taking a full attack basically means you do nothing other than attack that round, and there are several reasons why you would want to do that, even with a BAB<6
a monk using flurry of blows is a full attack
I'm sure there are other examples but I hope this helps you understand the use of full attacking
Wind Chime wrote:
You can combine VS with Mounted Charges because the devs ruled that the horse is the one charging rather than the rider who is just making an attack at the end of the charge (which gains all the benefits of a charge.
do you have an official source of some sort for this??
I'm playing a halfling cavalier in kingmaker right now and that would up my damage output even more (might even make the 20STR human barbarian cry LOL)
The armar chack penalty only applies to a number of skills (not even sure if it is all str/dex skills), not to any other roll or check, at least not if you are proficient with the armor/shield
Paizo published a guide to the darklands a couple of years ago. It was written in the 3.5 days, but except for the monster stat blocks it should still be usefull.
Also check out the last installment of Second Darkness. Though written for a lvl12+ party, it might give you a few nice ideas.
Reading the Dark Elf trilogy by R.A. Salvatore will also give you some nice insights of life in the darklands
I'm not that much of a rules buff, but are you sure you can take the attacks in the order you describe??
otherwise seems like a cool build though
If I understand this correctly you want more "cinematic" combat with specail moves and things like that right??
well, you hve feats like cleave (lets you strike 2 adjacent opponents) thats available for a lvl 1 fighter, and other feats at higher levels that allow you to do special attacks.
Another option is to buy the critical hits and critical fumble decks for your games, this will add a lot more description and cool effects to the natural 20s and 1s rolled at your table.
Otherwise it's just a matter of how you describe your combat. If you have a good imagination you could make more of a story from combat than just "you hit" or "you miss". And instead of just saying "I swing my sword at him" you could make it a more cinematic description. You can make it as colorfull as you like
hope this helps
If you have the DEX for it, dodge feat will give you an extra +1 AC
Does this need to be a rules official magic item, or just a storyline item??
If the latter you could go with something like this:
necklace of willpower
This simple leather band with a pendant made of animal bones gives the wearer an extraordinary force of will. While worn, the necklace allows you to resist the will of others with ease (which would allow the daughter to escape her mothers curse), and makes it much easier to force your will onto others (making it easier for the mother to dominate another hag and complete the coven)
I don't have the books with me so I can't try to completely write this up and price it, but I am thinking along the lines of a bonus to will saves vs compulsion effects combined with a hightened DC on compulsion effects cast by the wearer
hope this helps
starting from part 3 you will be encountering a lot of giantkind, so some good will save spells will make you shine. Other tan that, ROTRL is a very varried campaign, so you could pretty much play whatever you like.
one thing kingmaker is extremely suited for is magic item creation, because there is lots of downtime. So some sort of full caster would be a good addition to the party.
you can use the spellcraft skill to identify a spell as it is being cast, but further than that, nothing I know of
you can go with the feint line of feats. Granted it's quite an investment for a rogue but eventually you can feint as a move and SA in the same round, which would seriously improve damage output
vital strike cannot be combined with charging, even mounted charging.
If you crit it will become (1d8+str)*5 (*3 from spirited charge and *3 from crit combine to make *5)
remember that a lance while mounted is one handed, so no 1.5*str
like Rangerjeff said, once you cast those few spells that allow your party melee types to just mop up the debris, just stand back, twiddle your thumbs and enjoy the show.
It never hurts to have at least one damage cantrip though, even if it is for the comic relief factor. (nothing is more funny than the wizard dropping the bad guy with an acid splash, even though the other 249 hp were drained by the fighter)
If you really find yourself running out of spells all the time, pearls of power are a nice solution. But really you should think about being more economical with your spell use
Since they are tracking the BBEG through some caves, you could make the plane shift unnoticable and shift the whole cave to golarion as part of the darklands. You could just let the entrance they came through cave in and leave them another exit, or cooler still, let the cave system have changed when they try to find their way back out.
You could keep them in the darklands for as long as you like and have them come out wherever you want, since they run pretty much everywhere throughout golarion
railroading is horrible. You can nudge PCs in a certain direction, but anything more than that will just be counterproductive.
another thing to watch out for is creating a huge and complex backstory that no-one will ever know about
third thing is try to put in a few unique encounters, things that the players will remember. Things like special terrain, special tactics...
