Swordpriest

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56 posts. Alias of nicklas Læssøe.


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Hi all.

So i have been thinking on how to most efficiently create a scarred witch doctor witch, and was wondering if there is any ways that he can boost con without sacrificing levels.

max con score:
Start 20
ability increase +5
Wish +5
Enhancement bonus (magic belt) +6
Size bonus (form of the dragon 3) +8

for a total of 44 con.

So is there any way to get this higher, whithout leveling outside of witch? (i know that alchimist can give you +4 morale, and so can stalwart defender, but both lose the spell level)

please if you have any ideas for magic items (pathfinder only), spells or abilities that i can get other chars to cast on me, list them below.


Just a coupple of more suggestions for weapons to your arsenal.

1: It is ok to sleep/dominate/banish or any of the multitude of spells that directly takes out the eidolon, once in a while. Especially if that means you can make the summoner be slightly more careful with it.

2: Use minions. Put lots of small HP, easily disposable NPCs between the vilain and the eidolon. That way he can just charge them instead, and kill one per round, thats not a big deal if there is 10 minions and they have 10-15 hp each. Alternatively you can give the minions a spear and use the brace action, which should be able to hurt the eidolon a little. (remember he cannot charge an enemy and use some of his attacks for hitting other people than that enemy, and that cleave is an action in itself, so that wont work either)

3: Use combat manouvers. Even though the eidolon right now has a CMD of 24 which is on the high end, then he should continue to fall further behind there, meaning that a grapple monk/fighter/barbarian will have an easy time taking him out. Also dirty trick to blind him, or trip could be useful.

4: Use smart tactics. The eidolon can only be one place at a time, so you can always try to ambush the party from multiple places, forcing all of them into a fight.

5: What you really should try to avoid with a party that has a pouncing meatgrinder, is to have only 1 high CR opponent against the party. You need to use minions, multiple high level opponents, and/or terrain to make the combats interesting to the whole party. Im most MMO games the most interesting bosses/fights include multiple different things to do, and enemies to fight, try to construct the fights like that.

6: Use color spray from a low level mook to target the eidolon after it has charged, odds are he will be stunned and then dead in 1-2 rounds. especially if the rest of the party is not also in the fight.


Technically if he was charging you he never makes an attack action, and as such you cannot say that the charging person has ended his movement part of the charge and is doing the attack part of the charge, as it is all one action.

Ready action states that he gets to continue the action afterwards, which was the charge action, so unless you stepped out of range of his charge movement he will be able to follow you completely and make his attack.

Alternatively we could read the line "Assuming he is still capable of doing so, he continues his actions once you complete your readied action", as meaning that he gets to do all the stuff that he normally would do, even though your 5 foot step moves you out of reach now, ie that he still gets his attack against you. This is ofcourse only if we by "action" do not refer to the action types in the game, but the actual word action.

So although i agree that the second interpretation is weak, i dont think you can weasel out of the charge one.


how about a zen archer? beside having amazing saves, stupid movement speed and great damage. He can also choose to just stand 3000 feet away from the mage, completely out of sight behind rocks or something. Fire his arrows into the air, spend 3 ki points, and let the arrows ignore concealment and full cover finding their own way to the mage. The is effective mage killing business, you dont even have to get dirty hands, or leave the in you are staying at.


yes darkorbit, what i mean is that it is quite terrible. You will be strong at lower levels, but at mid and higher levels, the disadvantages you have chosen are huge and not worth it. Ofc having a 25 rp race is never bad, but its not as OP as it is in the early levels. Anyway im done with this troll now.


Actually this race is hilariously bad, but even so i give you a slow clap for your trolling.

Your description of the character is not consistent with that race. You apparently started with a 29 point buy (to get 18, 18, 13, 8, 8 , 7), and managed to tell us that you have 0, then 1 in charisma, although the above race would give you 4.

Also a 25 point buy race, with a tendancy of being blinded when your party needs to see, and negative energy affinity so you cant be healed is quite dumb.

