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Re: Cattle Driving Necromancers-Bizarre Campaign Journal
Quote:
Originally Posted by
DMofDarkness
The lich's power up is actually less impressive than the Vampire's, because the lich has more or less zero weaknesses. Aside from rendering the lich unkillable until the phylactery is destroyed and a host of immunities and damage resistance buffs, the only new added functionalities are the power to paralyze people with a touch (at a fairly decent DC) with some minor added damage, and the ability to supernaturally terrify CR 5 or below creatures. If you read Start of Darkness, notice how little Xykon's power set changed before and after becoming undead. Really, all he got was angrier. And a +8 racial bonus to Perception checks.
It depends on two crucial factors: Whether the matriarch has the Command Undead feat, and how high Seraphim's will save is. She gets a +4 bonus on her save from the Vampire template, but assuming level 14 on the part of the matriarch, she has to save against DC 17+Matriarch's Charisma against Command Undead, which is probably the highest-save feature. If she doesn't have that feat, then the fight becomes significantly easier, but yeah. If the matriarch has the feat, then Seraphim might be a liability in the fight against her, though this is mitigated by will save.
Well the perception and spot checks should help them deal with the drow at least, right? But man, aside from harder to truly kill, it seems like the lich doesnt get a lot of benefit, which seems odd considering, iirc, the ritual to become a lich is going to take way longer than to become a vamp. I suppose not being weak to sunlight and other such vamp weaknesses is a good benefit, and some of those bonuses ARE nice, just none seem to really be game changers at this point like the vamp's skill set.
As for the matron, I think we have to assume she does have the command feat. I dont see the dm being THAT generous with their enemies considering how royally stomped they have been getting lately. But maybe they will be lucky, and seraph has enough of a bonus to withstand all but a really lucky roll from the matron. I remembered reading vamps got the +4 to resisting a turn attempt, but I also knew the level difference was going to hurt. All that matters is how MUCH of a gap there is. Ah well, at least now I know it all will likely hinge on seraph surviving her ritual. And the mystery team mate that will eventually show up. Lord knows how THAT will effect things.
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Re: Cattle Driving Necromancers-Bizarre Campaign Journal
Quote:
Originally Posted by
Alfa
Have not finished reading this so far, but I'm loving it! I wish my group was more like this...
Don't we all?
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Re: Cattle Driving Necromancers-Bizarre Campaign Journal
Quote:
Originally Posted by
DMofDarkness
She gets a substantial hit point boost from using her Charisma instead of her Constitution for her HP now, becomes much more difficult to hit or damage, gains a summoning ability that might bypass the 1-hour casting restriction, and most terrifyingly, the ability to cast Dominate Person at will. Anyone she slays via blood drain? Becomes a vampire or vampire spawn that also as Dominate Person at will. She's also able to walk on walls to cast outside of melee range, much like a Flight ability (or the closest thing, given this campaign's house rules), she can scout as a nearly-invulnerable cloud of gas, and she gets huge bonuses to her stats, Sense Motive, Perception, Bluff, and Stealth checks. Oh, and a boatload of mundane feats too, like Improved Initiative, Pathfinder's Awareness (which is actually not bad), Combat Reflexes, etc.
Mostly, the game changes are that she becomes an even more terrifying social force, gains the ability to throw out Dominations like candy, gains better spawn than regular undead, and becomes very hard to hurt and a very, very good scout.
Yeah pretty much this. Vampire as a template is downright game changing. Especially without several of the natural weaknesses being an easy factor. There is no daylight inside. There is little to no running water to submerge her in. Garlic and holy symbols only hold at bay.
Dominate Person can drastically hijack nearly anything, because like a heavy hitting boxer there is always going to be a roll and therefore a chance. When I put the drow into motion one of my concerns was actually them trying to capture the matron alive and holding her until the vampiric ritual was complete. Not only would Seraphim gain all the abilities shown, but in theory she could end up with a high level cleric that gains all those same abilities and is now under her complete control. I won't say that I actively tried to prevent this, but I definitely had this in mind as something that could occur.
