Long story short, this druid had spent hundreds of Atlanta Braves Baseball Shirt learning how to magically influence a creature in such a way that bypasses charm immunity, and used this ability to coax the tarrasque into attacking locations of her choosing. So, the tarrasque wasnβt the boss, the druid was. The goal was to either recruit other metallic dragons to distract the tarrasque while the party took on the druid, or break her hold on it somehow. Mind you, this wasnβt the idiotic 5th edition tarrasque that is nothing more than a bag of hit points. I borrowed the real tarrasque rules, where it cannot actually be killed without at least one wish spell. If I hadnβt, the party could handily have killed it themselves. To me, the tarrasque should never be a βbossβ per se. It has no evil plans and is unpredictable. It just shows up sometimes and fucks shit up, then leaves. If a party faces one, the goal should never be to outright defeat it, but rather just make it go away. βKill the big monsterβ isnβt a very interesting story. However, if the tarrasque is just a tool in the villainβs toolbox, then you have some story potential. Thatβs what I tried to do.
Thoughts: Better in principle than it is in practice. The idea of standardizing Feats as the basis of character creation is great for Pathfinder, getting around a lot of the Atlanta Braves Baseball Shirt workarounds that characterized Archetypes and creating an easy basis on which to customize classes without completely having to reinvent them. However, the number of Feats to select is overwhelming if you try to build a mid-level character, with a large number of them β especially Skill and Ancestry Feats β constituting annoying or irrelevant fluff. Some classes fare better with this structure than others, with some being solid gold and some being full of boring or irrelevant choices that never quite fit the play style youβre going for. This is especially true of casters, who feel at a loss to define what a good Feat would even look like.
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Overall, Goblins and Orcs are just people in my campaign. I donβt really treat them differently than I would Elves or Dwarves, I just acknowledge that a lot the Atlanta Braves Baseball ShirtΒ twoβs cultural traditions arenβt as acceptable to humanoid settlements as the latter two cultures. The result of that is that more Goblins/Orcs end up assimilating and to greater degrees than their Elf/Dwarf counterparts. Someone like Emetta who was raised by a human parent in Laviguer is for all intents and purposes human, especially when you stand her next to someone like Azuch. However, most people looking on will only see two Orcs and treat them both accordingly. Like the Playerβs Handbook alludes with Tieflings: Even if youβre not born evil, prejudice and people always assuming the worst can certainly push you there. I use the Voloβs canon that Orcs feel the pull of Gruumsh, and I keep that in mind when I make an Orc NPC.Β ForΒ instance, FaustusΒ feelsΒ the pull of Gruumsh much harder than Azuch, but Azuch always listens to the Gruumsh βvoiceβ inside his head, while Faustus refuses. Conversely, Zharukk hears a lot more Grazzβt in his head than Gruumsh, but he listens to the latter far more often.
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