Although i kinda like the orc/stone giant/dragon theme of the race.


Am i the only one imagining the dwarf pointing at Minmax and stating "no he traded his ability to put on clothes correctly, for +1 to hit"...

Goblincomics rocks, now back to the actual thread, other ways of giving him a challange, send a ghost or other types of undead that uses incorporeal touches and does charisma damage. 1 hit and he is comatose, that should make the player scared enough.


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rainzax wrote:

agreed you might not be among 'your people' and so might better find a different group. it can be kind of like breaking up. try to 'let them down easy' explaining that you guys seek different things and are at an irreconcilable impasse.

unless they are sport for the DM taking control back of the game!

it's ok as DM to say "this is what happens despite how many HP or BAB you have" because indeed they are not supermans. a whole bar shooting one guy! dead. 10 to 1 in a knife fight? dead. rolled a 40 w/ Diplomacy vs the arch-king to hand over the throne? no.

the rules are there for the DM to use, bend, ignore.

what prevents the DM from being a tyrant? that if he or she is, the other players can walk away. that is the balance.

it's okay to say no. a group that can't respect that probably isn't worth playing with.

and just so you know, it is hard to find a good group. and if you have one, you are fortunate to be amongst the company.

So this is definately 3 things i would absolutely ignore as a GM. Do not change the rules during game play to scare the players, there are plenty of stuff within the rules that can be scary.

The problem with suddenly deciding during gameplay that Diplomacy doesnt work, or a 10 to 1 fight is auto death, or even the "sorry you took 25 damage to your arm, now you cant use it", is that it is outside the rules, and as such there is no way that the players can prepare for it or even know that they should avoid it. GMs that has to bend the excisting rules because they dont like how they work, need to read the books and get further mastery of them before GMing, or play a game where you just tell a story instead of letting the players actions matter. Remember that this is a fantasy world where people can shoot fireballs, who can tell what is possible or not, if you as a GM dont inform you players and even throw some huge signs up that certain things are a bad idea.

As a rule of thumb you should always put atleast 3 warning signs up that they should or shouldnt do something, as they will most likely miss the first two. Remember that they dont know every thing in the world, you are the medium to describe it for them.


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One of my friend used to say that he didnt feel like a real DM unless atleast one player died in the first session, that kind of set the tone for his games.

I think that the trick is to hurt them bad enough once in a while that they have to run away or experience a TPK. I think once the party relizes that sometimes you can meet dragons or evil vilains that are simply to tough to handle, then they will have to think a little about how they handle themselves.

I will have to say though, that leveling a character from level 1 to level 8 and then feeling like a superhero when you walk into a tavern, is also one of the things i enjoy, it gives you a feeling of how far the character has come.

But my solution would still be to kill the whole party, or atleast put them in a situation where they have to run or die, so they realise that they are mortal.


guess i am wrong then, although i could have sworn that you cant attack twice with natural attacks on the same limb.


pluvia33 wrote:
Anomander wrote:
Riuken wrote:
Why not make the primary attack with a two-hander and the off-hand with armor spikes while you're at it? And get two levels in barbarian to get the rage power lesser fiend totem for a gore attack while you rage. This is all legit RAW, but no sane GM would allow it (6 attacks at level 3 if you wanted).
Actually it would not be legal to use a gore and a bite attack in the same attack rutine, as they both use the same limb (head), and you can only attack once with each limb.

I'm sorry, but where is this rule? Imperial dragons have both bite and gore attacks and it doesn't say anything about them not being able to use both in the same round.

Also, I would just use unarmed striking to get around the "where are the claws" issue. Though I have heard some people debating if you can use TWF with unarmed strikes or not.

Yes i can see that these dragons have both bite and gore attacks, but i presume that it is an exception to the general rule in the bestiary that you can only attack once with each limb. I cant find the rule on the pathfinder SRD right now (and i dont have my books with me), but im sure the rule is in the bestiary. Any one help me with a reference?