Of course they are clever enough to know that the dominate/command door swings both ways. One bad roll and the dominos all fall. Mid combat if someone wrests control of Seraphim as a vampire they also by proxy gain control of her vampiric spawn along with any undead under animate bucket, her bonethrall bucket, and her command undead bucket. Just an example at 9th level if she successfully complete the ritual and fills her slots you could be looking at:
Bonethrall: 9HD
Command Undead: 9 HD
Animate Dead: 36 HD
Vampiric Spawn: 18HD
so 72HD of undead plus a 5th level spell capable high charisma witch with strong debuffing abilities and some nasty DC's to save against all switch sides based on 1 roll of the dice.
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Re: Cattle Driving Necromancers-Bizarre Campaign Journal
Quote:
Originally Posted by
Kaveman26
Yeah pretty much this. Vampire as a template is downright game changing. Especially without several of the natural weaknesses being an easy factor. There is no daylight inside. There is little to no running water to submerge her in. Garlic and holy symbols only hold at bay.
Dominate Person can drastically hijack nearly anything, because like a heavy hitting boxer there is always going to be a roll and therefore a chance. When I put the drow into motion one of my concerns was actually them trying to capture the matron alive and holding her until the vampiric ritual was complete. Not only would Seraphim gain all the abilities shown, but in theory she could end up with a high level cleric that gains all those same abilities and is now under her complete control. I won't say that I actively tried to prevent this, but I definitely had this in mind as something that could occur.
Of course they are clever enough to know that the dominate/command door swings both ways. One bad roll and the dominos all fall. Mid combat if someone wrests control of Seraphim as a vampire they also by proxy gain control of her vampiric spawn along with any undead under animate bucket, her bonethrall bucket, and her command undead bucket. Just an example at 9th level if she successfully complete the ritual and fills her slots you could be looking at:
Bonethrall: 9HD
Command Undead: 9 HD
Animate Dead: 36 HD
Vampiric Spawn: 18HD
so 72HD of undead plus a 5th level spell capable high charisma witch with strong debuffing abilities and some nasty DC's to save against all switch sides based on 1 roll of the dice.
So when the time finally comes for the big battle, I would imagine that seraph will stay as far away from the matron as possible to try and avoid getting controlled. Sending in her minions from a long range so they each have to be turned or whatever manually instead of taking control of an entire army in one cast. Or at the very least finding as many ways to buff her chances at making her saves as possible. Im not sure if any of the party can buff her in that way or not. Can she send in her body swap skeletal pawn thing to control things at the local level, while in reality hanging back at the library? Sure it would be an interesting game of cat and mouse. She isnt in danger from the matron, but there is no telling if there are drow and spiders making an end run for the library while she is mostly by herself.
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Re: Cattle Driving Necromancers-Bizarre Campaign Journal
Will you be doing level adjustment stuff for applying templates for balance (or something like that)?
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Re: Cattle Driving Necromancers-Bizarre Campaign Journal
Quote:
Originally Posted by
GnomishPride
Will you be doing level adjustment stuff for applying templates for balance (or something like that)?
Pathfinder handles that for him; Seraph's CR will increase by 2, so she will be earning less XP per encounter until the rest of the party catches up in one form or another.
EDIT: Wait, question. Kaveman, you said that Seraphim had a Command Undead Pool. Does that mean she has the Hex Channeler archetype and the Command Undead feat? Or did that Command pool come from elsewhere?
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Re: Cattle Driving Necromancers-Bizarre Campaign Journal
Quote:
Originally Posted by
DMofDarkness
Pathfinder handles that for him; Seraph's CR will increase by 2, so she will be earning less XP per encounter until the rest of the party catches up in one form or another.
EDIT: Wait, question. Kaveman, you said that Seraphim had a Command Undead Pool. Does that mean she has the Hex Channeler archetype and the Command Undead feat? Or did that Command pool come from elsewhere?
