Grimmjow
First Post
I should think that the Flame of Hope would be one of the easiest Paragon Paths to integrate into such a campaign. The world is overrun with undead. The surrounding land is falling to them. Despair is everywhere. Where more do you need hope? And the embodiment of hope being someone who throws cleansing radiant fire at the undead? Perfect!
So Pelor's Exarch comes down, from on high, to bestow the literal Flame of Hope upon the Invoker. If the Exarch dies, then so goes hope.
That would be really fun. Like probably more fun then your realized when you put it down. My brother loves it when he gets attention from his god pelor. So something like that he would enjoy beyond words! Thanks so much!
First off, why don't you want it to apply to the more powerful/intelligent undead?
Do you want the shadow cloud to function like a terrain effect, or do you want to change the monsters themselves?
One option might be to give lesser (non-minion) undead regeneration while in the shadow cloud (with a "if the undead takes radiant damage, it loses regeneration until the end of its next turn") clause. Since vampires already have regeneration, this doesn't buff them, but it will still work for things like death knights and liches.
Another choice might be a theme or template (but warning, 4e templates blow).
i guess the main reason is that i don't want the smart undead to gain this mainly because my party hasn't had any experience with these guys, so i don't want them to be too different, but i guys it doesn't really matter.
i do like the regeneration thing. I was also thinking that maybe radiant damage could be halved while in this cloud, maybe even a -2 to attack rolls with the radiant key word.
pretty cool, I'd make the angel a solo version. For the skill challenge, I'd make it a little more complex than just "convince him to leave"- maybe there's an action you can take elsewhere in the dungeon that allows him to leave; stage 1 of the skill challenge is to convince him that he wants to leave, and when you finish stage 1 he reveals what you have to do to break the binding that keeps him in place. Stage 2 is to break the binding- maybe there's a religious ritual that must be performed, or perhaps a seal must be sundered, etc; I would make it so that stage 2 has a different set of skills that apply than stage 1.
Ya i like that a lot too. (Your rocking this man!). Charisma based on stage one, then on stage too probably wisdom int stuff.
what if, when they reach the far side of the hall, they discover that the door in the end is false? The real exit is a secret door that opens when one of the statues is physically manipulated and pushed along a hidden track beneath it- basically, Mr. Warpriest uses his shadow jaunt to bypass the trap, only to discover that he has been tricked and is now on the wrong side of the hall. The "secret door opens with manipulation of statue" bit also means that the party has to interact with the trap in order to keep going along this route.
(Although I'm pretty strongly anti-railroad, traps that the pcs must pass in order to enter a dungeon make perfect sense to me, and definitely don't cause my railroad alarm to flash.)
that would be sweet too. Ive never done that to my players (fake doors) so that would be cool. perception would help they have really high on that but i know they won't use it until they know the door is a fake! Thanks man!