphones turned off and all.

That´s when the prostitutes arrived.

Unknowingly to me and the club owner, skinny guy had arranged for two prostitutes, old acquaintances of these guys, to meet at my friend´s gaming club. Things went downhill from there, with the women disrupting the game and the telling of IC mixed with OOC murder stories. By this point my friend made the second mistake of the evening, trying to stop the game by telling me he was late and had to close the club and stuff. The murderous cops didn´t take his intentions well, and started to get all serious and quiet, trying to intimidate my friend. After all, he wasn´t being a nice host, since they had brought the booze, the girls, the drugs and the guns, and they were not going to leave before knowing "who won" anyway, since everyone of them had (of course) bet 50 bucks his character would "win".

So I wrapped things up by having an all-out combat between the characters, while a detective banged one of the girls against a wall 4 feet away. The winner got 200 bucks and a knuckle-duster, they all had a blast and left me and my shaking buddy glad we were left alive . We never saw any of them again, not even skinny guy.

Maybe not too creepy, but then again my experience is limited. [/story]

97
Min/Max It! / Re: Aptitude plus natural weapons...
« Last post by zook1shoe on October 30, 2011, 01:01:21 AM »
I've gone as far as Lightning Maces and other crazy feats. Not Weapon Supremacy, but that too ;)
98
GM Gameology / Re: Need Help with Powerful PCs
« Last post by kevin_video on October 30, 2011, 01:00:57 AM »
Tbh, it's because of the Friday game that this group even exists. A couple of the players wanted to play a PF version of the core classes (and core psionic classes) because they found that the 3.5 ones were too weak, and couldn't hold up very well in the game that we were playing. I offered, and they jumped at it. This is why I said that they were playing the dream characters they've always wanted.

As for the capturing, and stripping, it's part of the next scenario. They've already met a group of freedom fighters who are led by a dwarf cleric. When he had met the PCs, they had just rescued a bunch of slaves. He's just cast a sending to one of the PCs saying that the slavers have found out where they're located, and are going into hiding until further notice. The slavers are going to coax the city into giving up the information of the PCs knowing about the freedom fighters, whether they want to or not. The PCs will arrive only to find out that there's an elaborate plot to capture them and get them to give up the information. However, they don't know where everyone's hiding. As compensation for their losses, the crew takes them as slaves instead. This puts them in the next adventure where they have to escape the sinking ship that was attacked by the Cursed Brethren.

I'm not doing it out of spite, it's just working out in a way that it's how the adventure's set up anyways. A few things might end up going missing is all. None of them has underwater breathing, so if they want to go get their stuff later, they are more than welcome to. They'll just need to get the proper equipment first.
99
I second/third/fourth the "NPC" approach.  Hey you're dead - hey this mysterious stranger appears and starts helping the party - here's a sheet.

Obviously you *cannot* do this *every time*.  But if you're killing your PCs that much, I would doubt the campaign is *super enjoyable* in the first place.

We also employ "fate points"; if you do not like something that is happening, spend a fate point and it doesn't happen.  We only give them out every couple of sessions, and their entire purpose is to make the players NOT have NOT fun.

Other than that, death and incapacitation happens - deal with it.  Play Hello Kitty's Island Adventure if you don't want to deal with it.

100
Pathfinder + 3.P / Re: Interesting stuff in PF
« Last post by StreamOfTheSky on October 30, 2011, 12:58:48 AM »
Oh, that?  Yeah, you just take Oracle 1, Horizon Walker 3, or...(wait for it) Barbarian 17.  It's been known widely for a long time.  I call it "Rage Hopping." :)
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