I will have to check back, thought she picked it up from gravewalker. Or I accidentally put down bone thrall twice in my notes.
Ok, it was a replacement spell from gravewalker. So she has access to spell command undead not feat.
Also as for power gap, templates are going to be available for each pc to bring them back to a semblance of par
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Re: Cattle Driving Necromancers-Bizarre Campaign Journal
Underworld War Part 2:
Spoiler: undefined
Show
The U.C spend the whole night on high alert rotating watches and generally being paranoid. The following day they once again continue to make adjustments to their defensive formations and try to prevent from getting too predictable. At precisely 12:02 a Bebelith again tears at their defensive structure and forces it’s way in. Once again Seraphim throws up a Wall of Ice behind it to trap it inside and prevent others from entering. The demon spider then does a 90 degree turn and breaks off to the side…diving for cover behind a mass of bookcases and piled tables heaped out of the way. They watch as an all too familiar flaming sphere begins to melt the wall from the outside.
Doc: If we rush the summon we are going to have to contend with whatever else comes through.
Seraphim: I don’t like getting baited into coming out from where we are prepared. As long as the demon spider just sits there we are fine. Let it sit, the summon will expire after 10-20 minutes.
Doc: I got a bad feeling just sitting here. I know it makes sense, but I got a bad feeling.
The wall melts and as it comes open a Rhino comes crashing through accompanied with the sound of clinking glass. There are several dozen vials of a substance hanging from it’s flanks and the creature comes at a full speed run directly towards the largest fortification. They put a boatload of projectiles into it, some of which strike the vials and cause a gas to emerge. By the time it comes to a bellowing halt the front half looks like a porcupine and the impact of it dying mid run shatters most of the remaining vials. Amidst the fumes and choking the Bebelith charges in hot on the rhino’s heels and begins to tear at anything within it’s reach.
The group was smart enough to pre-emptively grease the area around the doorway leading inside and they are treated to the squels of invisible spiders crashing down off the walls where they were trying to sneak in. When the Bebleith sees this it seems to change tactics and begins to focus it’s attention on the goblins…even the ones killed by the poison. It makes it a point to bite and wither any goblin it can reach, and then moves on to the next one.
Doc: I really want to know why they are going so hard on the gobbos. I feel like we are missing something big here.
The spiders able to maintain their traction harpoon goblin corpses and try to skitter away with their spoils. Three more spiders are felled and the Bebelith also beats a retreat with a pair of goblin corpses clutched in it’s talons.
Tally from the noon raid:
3 more dead spiders
6 dead goblins
1 Wall of Ice burned for the most part ineffectually.
Seraphim: ok…I am thinking Doc is right. We are missing something big here. We are practically an afterthought. They are deliberately taking or corrupting the corpses. Preventing us from reanimation I get. Why they are preventing 1 HD minions I don’t.
Azzie: the spider made it a point to rot the ones they couldn’t snatch. Invading armies will burn crops to stop the enemy from harvesting.
Doc: But we aren’t eating the goblins.
Azzie: If we ran out of other food we probably would.
There is a moment of pause followed by a metaphorical lightbulb going on.
Hades: Ballpark how many days of rations do we have left?
Pluto: Feeding us and the goblins about 15. Little longer if we keep losing them.
Hades: What about the meat harvested from the dwarves?
Pluto: Maybe another 2 days.
Hades: So in a little over two weeks we start getting hungry and we have over three weeks until the coffin bath.
Azzie: We could put all the gobbos on half rations.
Hades: Yeah, don’t think that will fly. We won them over by feeding them. Starving them won’t keep them around.
Seraphim: Then we wipe them out. Keep the best half dozen or so and kill the rest. Problem solved. Also forces the drow to stop harrying us and commit to a full fight where we can end this.
Doc: You are proposing we wipe out the tribe that gave their fealty to me?