Riuken wrote:
Anomander wrote:
Riuken wrote:
Replace gore attack with claws from lesser beast totem. hand claw x2, feet claw x2, bite, armor spikes (primary attack). You don't even need TWF, so jack your str through the roof. 6 attacks at level 2.

Yes that works. Although you only have those 6 attacks for 8 rounds a day due to the raging requirement, and remember that when you switch out of rage to save the rounds in a combat you are fatigued, gaining -2 to hit. So great nova potential but not really worth it.

I would however look into the rogue talent Offensive Defence, it is so incredibly awsome, especially if you are making 5 attacks with 2 sneak dices per round. (+1 dodge bonus per sneak dice rolled for 1 turn)

I guess I'm going the direction of pure barbarian here, so a bit off the concept of maxing sneak attack and more on maxing number of attacks. Of course you could drop the armor spikes at that point to make all the natural attacks primary, freeing up another feat and allowing full str bonus and PA bonus.

Yes that would work fine then. But personally i wouldnt go with armor spikes at all, due to the fact that it is quite a bit to cheezy. It would work by RAW though, but personally as a GM i would have a word with any player trying to pull stuff like this including armor spikes. \


Replace gore attack with claws from lesser beast totem. hand claw x2, feet claw x2, bite, armor spikes (primary attack). You don't even need TWF, so jack your str through the roof. 6 attacks at level 2.

Yes that works. Although you only have those 6 attacks for 8 rounds a day due to the raging requirement, and remember that when you switch out of rage to save the rounds in a combat you are fatigued, gaining -2 to hit. So great nova potential but not really worth it.

I would however look into the rogue talent Offensive Defence, it is so incredibly awsome, especially if you are making 5 attacks with 2 sneak dices per round. (+1 dodge bonus per sneak dice rolled for 1 turn)


Riuken wrote:
Why not make the primary attack with a two-hander and the off-hand with armor spikes while you're at it? And get two levels in barbarian to get the rage power lesser fiend totem for a gore attack while you rage. This is all legit RAW, but no sane GM would allow it (6 attacks at level 3 if you wanted).

Actually it would not be legal to use a gore and a bite attack in the same attack rutine, as they both use the same limb (head), and you can only attack once with each limb.


Multiattack would be illigal as a feat only in pathfinder organized play, because of a house rule that they are playing with, but RAW wise it is legal.

As far as i know there has not been a clarification of whether you can have claws on feet, but according to RAW i dont think it is ever specified that it can only be on hands.

atleast that is my 2 cents


I would be with quatar and ashiel on this one, atleast RAW wise.

We could start discussing RAI, but even there im not sure this isnt how it is supposed to work.

atleast thats my 2 cents


i would say only if it slows down the game a lot. What our group started doing was just look up the correct rules or discuss the rules between sessions and not during the actual sessions, so you dont waste hours in a meaningless discussion. Then we just make sure everyone knows the correct rule the next time.

Ofcourse there are things you might need to look up in the books during the game, but try to keep it to a bare minimum if you can.(or discussions with your fellow players to a minimum, if you remember all the rules)


I think the main problem that people (or at most times DMs) have with rules lawyers, is if the rules are blocking what they call the cool factor. Even though i am often for the rule of cool, then the suprise house rules can very easily make players mad, because it goes against the players expectations to the game, and i think everyone having the same exectations is important so as to avoid a bad group karma, hence the reason it is a good idea to stick to the rules.

Personally i have had multiple DMs that threw bosses with arbitrarily high CMD against our group, because i had a grappling monk and apparently it is not cool if the undead boss knight gets immobilized like that, which resulted in me being angry because i felt like the DM was just taking a dump on my char. This was due to the fact that my expectations not living up to the rules the GM wanted to run.

Other examples of suprise house rules include: Enemy soldiers being immune to all AOE attacks (caused by the boss), uncrittable bosses, auto succeed on spell casting checks for defensive and so on.