If all the encounters are "we see the bad guy, we charge him, we kill him" it can get boring pretty fast.
If you are writing for a specific party, try to put in an encounter designed to allow each PC a moment in the spotlight. For example if a PC has invested heavily in a skill, try to create an encounter where that skill is crucial. Or make an encounter where the arcane caster can use her favorite spell to devastating effect.
As far as I know, they normally don't.
Traits are an optional extra for PCs only (just like hero points, if you use them)
But I really don't see any harm in giving one to a few important NPCs
adding a +1 CR for PC wbl seems about right.
Just remember that when the party defeats this guy they will get more gear from him then they should, and this could upset your party wbl progression
The single trait shouldn't make the npc that much tougher as to warrant a CR increase
I usually keep the gear as listed.
I do however allow my players to trade magical gear for similar items without the 50% rule. For example if they find a +1 long sword I usually allow them to trade it for another +1 weapon (say a short sword for the rogue or a greatsword for the fighter) by just paying a small amount of gp, somewhere around 100 or so, depending on their standing in the town and how they roleplay the exchange with the merchant
look at the hobbit movie for an idea how the lonely mountain looked when it was a thriving dwarven city.
read the icewind dale trilogy (I think the second book) for some more description on mithral hall (similar story to moria)
I sort of remember there being an adventure in an old dungeon magazine that took place in an abandoned dwarven city, with it being completely mapped out. This could give you some inspiration as well
In my opinion the look of a dwarven city should depend on its location relative to the other races. A border town could have a significant number of above-ground building where they trade with foreigners.
I'd say lesser beast totem
If you go half-orc and take tusked (or toothy, one is a feat the other a trait, and if I am not mistaken there is even a racial trait that does the same) you can have 3 attacks at level 2, all at full base attack
seems OK at first sight.
Not what I would call a big DUMB fighter though (int 13, wis 10, cha 10)
If you really wanna go dumb drop int to 10 and cha to 8 or something like that. That will probably boost either your con for the much needed hp or maybe even str
I don't really see a dumb fighter having knowledge skills or diplomacy, or even appraise for that matter
I copied this from the SRD (bolding mine)
A wizard can cast only a certain number of spells of each spell level per day . His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
so no matter how many times you get the anti-fatigue mercy, unless 24h have past you don't get new spells
just a little tip on the build:
you might want to look into sorc instead of wizard. there are a couple of bloodlines that could work very nicely with an archery build.
Boreal (APG) gives magical ammo for a couple of round for example
for the purpose of FoB:
so a basic full attack would be +18/+13/+8/+3
now 8 levels of monk nets you two extra off-hand attacks (as per improved two-weapon fighting) for the cost of -2 to all attacks
If you look up impr TWF it says you get an extra attack at your highest bounus and on your first iterative.
so you end up with
+16/+16/+11/+11/+6/+1 for a flurry
hope this helps
why not go survivalist rogue. By 3rd level he gets endure elements as a spell-like ability. You could have him go with saps as his main weapon, doing non-lethal damage. He basically knock opponents out without killing them
Well, you won't have the iteratives at higher levels, but with 4 attacks from level 2 up (I don't know if they are all primary, but at least three are) it's not too bad. Just make sure to pile on as much static damage as possible since the damage dice aren't that big. AoMF is a must, and finding a friendly druid to cast magic fang on you is a nice bonus. Talk to your GM about getting access to improved nat attack. If you go totem warrior, you can also take the beast totem rage powers and eventually get pounce; there's nothing like full attacking on a charge
Ranger has natural weapons combat style in the APG, lets you get some nice feats without having all the prerequisites.
Or go barbarian and take lesser fiend totem for a gore attack as well, plus the nice boost to damage while raging. Especially at lower levels the 4 attacks while full attacking will give you a very nice damage output.
A good GM should try to find a balance. every character should have his/her moment in the spotlight, and every character should be confronted with the weaknesses in their builds from time to time.
When I have a trip build at my table, I will make sure there are encounters where he can't use trip (oozes, swarms, snakes,...). I will also make sure there are encounters where he can shine (large mob of low CR bi-peds with not too much CMD). Same goes for any other build, and my players know this.