Seraphim: They are already getting wiped out, just slowly and nastily. We can make it quick, decisive and worthwhile. I am fine with a Plan B, just speaking pragmatically.
Doc: Anyone else got a Plan B?
Azzie: Uhm…yeah. Don’t think you will like it much though.
Doc: I am listening.
Azzie: We send the whole tribe straight at the elves base. We hit em with bless, prayer, I tune up the band and get them all lathered up and see send them straight at the H.B.I.C, let them go out in a blaze of glory and maybe even sum of them live.
Seraphim: H.B.I.C.?
Azzie: Head Bitch In Charge.
Doc: They will get shredded.
Azzie: Oh absolutely. But while they are raising hell we light the place up with a pyro show to end all concerts. Hit em hard and fast then we fall back to the vault room.
Seraphim: They will just camp it out until we suffocate.
Azzie: Alright well maybe that part won’t work but the rest will.
Hades: Dying with a weapon in hand covered in someone else’s blood is a good death compared to a spider’s web and poison sapping the strength from your bones.
Doc: Alright, but I think we should wait for a few more hours. If she is summoning the creatures attacking us that means she is burning high level spell slots to do so. That is probably what is limiting the number of attacks each day, she doesn’t want to overextend herself and be left with fumes. We hold out until late tonight and then come in blazing. If we do this we don’t hold back, nothing left behind we empty the clip and fire everything we got.
Doc actually lays it out pretty straight to the goblins. He explains their reasoning and says that their best shot is an all out blitz. He assures them he will be through the door right there with them. The tribe is somber but resigned to their course. They seem genuinely touched that he went to the trouble of consulting them.
Seraphim: The only concern I have is what type of advanced warning they will have. We have no clue as to their total effective force and no clue what or who will be scouting or tipping them off. We need to hit fast and hard before protective spells get up. I think we go full enervation volley and try to diminish the matron right off the bat. Doc should lead with evil eye going after her saves and the rest of enervate. He follows the second round with his own enervate.
Hades: yeah, that seems like the best opening move.
They endure a further three waves of attacks and do their absolute best to avoid burning any higher level spells. The twins use their channeling without reservation and make it a point to avoid losing any dragons. As the end of the second day’s siege approaches they prep up the remaining 46 goblins and mass together their assault force. When they come within a few hundred feet of the drow encampment Doc throws up Bless, Prayer, and Azzie begins inspire courage. With Doc at their front the goblins begin their suicide charge straight into drow central. The twins and dragons follow on their heels as do Azzie and Seraphim bringing up the rear.
The first two rounds pretty much go the way they expected. The goblins and Doc crash in and are immediately targeted by drow archers and fighters. The spiders begin making mincemeat out of the weaker ones and their charge gets halted before the first goblin can reach the matron who is at the seat of her alter. It does keep the majority of attention as the dragons come barreling in as they throw the kitchen sink at the drow matron
They trigger their sequence of saving throw suppression and energy drains via enervate. When all 3 castings hit there is not a sound at the table. Instead of “let’s get the tribe killed and bang them up in the process” suddenly the outlook becomes “maybe we can take this”
Doc is trying to force his way through the massed bodyguards who are mobilizing to protect their matriarch with alarming speed. The matron in turn drops a flame strike directly on Doc that vaporizes most of his goblin vanguard and rocks him for more than half his health.
Drow archers are culling the goblins showing spells and better prowess, while the spiders are dragging away the dead for their webs. Their excitement is draining rapidly as they are taking far greater casualties then they hoped and the matron while diminished is still a spell casting nightmare. When a third flame strike puts a raging Doc out cold they decide to cut losses and bail. Seraphim lobs fireballs in retreat as they get a dragon to scoop up the witch doctor and retreat. The twins lay down a final wave of negative energy that wakes up Doc and Seraphim puts up her last Wall of Ice as an impediment to pursuit.
In full flight mode they lose the entirety of the goblin tribe, save for the level 6 sorcerer they held furthest back. He triggers his last spell (lightning bolt) that makes it through against a drow swordsmen and after that he is in full blown run mode.
