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Author Topic: Return to the Temple of Elemental Evil (D&D 3.5/Pathfinder)  (Read 4071 times)

Brother Anselm

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Re: Return to the Temple of Elemental Evil (D&D 3.5/Pathfinder)
« Reply #15 on: September 04, 2014, 11:27:51 AM »

Our gaming group is involved in this adventure, We're around the 10th level mark, a couple are 11th. Its a very difficult dungeon crawl with multiple intelligent foes that if played with correctly by a DM can cause serious problems. You need a wizard with area effect spells or you'll take masses of damage. This is a massive dungeon crawl with limited scope for roleplaying interactions. that said its fun. I hope you enjoy it as much as our group.
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Sacremas

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Re: Return to the Temple of Elemental Evil (D&D 3.5/Pathfinder)
« Reply #16 on: September 04, 2014, 11:34:19 AM »

Thanks for the input Brother Anselm, and yeah you more or less confirmed what I said! Good luck further on! Out of curiosity though, have you had many character deaths?

Okay, this moved on a lot faster than I was honestly expecting it to, here's what we have so far;

The Digger - Wizard or Cleric (needs monetary compensation for playing the cleric)
Requiem - Rogue(/Ranger), ranged character
SkiBird - Grim and Gritty Dealer of Death (Frontliner?)
Cyclone - MAD concepts which can hopefully be revised to assured destruction of the enemy only.
« Last Edit: September 04, 2014, 11:36:40 AM by Sacremas »
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Brother Anselm

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Re: Return to the Temple of Elemental Evil (D&D 3.5/Pathfinder)
« Reply #17 on: September 04, 2014, 11:50:35 AM »

Not as many deaths as you would think. A fighter/swashbuckler (at the low levels) a monk (around 10th level) another at the same level that I can't remember the class of. We've just lost our half orc barbarian who I'm sure was 10th level, we've had a few characters raised as well. our problem was a lack of firepower, we played most of it without a wizard and our weapon choices were mostly light, rapiers and such, at one stage the monk had the heaviest and those were his fists. My pc is a paladin with vows of poverty which limit him to no equipment and a quarter staff as his primary weapon, up until we had people bring in the barbarian and the wizard our combats took ages.
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Requiem

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Re: Return to the Temple of Elemental Evil (D&D 3.5/Pathfinder)
« Reply #18 on: September 04, 2014, 02:06:15 PM »

As the skill monkey of the group, how much should I be caring about the talking skills? I've always had my rogues have at least one or two of bluff/diplomacy/intimidate. Guessing that the odds of me using words to beat the half-lich psionic water dragon are slim but since there is a town would it be worthwhile to have those?
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Requiem

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Re: Return to the Temple of Elemental Evil (D&D 3.5/Pathfinder)
« Reply #19 on: September 04, 2014, 02:28:48 PM »

Invisible Castle was not terrible to me for once when it comes to stats, this is what I'm thinking for Rhoop Dufflepudd, Halfling Rogue 4 (racial bonuses not included)...

BBCode
    STR 14, DEX 16, CON 12, INT 14, WIS 10, CHA 9
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Sacremas

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Re: Return to the Temple of Elemental Evil (D&D 3.5/Pathfinder)
« Reply #20 on: September 04, 2014, 03:07:49 PM »

Looks good stats, as for people skills sense motive is always nice, and a bluff skill might allow you to infiltrate the enemy's ranks ("No I really am the lich-dragon's illegitimate love-child, and he's totally sent me to pick up his phylactery"), an Intimidate skill will allow you to interrogate a captured mook about guard patrols or WMDs ("WHERE IS THE SPHERE OF ANNIHILATION; TELL ME OR I'LL PUT THIS PEN UP YOUR URETHRA!" in best Keifer Sutherland voice), and Diplomacy will be able to be used to charm shopkeepers into giving you a good price when selling those WMDs on... but if you got Sense Motive and one of the others that should do it.
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Requiem