Caderyn wrote:
Basically the more dice you add the more normalised the distribution becomes (assuming the dice a fair) gaining a larger central peak with fewer outlying values, this means that 4d6*4 is not equal to 16d6 except with regards to the mean, the standard deviation of 4d6*4 is much higher than that of 16d6 meaning you have a much higher chance to get outlying values.

I like this explanation. Though you could also mention that the 4th order moments (kurtosis) of the distributions are much greater for the 4d6*4 than the 16d6 distribution. Which means that not only does the 4d6*4 have a higher deviation around the mean value of 56, it also has a lot higher probability of getting extreme values (tail probability).


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Ok because i apparently have no life, and or find the OPs argument quite incoherent, i decided to go through all the CR 10 mobs to see how many flying creatures we have and how dangerous they are.

There was 51 creatures on this page "https://sites.google.com/site/pathfinderogc/bestiary/-bestiary-by-challeng e-rating/-bestiary-cr-9-10" with a CR 10 and 36 of them cannot fly. Out of the 15 that can actually fly only 10 of them can actually do any damage while staying out of melee. These creatures are : Cuatl, Dragons (Red, White, Forest, Silver, Crystal, Umbral), Garipan, Zuishin, Protean Imentesh.

And out of these 10 monsters, 2 of them (Cuatl, Zuishin) actually cant do any damage to you as long as you carry a tower shield. This means that 8 out of 51 monsters are dangerous flying creatures that our fighter actually has problems with. Now here comes the fun part all the dragons and the Garipan has to be within 40 feet of the fighter to be able to use their breath weapon (because its cones) and doing 10d6 (ref for half) dam each round or less. Which means that the fighter, even if he barely has any ranged feats but just carry around a coupple of dragon bane arrows, should be able to out damage or atleast deal almost as much damage as that one creature, even though he is completely out of his element.

Ofcourse he could also just use a tanglefoot bag, a net, a hook or anything else that he can easily throw 40 feet to drag the dumb dragon down so he can deal with it, but that would almost be the smart thing to do so lets forget that.

So according to the bestiary only 8/51 or 16 % of the monsters are actually a problem when they fly, and only 1/51 or 2 % (the Protean Imentesh) is actually something where he would need to be able to fly to beat, as all the rest can either be avoided with a tower shield, or hooked/grabbed/netted when they move close enough to attack.

Ofcourse the dragons could also use flyby attack, but the fighter should win that fight so much if he just readies his attack for it. So honestly i cant see why fighters or any class for that matter needs to fly in all or even most fights, and burning 350 gp in 16% of the fights is really nothing at that level anyway if you dont want to hook or net the dragon.


Raniel Kavilion wrote:
Dabbler wrote:
Anomander wrote:
How about making a Drunken master Sensei quingong monk? you would effectively lose all of the usual monk abilities, but instead you would gain.
The idea is to do an analysis of the CORE monk's problems or lack thereof, so using archetypes is out. No-one is denying that some monk archetypes are quite effective.

Yep, Core only. Though I'm stealing that idea for my next character.

Go ahead Raniel, glad i can help :)

Also thought it was a pretty awsome way of using drunken master, when i was fiddling around with it about a month ago. The only real downside is that you are kind of weak until about level 5-6 as all the cool abilities doesnt really arrive until then, and the ki pool is still pretty small. By level 12 though i think pretty much all of your party will be loving the monk.

Was thinking of possibly giving him crane style for even more takyness, as he only really needs 3 feets by level 11 for drinking. ofcourse stuff like extra ki or extra bardic music (if your gm is nice and lets you pick it even if you technically dont have it) could also be usefull.


@ Dabbler Sorry bout that then, guess i missed the part that it was only core monk, but in that case i personally dont see him stacking up that well.


and i forgot to mention that he kinda sucks before level 5 due to the fact that he hasnt got his ki abilities yet, so maybe not a good idea if you play in a low level campaign.

The upside is that you can reasonably drink all the beers at your friends gaming house, because you need to be "in character". And ofcourse you get to play a drunk dwarf, all the time.

@ Pendin Fust
Nope Draconus has it right now actually. Maybe i should try to best him and get it back once more...