Seraphim: Please tell me they aren’t pursuing.
Hades: not everyone is coming. Just the drow warriors and most of the spiders.
Seraphim: Oh at least some good news.
The spiders send coordinated harpoon attacks against specific PC’s, as they try to wrangle and capture the clerics. Mid flight they are forced to expend movement for action as they sever away the tow lines being sunk into their flesh. Working in the PC’s favor, if the spiders mass up at all to try and make a stronger pull they are lit up like a fireworks show by Seraphim who is emptying every spell she has. Their fire vulnerability is doubling her effective force against them and carving up a heavy death toll amongst the orphaned hybrid arachnids.
As the spells and channels start heading towards empty the spiders fall back and the drow move in. Harpoons are replaced by poison darts that can cause sleep with a single failed roll. Arrows in mass come from the more skilled snipers in their ranks, and PC’s begin glowing with the signature marks of faerie fire. Several spiders are seen scurrying overhead and racing to get ahead of the central pack. Azzie does his best to peg the overhead runners and keep them from getting ahead, but he doesn’t pack enough raw damage to kill them while also trying to run.
Hades: We have to stand and fight, they are cutting us to shreds.
Pluto: We can’t, they will harry us from distance until we start failing saves. They have numbers and we are running out of spells. We will lose that battle.
As they try to get into a defensible or terrain advantageous position Hades groans in frustration.
Hades: Something just took control of our dwarf sentry at the prison barracks.
Pluto: What?
Hades: I just failed an opposed check to retain control of our prison sentry. Something else just took control of it and is heading up from the prison block.
Seraphim *with a small chuckle*: Hopefully it’s not Lau-Rain.
In a three way race: They need to stay ahead of the drow pursuers, but not get so far ahead that they intercept whatever is coming from the prison, but they need to beat both back to the library where they can find some favorable positioning.
Hades is the first to blow his save against the sleep poison and mid stride he collapses like a head shot zombie. Pluto breaks off his retreat to aid his brother and Doc who is still staggered but on his fight also breaks off his run. Azzie and Seraphim share a glance and sigh.
The witch makes a final volley of flame down the hallway and then draws out a quarterstaff. She is leaning heavily on it as her skin is flushed and pale from a nasty fever that seems to be intensifying. She crawls onto the back of her undead dragon more for support or rest than to use as mount. Pluto triggers his last channeled wave to wash the group and hopefully force the drow into retreat.
Several “somethings”, quite large and carrying metal equipment are coming from around the turn from the prison block and Pluto flips a cantrip for detect undead and merely confirms that there are undead amongst them. Azzie turns from the drow to focus on the rear of their position. A trio of Frost Giant skeletons all still dripping gore and viscera come around the corner…a low flame seems to burn from each of them. Each is well armored and carrying a greatsword. They flank and protect the rear of an armored humanoid clad in full plate and walking with the same fiery aura. His armor is black as night and emblazoned with tombstone motifs, as are his shield and scimitar. It is almost as if there is no form inside the armor just shadow and flame clinging to stolen glances of raw bone and flesh.
Seraphim: That is Dis Pater’s armor, but that doesn’t look like Dis.
Pluto: I don’t know who it is, but I know what it is. It is a graveknight.
The graveknight draws forth it’s scimitar and levels it at the drow beyond.
Graveknight: These belong to me now. Run to your mistress and tell them they are claimed.
A cone of fire bursts from the scimitar and scorches the hallway, and as it burns the giants roar and seem to ignite brighter stepping forward menacingly.
Pluto: Is that you Dis?
Graveknight: Dis Pater was my mortal name. That creature was weak and failed. You may call me Ares. That is my name eternal.
