Monday, March 8, 2010

Final Showdown Rules


^^^Yeah its that badass ^^^

This is it! The final battle, the one to end it all. Everyone better be throwing in the kitchen sink into this one, there is no holding back. You have it upon some good authority that you will be facing the fearsome Tarrasque.

Just a quick note, we will be having our session on 17th of March, not the 12th, because I have dress rehearsal on the 12th. That is back to a Wednesday which was our old day way back when. Please try to make it, the finale won't be the same with out all of you there.

There are of course a few key points to go over about the scenery around you, what you will be fighting, and what are your available tools for the encounter.

First, you are on the island of Patmos. The sunlight is roughly noon, there are little to no clouds. There is a large sized javelin behind you with runes on it that indicate that it should be thrust into the Tarraque by throwing it, and after contact will need no other help. The runes speak of powerful magic that will weaken the Tarrasque within the javelin. Terrain-wise its all field like ground, no double movement. About 200 yard on any given side of the battle mat will be coastline, which is made of shale and it double movement if it ever matters.

Second, yes you will be fighting a Tarrasque. However just so I can be a nice guy and clue you guys in, beforehand, the Tarrasque is not the only thing you will be fighting. I will not say what it is, how it may affect the encounter level, or anything else, other than, it isn't the Tarrasque so don't be completely sold out on fighting the Tarrasque or you will be wanting later on.

Lastly, the rules for character generation of 20th level.
Class mechanics -
-You gain 10 levels, they must be of your favored class.
-Pick only Pathfinder feats (make note for my checking later)
-Pick your next 3 stat increases ( make note for my checking later)
-Remember you get either a HP or a Skill point every level (make note for me to check)
-Crimwinkle show me what spells you pick
-Raxt review with me what spells you will select

Gear mechanics-
-You will all get a budget of 818,000 gp to spend IMPROVING your gear.
-Improving may be enhancing a weapon further (longsword +1, to a longsword +2)
-Getting a better wonderous item (cloak of resistance +1, cloak of resistance +2)
-Also up-grading a wondrous item of the same type (like a rind of wizardry I to a ring of wizardry II)
-You make take mundane items like boots with no particular buff on them and make them into a magical boot with money, just make sure to add a "masterwork" cost to it.
-Wands can be recharged by repaying full cost
-Wands and potions can be "repurchased" at a higher caster level if needed, however the price difference is not factored in, so you will be paying full price for the new consumable.

For purposes of budgeting, improving your gear does not require a complete new purchase of them item, it only requires you to put the additional money required to make it higher level or stronger. (exception is for consumables)

Example, lets say you have a longsword +1, and you want to make it a longsword +3. A +1 weapon bonus is 2,000gp, and a +3 weapon bonus is 18,000. To improve your weapon this much, it will cost 16,000gp, the difference in GP between the two bonuses.

I know many of you will have questions for me. Feel free to contact me via AIM, Facebook or just post a reply here. I look forward to seeing all of you on the 17th.

Game hard, game well. ~ GM

vvThis version looks freaky as hell, perhaps a bit closer to the version I like. vv

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