How about making a Drunken master Sensei quingong monk? you would effectively lose all of the usual monk abilities, but instead you would gain.

* Bardic music and all the associated different buff varieties
* ability to use wisdom for all attacks, which we combine with dragonsbreath/scorching ray/spit venom for a good touch attack and reliable damage.
* Insane saves because he is monk and focus on only wis and con (should both be 18 after racial)
* loads of hp and almost unkillable because of the level in temp hp he gets every round he drinks
* ability to buff the party with ANY of the normal monk ki abilities (one member at 6th level all party at 12th level), that means 1 extra attack, +4 ac, or give them high jump and speed, or how about buffing all the party with true strike and 1 bonus attack every round that stacks with haste.

Ofcourse you cant really go into melee, but once you find it boring to buff party members like crazy, or just be drunk, you could always throw scorching rays or some aoe spells out every round without ever worrying about running out of ki. So you are basically like a bard, with worse skills, worse spell selection (ofcourse true strike on all of the party is pretty sick), better hp, better saves, better damage, and ability to never run out of spells (assuming a coupple hundred gallons of alchohol stashed away in your bag of holding).


well Ravingdork you definately dont seem to have boring conflicts, but i must admit i have no clue on how to solve this if you are accurate in what your saying, which ofcourse i assume you are.

You say that he is after the power, and that you are afraid that he will either a) overshadow the party, which i think is a really legitimate reason. Or that b) the GM will change encounters to match the hardness and then kill more characters, although presumably not the half celestial as he is going to be tough as hell.

He gets resistances, DR, spells, smite, darkvision, SR, and +4 on three abilities and +2 on the rest. Assuming he is a human half celestial, that would put him at most likely +6 on one stat +4 2 others and +2 the rest, which is kinda insane, especially if he gets if for nothing.

I think you can legitimately try to let him play the concept of celestial through the current rules without using the template, either through sorcerer bloodlines, aasimar with feats that gives wings and so on. So i would claim that the roleplaying part of it should be possible, if the concept doesnt include playing "superman" angel.

As to the power creep he is pulling, how is the GM feeling about it? but also have you tried to discuss as a party what goes wrong when you die, and possibly what you can do to not die (better setup, better combo's, better tactics?, learn to run?). Maybe just finding a better gameplan will convince him that he doesnt have to play half celestial, and he can still survive and play the concept he wants with fx an aasimar.


why do people always assume that wish can do anything? they changed that in pathfinder to have very certain restrictions.

Ie you cannot auto win initiative, cast mass true strike, max damage on attack rolls, and so on and so forth. Because there is no spell in the entire book that allows that, and besides some really cool bonus abilities, then all a wish spell can do is copy other spells for the effects.

The only spell in the book that allows for this sort of handwave solution is miracle where you request major help from the diety, as all the description say is that its DM fiat. But as the other good dieties havent killed lucifer yet, im not sure that they will be too willing to directly join the fight, anyway it would be complete GM fiat vs GM fiat.


technically healing in combat is always very ineffective, but you are right that the level 7 ability is a complete joke, and healing with that in combat can never be optimal. sorry that there is no errata i know of.


basically what goatstick said. Monk of the healing hand and the level 7 ability sucks quite hard, so id go with the same advice and say play cleric or a monk like oracle if you fancy that.

If you are hell bend on going monk, then i would suggest a drunken master / sensei / quinggong archtype monk. In that way you will be able to give allies a bardish buff (you actually get bardic music), you can focus on only wisdom giving you a high ki pool, and then swapping any of the other standard abilities out with spells via quinggong. Technically you can then be a moving, buffing (bardic music) dps turret (with scorching ray in every round due to drinking), almost invulnrable (gaining +HD temporary hit points every round is insane via a drink feat), and still able to pull combat manouvers and higher general survivability than other supports.

Ofc you would lose out on the full divine caster progression, but as i said this was only if you really wanted to run a monk.

I can mock up the actual stats for the DM/sensei/quinggong monk if you want.