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Re: Cattle Driving Necromancers-Bizarre Campaign Journal
Well ok then! A graveknight huh? Time to go read up on that one. Oh. Oh MY! Wow thats one scary bugger. And really a good matchup for this group. A lot of his special abilities are hard for me to really understand since the damage dealt is effected by his hit dice and whatnot and since I dont know those offhand its hard to tell how powerful his skills like channel destruction and devastating blast really are. But I am assuming that even if its only say, 2d6 for channel, thats a decent bonus for every swing of his weapon. And that sacrilege aura thing of his sounds like it will be a really really nice boost towards building an army. Assuming they ever manage to get to the point where they CAN build a decent army of the undead.
One question,
Quote:
Defensive Abilities: A graveknight gains channel resistance +4; DR 10/magic; and immunity to cold, electricity, and any additional energy type noted by its ruinous revivification special quality. A graveknight also gains spell resistance equal to its augmented CR + 11.
Let me see if I am getting this right. A graveknight is flat out immune to cold and electricity, all other magic he automatically takes 10 less damage from? And in addition his spell resistance is further boosted by his cr +11? Is it just me, or does that sound like he is virtually immune to magical damage? I mean, thats a LOT of spell resistance, and then damage reduction on top of it all, not even counting his flat out immunities. That is going to be a huge help when attacking the matron again.
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Re: Cattle Driving Necromancers-Bizarre Campaign Journal
DR 10/magic means that you need magic to pierce the DR. So a normal swing of a longsword that does 12 damage will be reduced to 2 damage. But a magical longsword will deal the full 12 damage. Magic missiles for example still do full damage, unless countered by spell resistance.
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Re: Cattle Driving Necromancers-Bizarre Campaign Journal
Quote:
Originally Posted by
Traab
Well ok then! A graveknight huh? Time to go read up on that one. Oh. Oh MY! Wow thats one scary bugger. And really a good matchup for this group. A lot of his special abilities are hard for me to really understand since the damage dealt is effected by his hit dice and whatnot and since I dont know those offhand its hard to tell how powerful his skills like channel destruction and devastating blast really are. But I am assuming that even if its only say, 2d6 for channel, thats a decent bonus for every swing of his weapon. And that sacrilege aura thing of his sounds like it will be a really really nice boost towards building an army. Assuming they ever manage to get to the point where they CAN build a decent army of the undead.
One question,
Let me see if I am getting this right. A graveknight is flat out immune to cold and electricity, all other magic he automatically takes 10 less damage from? And in addition his spell resistance is further boosted by his cr +11? Is it just me, or does that sound like he is virtually immune to magical damage? I mean, thats a LOT of spell resistance, and then damage reduction on top of it all, not even counting his flat out immunities. That is going to be a huge help when attacking the matron again.
The dr10/ Magic means he cuts off 10 damage from any physical attack that comes from non magical weapon. Any magic weapon functions normally. He is immune to cold and electricity. Spell resistance is a chance to flat out ignore a spells effects. This template amplifies his character motif and fits the group really dang well.
More to come in next few days. Things are starting to kick into high gear
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Re: Cattle Driving Necromancers-Bizarre Campaign Journal
Quote:
Originally Posted by
Traab
Well ok then! A graveknight huh? Time to go read up on that one. Oh. Oh MY! Wow thats one scary bugger. And really a good matchup for this group. A lot of his special abilities are hard for me to really understand since the damage dealt is effected by his hit dice and whatnot and since I dont know those offhand its hard to tell how powerful his skills like channel destruction and devastating blast really are. But I am assuming that even if its only say, 2d6 for channel, thats a decent bonus for every swing of his weapon. And that sacrilege aura thing of his sounds like it will be a really really nice boost towards building an army. Assuming they ever manage to get to the point where they CAN build a decent army of the undead.
Yeah, that damage boost on each swing is probably the biggest boost on the template. It's huge. Though Devastating Blast, for reference, has damage roughly equivalent to the twins' channeling. That is, it's not that high, about half as strong as Seraphim's fireballs, but still good as an option to help cull herds. Sadly, does not heal the team, though.