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Re: Return to the Temple of Elemental Evil (D&D 3.5/Pathfinder)
« Reply #21 on: September 04, 2014, 03:17:43 PM »

Haha sounds good, I'm not going to be able to get Kiefer Sutherland's voice out of my head the entire time I play this character now. Also, might be looking at Halfling Opportunist down the road, assuming he lives that long.
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Requiem

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Re: Return to the Temple of Elemental Evil (D&D 3.5/Pathfinder)
« Reply #22 on: September 04, 2014, 04:39:58 PM »

Whoa, I forgot about Pathfinder's ridiculous skill progression. Sac, you okay with the +3 to all class skills you have ranks in? +4 to each skill at first level seems a bit much, but I'm cool with it if you are.
« Last Edit: September 04, 2014, 04:45:43 PM by Requiem »
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Cyclone

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Re: Return to the Temple of Elemental Evil (D&D 3.5/Pathfinder)
« Reply #23 on: September 04, 2014, 05:06:59 PM »

No interest in playing a healer type.  Looking over my options, as I was thinking of a Warlock.

EDIT: Well, here's what I rolled: 4d6.takeHighest(3)=6, 4d6.takeHighest(3)=15, 4d6.takeHighest(3)=10, 4d6.takeHighest(3)=13, 4d6.takeHighest(3)=12, 4d6.takeHighest(3)=14

That six is going to be painful.
« Last Edit: September 04, 2014, 05:21:12 PM by Cyclone »
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"When they ran out of ships, they used guns.  When they ran out of guns, they used knives and sticks and bare hands.  They were magnificent!  I only hope that when it is my time, I may die with half as much dignity as I saw in their eyes at the end."

Sacremas

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Re: Return to the Temple of Elemental Evil (D&D 3.5/Pathfinder)
« Reply #24 on: September 04, 2014, 05:14:30 PM »

I'm good with it, since everyone seems to have Pathfinder available let's settle on all characters using Pathfinder rather than D&D 3.5e, with the obvious exception of ability scores, for point buy let's change from D&D style 25 point buy to Pathfinder style 15 point buy. Note that this does include automatically that some spell changes will be made according to pathfinder and some spells (looking at you Cure Minor Wounds) dissapear.

Since Cyclone's not interested in playing the healer, we got two options, one of the others do it (Digger?) or you don't make 1 character each, you make 4 and swap them out like bullets in a chamber because you're going to go through them too fast to spend time on character creation if you don't have a healer.
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Requiem

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Re: Return to the Temple of Elemental Evil (D&D 3.5/Pathfinder)
« Reply #25 on: September 04, 2014, 05:18:47 PM »

Sounds good, and no healer eh? If nobody else wants to, I had druid as a backup idea since they can fill a few roles pretty well depending on how they're built. Almost have my rogue done though and would much prefer to play him if possible. That said, I suppose I could whip up the druid as backup in the likely event my rogue dies but then we're without a rogue in a death dungeon (assuming nobody else makes one).
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The Digger

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Re: Return to the Temple of Elemental Evil (D&D 3.5/Pathfinder)
« Reply #26 on: September 04, 2014, 05:41:33 PM »

Quote
for point buy let's change from D&D style 25 point buy to Pathfinder style 15 point buy.
??

Thought we were using IC as everyone seems to have done?

Also re Cyclone's Warlock, I cannot find Warlock in my Pathfinder srd; is there one?
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Requiem

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Re: Return to the Temple of Elemental Evil (D&D 3.5/Pathfinder)
« Reply #27 on: September 04, 2014, 05:49:41 PM »

Rough draft, subject to change...