The black blade has all skills, just like any character or NPC in pathfinder. The only question is how much is its modifier to the rolls and can it actually use the skills it has. As it has no physical ability scores it cant use any skills that require physical ability scores, but besides from that it just counts like any other character that is only trained in knowledge arcana.

meaning it can take knowledge arcana checks, it can't take other knowledge checks or any other skills that is only usable if trained (like any other character), it can take perception checks (but it will have 0 ranks and an awfull wisdom score, and so on.

i hope this cleared it up.


Zotsune wrote:


Remember that Inquisitor... He specialized in fear effects so they stacked fear upon fear on him making him shaken. The Inquisitor got a teamwork feat that allowed them switch places so they kept on switching places so that the paladin would get hit by the attacks from the hard hitting people and the Inquisitor would scare the living crap out of the people so they had no real reason to not lose that fight.

I know the way to beat that portion of their fighting and that is with Immunity to fear (Heroism, Greater, High level Caviler), that or fight outside of 30ft where his fear effects don't work at all.

** spoiler omitted **

The Paladin Role plays the Redeemer very well and also if he were to be put into an area full of enemies then he would come out with...

No matter how you specialize in fear you can never impose a higher than -2 effect on the opponents as the fear effects does not stack, they improve to the next level (ie shaken, frightened, panicked). It is true however that if he is able to get every enemy panicked then they cant attack and will cover if they get cornered, although in my oppinoin you probably have a very large risk of the bbeg or his servants to just run away, as thats what panicked do.

@ Story archer
Yah sorry about the 98 the paladin can heal everyround, as i simply assumed that its not a level 20 fight, because the OPs post, i dont really make a habit of remembering one broken ability no one uses after the other. Anyway it is still a nice amount of healing, but with absolutely minimal feats the paladin really lose a lot of what makes him good against regular folks he cannot smite.


Story Archer wrote:


Well, first off let's not just discount the healing as 'nice'. Its utterly and completely game-changing. We have an Elven Paladin in our party whom at 20th level (an extreme example) can use Lay on Hands to heal herself for 96 hit points a pop 22 times a day - that's basically giving her a 2,112 hit point advantage in any toe-to-toe fight without even disrutping a full attack chain. That's a lot more than nice.

so im assuming your paladin has 30 or 34 charisma depending on if he has the feat for extra lay on hands, which gives him the 22 times of lay on hands a day. but how does it heal 96 hit points per time ? it should be only 10d6 which is 35 hit points on average, and as far as i know there isnt a way (feat wise) to get 61 hp extra healing into lay on hands, but i would love to hear how he does it. otherwise he "only" gets 770 extra hit point assuming he survives the 22 rounds in the first place.


Zotsune wrote:
More clarification: Half-orc Paladin (Redeemer Paladin) Level 20 and he and the Inquisitor were able to kill the Stag Lord (from the Pathfinder campaign Kingmaker) at level 3 because they were able to give him -8 to all roles and would have been more but the DM took pity on the Stag Lord and just killed him. And they are going to try to role play their alliance even if they aren't allies in the beginning so I may as well try to make them not allies but he is a Redeemer Paladin he will spare his opponents and make them convert if at all possible.

how did they manage to give him -8 to all rolls? a level 3 paladin cant do anything besides combat manouvers that can actually impose a penalty, as far as i know. Assuming that i am wrong please tell me what combo they used :)


people seem to have missed the rest of your question 5 line: the "And if a rogue makes a ranged attack out of stealth do they apply sneak attack damage (given that they are withing 30 feet)?"

the quick answer is yes, but according to raw it only applies to first attack out of stealth, so no sneak attack on extra attacks, although some groups houserule that away.


options 4:
The opponent gets shaken on the kick if it is a critical hit, otherwise the dragon ferocity has no effect as it applies to stunning fist not punishing kick.


Definately interested, have been waiting to find a Rotrl game for ages so i will be submitting a palading to the group. Im thinking either a dual wield or a tanking one (sacred shield awsomeness), which would you prefer GM?