Quote:
Originally Posted by
Traab
Let me see if I am getting this right. A graveknight is flat out immune to cold and electricity, all other magic he automatically takes 10 less damage from? And in addition his spell resistance is further boosted by his cr +11? Is it just me, or does that sound like he is virtually immune to magical damage? I mean, thats a LOT of spell resistance, and then damage reduction on top of it all, not even counting his flat out immunities. That is going to be a huge help when attacking the matron again.
Graveknight is immune to three damage types: Cold (like the spiders), Electricity, and whatever damage type its blasts deal (which may be Fire, allowing him to stand in the middle of Sera's fireballs without caring). He doesn't take 10 less damage from magic, but instead takes 10 less damage from nonmagical weapons. That formatting's a bit unintuitive to someone not used to 3.Derivative stat blocks. Spell resistance, however, is huge. Any caster must roll 1d20+their casting stat to hit a 22 in order to affect him with any magic. That's a flat-out no-sell of 40% of the matron's attacks, and devastating against any casters weaker than himself.
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Re: Cattle Driving Necromancers-Bizarre Campaign Journal
Ok thanks for clearing that up. Wow that is a scary template. If they can hold off till seraph finishes her ritual, they will have two ass kicking army slaying game changing characters to work with. Also, it would probably make her less likely to go for a backstab since he has that undead mastery ability to work with. Though the description i read doesnt go into detail explaining what sort of roll he has on it. So I have no idea how effective or futile it would be against a vampire of equal level. Or her thralls for that matter. I like his ability to come back from the dead. Very fitting for how this group is building itself. A vamp, a lich, a graveknight. Not sure if the demon/devil/fiend/whatever templates have anything similar or not. Like, they get banished to whatever evil plane and cant come back for however long it is.
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Re: Cattle Driving Necromancers-Bizarre Campaign Journal
As a follow up note, I just wanted to add that this group is awesome. They decided on a theme, and have managed to not only keep it going, but to keep it going in a way THAT MAKES SENSE. The justification for Dis becoming a Graveknight was absolutely ideal for example. There is no obvious meta knowledge making it happen like, just HAPPENING to stumble across some random person in the dungeon with no connection to them or their enemies who also JUST HAPPENS to be of a class that synergizes amazingly well with their mechanic.
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Re: Cattle Driving Necromancers-Bizarre Campaign Journal
A Vampire and a Graveknight.. this just keeps getting better and better.
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Re: Cattle Driving Necromancers-Bizarre Campaign Journal
Im partially tempted to make a jump to our present situation so that I can go back to soliciting direct and current feedback. Would require skipping or glossing over a fairly sizable chunk of action and developments though.
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Re: Cattle Driving Necromancers-Bizarre Campaign Journal
Personally, I dont want to miss any of the action, but then, I couldnt offer much beyond an ignorant outsiders opinion on things anyways.
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Re: Cattle Driving Necromancers-Bizarre Campaign Journal
Quote:
Originally Posted by
Kaveman26
Im partially tempted to make a jump to our present situation so that I can go back to soliciting direct and current feedback. Would require skipping or glossing over a fairly sizable chunk of action and developments though.
I'd either propose it in a different thread, so the comments on the campaign don't get mixed up with the advice. That...Might get confusing. Also, people who don't read campaign logs but do offer advice might drop on by. Else...I'd just put any situation you want input in a spoiler as you did a few pages ago.
I rather not gloss over things, I do find this interesting...Permission to poach a few ideas?
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Re: Cattle Driving Necromancers-Bizarre Campaign Journal
I'm curious about exactly how far behind we are, but would prefer it if you didn't skip ahead.
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Re: Cattle Driving Necromancers-Bizarre Campaign Journal
Poach away.
Current level:
Spoiler
Show
We are actually running at 13th level currently. Couldn't even hazard how many weeks of gaming between then and now, I think about 11-14.
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Re: Cattle Driving Necromancers-Bizarre Campaign Journal
Please do not skip things. I just enjoy this too much to skip the progress in detail.