Name: Rhoop Dufflepudd
Race: Halfling
Class: Rogue 4
Alignment: Neutral Good
HP: 36
Speed: 20 ft
AC: 21/22 (base 10 + 4 dex + 4 armor +1 shield + 1 racial + 1 dodge/+1 vs. Traps)

Racial Traits: +2 Dex/+2 Cha/-2 Str, +1 AC/+1 Attack/-1 CMB & CMD/+4 Stealth, Languages (Common, Halfling, Gnome, Goblin), +1 all saves, +2 save vs. Fear, +2 Acrobatics/Climb/Perception, Weapon Familiarity (Slings and Halfling)

Class Traits: Sneak Attack +2d6, Trap Finding, Evasion, Trap Sense +1, Uncanny Dodge

Talents: Canny Observer (+4 Perception), Fast Stealth

Str: 12 (+1), Dex: 18 (+4), Con: 12 (+1), Int: 14 (+2), Wis: 10 (+0), Cha: 11 (+0)

Fort: +3
Ref: +9/+10 vs. Traps
Will: +2/+4 vs. Fear

BAB: +3 (unarmed 1d4+1)
Ranged: +8 (Shortbow+1, 1d4+2/20x3, 60ft)

Feats: Dodge, Weapon Finesse

Skills:
Acrobatics: +13 (+4 dex + 4 rank + 3 favored + 2 racial)
Bluff: +7 (+0 cha + 4 rank + 3 favored)
Climb: +10 (+1 str + 4 rank + 3 favored + 2 racial)
D.Device: +13 (+4 dex + 4 rank + 3 favored +2 trapfinding)
E.Artist: +11 (+4 dex + 4 rank + 3 favored)
K(Dungeon): +9 (+2 int + 4 rank + 3 favored)
Perception: +13/+15 (+0 wis + 4 rank + 3 favored + 2 racial + 4 talent/+2 trapfinding)
S.Motive: +7 (+0 wis + 4 rank + 3 favored)
Stealth: +15 (+4 dex + 4 rank + 3 favored + 4 racial)
Swim: +8 (+1 str + 4 rank + 3 favored)

Gear:
Mithril Shirt (+4 AC/+6 Max Dex, AC Penalty +0) 1,100gp
Darkwood Buckler (+1 AC, AC Penalty +0) 200gp
Composite Shortbow +1 (1d4+1/20x3, 60ft) 2,000gp
Burglar's Bracers (MW Thieves Tools, 1/day take 10 on DD) 1,050gp
Boots of the Cat (Min damage from falling, always land on feet, appear slightly taller) 1,000gp
Rogue Kit (Stuff) 50gp


Background: In progress...
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Ski-Bird

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Re: Return to the Temple of Elemental Evil (D&D 3.5/Pathfinder)
« Reply #28 on: September 04, 2014, 06:25:08 PM »

I could be convinced to go full-cleric.  But, you know, a cleric that likes to hit things and make them dead as well…


<Pictures Robert Downey Jr.>  "You never go full-cleric."
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Sacremas

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Re: Return to the Temple of Elemental Evil (D&D 3.5/Pathfinder)
« Reply #29 on: September 04, 2014, 06:31:02 PM »

Thought we were using IC as everyone seems to have done?

Also re Cyclone's Warlock, I cannot find Warlock in my Pathfinder srd; is there one?

Ah, clarification, please first roll on Invisible castle as you've done, however if you end up with crap scores (Cyclone ended up with a +4 modifier overall including a roll of 6) then instead of rerolling (which you can't) use Point Buy, 15 points.

Digger, here's an alternative as Cyclone don't want to play a healer and you seemed interested in playing a arcane spellcaster. Let's let everyone do as they want;

Play a Sorcerer of the Divine Bloodline, as your cleric domain pick Healing domain with the alternative Resurrection option. Your bonus spells known per level for your sorcerer will then be 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—raise dead, 6th—heal, 7th—resurrection, 8th—mass cure critical wounds, 9th—true resurrection. A fireball in one hand and a raise dead spell in the other, and we got two character roles filled by one character. Meanwhile Cyclone can play a Warlock or whatever else he want as everything else is covered by that point if Ski runs with his grim and gritty front liner.
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