Faylon fang wrote:
Anomander wrote:

I must say that your Avatar is also a very handsome looking one.

It always makes me think of the Tiste Andi from the Malazan books by steven erikson.

whos avatar are you talking about? if mine thank you... sorry for being oblivious im tired

Was referring to tels (he has the same avatar as me), which is why we were complimenting eachother.

and would really love to check the math on those stats, something seems really out of place, unless you allow them to make items that give stat bonusses as other than enhancement bonus (would be a bad move), i guess that way he might be able to make an item giving +5 luck all stats (should be worth several hundred million gold but w.e.) and a +5 sacred to all stats (again we are talking major artifact level). So unless you accidentally gave them access to stuff like that it shouldnt be possible.

Anyways would love to see the math


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I must say that your Avatar is also a very handsome looking one.

It always makes me think of the Tiste Andi from the Malazan books by steven erikson.

@ The eel, Yes it is definately a fantastic series, and must say that even 9500 pages later it is just as good (currently reading the 10th book).


the ac 50 is kinda easily explained with the 40 to all stats though.

10 base
+15 dex
+15 wis (monk)
+ 4 (shield spell)
+ 4 mage armor
+ 2 amulet of natural armor
=50

the main question should be wth happened to stats.


what caius said.

If you want any sort of balance dont use rolled states, use point buy.

But even with all 18s in stats i too would like to know how he got 40+ in all stats.

18 (base)
+6 item
+5 book (or wishes)
+5 level
+2 race
= 36

and that is only to the best stat as he wont get race and level bonus to more than one, so the others really should be capped at 29.

Besides letting players get tons and tons of gold, presumably breaking wbl levels massively, will also make it increasingly hard to give challanging encounters, so my advice there is dont give the players too much gold or loot, and you will find the game not that broke.


To me it doesnt sound like you have a problem with a powergamer, it sounds like you have a problem with the power difference within the group that is unfun for some people. To me the only way to fix that is to talk to all players and make them do characters that are equally strong, if you need to fix it ofc.

But i wanted to say that the game is not hugely unbalanced because a guy optimizes, my guess is that he could take any of the classes and make a stronger combat char than the rest of the party, which kinda means that if everything is "broken" then nothing is broken, and that the problem lies within your group not the gaming system.

People dont complain that world of warcrap is unbalanced because a paladin with pvp gear and talents are vastly superior to a paladin that takes talents that fit roleplaying, or that has "good looking effects" for example. In short this is a problem with your group not the game.

So is there any way you as a GM can make the gaming group more "equal"? my guess is no, but i would counter with the question, is it really necesary. If you have people in the group that do not build characters for combat, then that is probably because they dont want combat characters, which means you can easily give them out of combat time to shine, and the PGer time to shine in combat. If the other players feel like they want to be good at combat too, but they are always overshadowed, then make the PGer help them in making their characters, which would probably result in a roughly even party. As a main thing i would say the game is about the players (and gm) having fun, and i see no reason why you would have to take away the fun from the PGer if you can work around it and make everyone have fun.


congrats max


his god is Cayden Cailean, and he has somewhat of a love/hate relationship with him, quite certain that the god pushes him in the direction of trouble all the time, but still a strong believer in the fight against tyranni and oppression.

As i think i mentioned earlier, not necesarily the standard prototypical paladin.


i was assuming max hp at first and second level, as per the rules in the old thread btw.

And ofc the paladin is LG not CG, just forgot to change it from the template i used.