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Re: Cattle Driving Necromancers-Bizarre Campaign Journal
I also would prefer to not skip things - and second the notion of putting up another thread for advice on current events.
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Re: Cattle Driving Necromancers-Bizarre Campaign Journal
Awesome as he is now, I'm disappointed he (or anyone I know who took that template) didn't take up the name Fortesque. Or even Sir Daniel.
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Re: Cattle Driving Necromancers-Bizarre Campaign Journal
I believe the templates are perfectly reasonable at this point in time without any lvl adjustment. Mild time requirements mixed with high threat enemies and low magical to non existent equipment means they are far lower on the power curve than they should be.
Granted that they have found the feats and templates now, but items take time to craft and they are not exactly lenient on time with threats in every corridor. If they manage to gain control of the ship things will become substantially easier. Personally I wanna see them free Lau-Rain and wreck havoc.
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Re: Cattle Driving Necromancers-Bizarre Campaign Journal
Quote:
Originally Posted by
Norin
Please do not skip things. I just enjoy this too much to skip the progress in detail.
Agreed completely.
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Re: Cattle Driving Necromancers-Bizarre Campaign Journal
Alright. I may be posting a separate thread looking for feedback and suggestions for actions impacting current situations.
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Re: Cattle Driving Necromancers-Bizarre Campaign Journal
Can I ask for kind of a big favor from someone? I have been trying to look up the various template information bits. I found the lich, vamp and graveknight templates, but I wasnt able to find the shadowlord or the various demonic builds either for some reason. Would someone be willing to do a copy paste to this subject of those things so I can see what sort of plusses and minuses the party members will be dealing with, should they go through with the various options? I did notice that all the builds I COULD find had the same +2 cr addition to them. Im not sure if thats a standard addition or if its a sign that Kave carefully chose which templates to allow to try to keep things balanced, but like I said, its one of those things im curious about.
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Re: Cattle Driving Necromancers-Bizarre Campaign Journal
Quote:
Originally Posted by
Traab
Can I ask for kind of a big favor from someone? I have been trying to look up the various template information bits. I found the lich, vamp and graveknight templates, but I wasnt able to find the shadowlord or the various demonic builds either for some reason. Would someone be willing to do a copy paste to this subject of those things so I can see what sort of plusses and minuses the party members will be dealing with, should they go through with the various options? I did notice that all the builds I COULD find had the same +2 cr addition to them. Im not sure if thats a standard addition or if its a sign that Kave carefully chose which templates to allow to try to keep things balanced, but like I said, its one of those things im curious about.
Shadowlord
Half-Fiend (though Kaveman's modified it into two forms for demons and devils, most likely via spell list modification, immunities, or defining which stats get the +4 and +2 boosts.)
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Re: Cattle Driving Necromancers-Bizarre Campaign Journal
Quote:
Originally Posted by
DMofDarkness
Shadowlord
Half-Fiend (though Kaveman's modified it into two forms for demons and devils, most likely via spell list modification, immunities, or defining which stats get the +4 and +2 boosts.)
That pretty much nails it on the head.
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Re: Cattle Driving Necromancers-Bizarre Campaign Journal
Quote:
Originally Posted by
DMofDarkness
Shadowlord
Half-Fiend (though Kaveman's modified it into two forms for demons and devils, most likely via spell list modification, immunities, or defining which stats get the +4 and +2 boosts.)
Oh wow, that half fiend one is nice for spell resistances. That poison immunity would be handy for soaking up dart attacks from drow right? The shadow lord looks less instantly amazing, but still has some really nice spell resistances and dr depending on hd. Speaking of, the hit dice thing. You may have covered this already, but I have forgotten, how many hit dice do they have currently? Because Im seeing a lot of skills that rely on that for determining their abilities and just how absurd they are. Like, the shadow lord can get extremely effective against the spiders depending on if he has 5 or 16 hd. :p Not too mention the damage reduction.