So here is the paladin

Crunch:
CG Medium humanoid (human)
Init +1; Senses Perception +1
==DEFENSE==
AC 20 Flat footed: 19 Touch: 11 (+7 armor, +2 shield, +1 dex)
hp 3d10 + 15 = 2 max hd + 1d10 + 15 = 35 + 1d10
Fort +9, Ref +5, Will +6
Defensive Abilities Aura of courage, Divine health, Divine Grace
==OFFENSE==
Spd 20 ft
Melee +5 Warhammer (1d8 + 1 dam)
Ranged + 4 short bow (1d6 dam)
==STATISTICS==
Str 13, Dex 12, Con 16, Int 10, Wis 10, Cha 16
Base Atk +3, Cmb +4 Cmd 15
Feats Combat reflexes, Bodyguard, Toughness
Skills Sense motive +6 (3 ranks), Intimidate +10 ( 3 ranks) Perception + 1 (1 rank), Knowledge (nobility) +4 (1 rank),
Knowledge (religion) +4 (1 rank)
Languages Common, Molthune
SQ Lay on hands (Fatigue mercy, 4/d), Bastion of Good (1/d)
Combat Gear Banded mail, Large steel shield, Mw Warhammer, short bow (10 arrows)
Other Gear 11lb Backpack, Waterskin, Flint and steel, Fishing hook, 2 rolls of string, 1 shovel, Bedroll, 2 bells, Horse, 3 candles,
Chain (10feet), holy symbol, 2 pieces of chalk, weapon cord, whistle, 2 smokestacks, belt pouch
Valuables: 34 pp, 23 gp, 8 sp

Traits
• Imperial Soldier (Molthune) (intimidate) (pathfinder player companion)
• Birthmark (faith): +2 to saves vs charm and compulsion effects.

I will start writing up the background a little later, but it might not be posted until tomorrow.

as for HP he would get 1d10 + 35 ⇒ (10) + 35 = 45


I would definately say that it doesnt sound like you have a melee debuffer/tank/healer in the group, and sacred shield paladins are much different that 2h wielding fighters. That being said i think playing a paladin in that kind of a city is most definately fun, the question is probably just how much the GM will try to force the goody goody type paladin down on the code of conduct, personally i interpret the alignment system with a little bit of flexibility.


Dotting for interest


hmm nah i think im going to write up the story for this one, getting bored is all about the RP aspect and i think he could be pretty darn fun.

Honestly while i do like rogues, i think that i have had enough of them for the moment, and dont really fancy the bard even if he is awsome crunch wise. Truth be told i just feel like doing paladin,monk or barbarian, and considering you dont need more melee damage, i thought going for a buff/debuff char could be awsome.

Is there any reason for you guys not recieving much punishment? it also sounds a little like you guys are expecting the plot to end relatively soon, or did i misunderstand something?


So taking into account what the players seem to be wanting, which after what i understood is:

Secondary healer
support buffer / debuffer
skill monkey
tracker (already taken by felix)
ranged combatant

With this in mind i will be making a paladin (human) with the sacred shield archtype. That will be granting the party extra healing and different cure effects from the mercy's, brilliant support (soaks damage, reduces damage to allies, buffing allies, taunts and debuffs enemy's. It wont be a skill monkey or a ranged combatant, but he cant do that much damage in melee either, he is just going to annoy the hell out of any opponents.

with full stuff he reduces damage by half on all allies, gives them his shield bonus to AC, a further +2 AC, taking hits from allies via bodyguard feat, intimidating opponents and so on. (all in all he should be adding atleast 5+ Ac to all people close to him, while making them only take half damage, and possibly even taking the hits for them).

Shortly i will be uploading a short fluff story introducing him, i just need to go for a run first then i get cracking on it (numbers should also be up later today).

Hope you guys can like someone to make all the punishment on your chars go away.


Are you guys still looking for more? i have been searching for a PbP game since i moved, and this sounds pretty fun.

Havent tried playing in the pathfinder world yet, but i hear loads of good stuff about it, so could be exciting to do. If you are still looking then i would write up bg/char tomorrow as this evening is reserved for beers :) as for character i was thinking either Monk or Barbarian. What class / race combinations do you have currently?


And ofcourse RAW wise there is absolutely no argument for quickened still silent exchewed spells to not be covered by the grapple rules. I agree that logically it makes absolutely great sense, but rules wise then the paragraph under grappling covers all spellcasting while grappled, as it doesnt mention any exceptions, and neither does quickened, still, silent or any of the other meta feats.

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