I (and they) believe this keeps things interesting for everyone.
My advice is to wait it out for one or two sessions. If all your GM throws at you are untrippable mindless critters, talk to him about it (in a mature way, away from the gaming table). But maybe he's giving the other players a chance to shine and you'll get your turn again in a few encounters time.
I am playing a halfling cavalier right now, with the gendarme archetype.
It's a good trade-off if you don't want the teamwork feats anyway, and you can quickly get your mounted damage up quite high and still have a few feats left for (improved) iron will. combine this with halfling racial traits for saves and your will save will be pretty decent
If you are willing to take a hit in the dame department go small (halfling or gnome, preferably halfling for the extra dex) maybe combine with weapon finesse to offset the -2 STR since when dual wielding you're probably using finessablee weapons anyway.
Can you choose Cantrips or Orisons from a different spell list when you take the feat `Extra Cantrips or Orisons`?
Mysterious Stranger wrote:
That bolded clause in there just because some bloodlines give cleric or druid spells as bonus spells. I don't think it opens the door for sorcerors to just go cherry-pick their spells from all spell lists
there are a few examples for this:
a paladin has detect evil at will, and a number of monster races have at will abilities, so with the advanced race guide you can create one.
There are some feats in ultimate magic that give you some spells as SLA, but not unlimited use
hope this helps
Combats with single opponents normally last between 2 and 5 rounds (unless there are special circumstances like terrain or invisibility or something). With relatively new players I'd say about a minute per person per round, so that would make between 15 and 30 minutes for the combat. If there are more opponents this goes up a little ofcourse.
investigation is an entirely different thing. depending on whether the PCs ask the right questions/search the right spots this can be done in 5 minutes or could take more then an hour. Sometimes something you think is obvious while creating the adventure will not occur to the players.
You will get a better idea of timing/planning once you played a few sessions with the group, but for the first ones your guess is as good as mine.
Sorry I can't be of any more help
by hte way, are you from Belgium (the BE in your name), if so, it's nice to see a countryman on these forums
whatever you do, mak sure there are a number of minions with her to engage the party, so she has a few rounds to use those hexes/spells before she is cut to pieces by the barbarian.
I don't know what lvl you want her to be and I'm not that familiar with the major hexes, but evil eye/misfortune/cacle is a nice way to seriously debuff any melee type
As far as I know, you can even take weapon focus (rays). Also going halfling will give you a nice boost (+2 dex = +1 on ranged touch, and a +1 size bonus to hit).
Point blank shot and precise shot also aply to ranged touch
For PFS only official paizo material is legal, and not even all of it
so nope, no 3.5 PrC
Rivenmyth is right. You only get the bleed condition if the attack causing the bleed did damage.
in case of the bleeding attack the bleed condition takes effect even if the attack did not overcome the DR (thats what the extra line is for)
as a side question, would regeneration or fast healing stop bleed?? RAW says a spell, so even channel energy or a healing hex would not suffice then
I'm reading through the cleric spell list for my oracle , and in the text of spiritual weapon it says BAB + wis mod for attack rolls.
cna an oracle use it's cha bonus instead or does it stay wis?
I'm asking this since when this spell (and all other cleric spells in the CRB) the oracle did not exist yet and all divine casters used wis by default
the change from D6 to D4 for kukri's won't affect your damage output that much ( average goes from 3.5 to 2.5). It's the static bonusses that do the damage
As a GM, I would totally allow this if any of my players were dumb enough to think it was a good idea, even though as Diego stated it's probably not RAI.
The black bard sums it up quite nicely, any good or neutral PC would never even consider that trade-off, and I guess that even most evil PCs would be hesitant, since drawing attention to yourself by random acts of evil and chaos (due to suggestions) is not a good idea if you are hatching an evil master plan.
you're doing it right. PC weight counts towards load for the mount.
I'm playing a halfling cavalier on a wolf right now and I really had to watch the amount of gear I carry around to not slow down my mount
As Crimson Jester said.
Give him some in-game warnings first. Things like rumors in the local tavern about their paladin ruler not behaving like he should, dreams showing him the error of his ways.
I even went as far as giving a misbehaving paladin a -1 to all d20 rolls for one level as a warning. If he still doesn't change his behaveour strip him and make him atone, but this should be only after several warnings or as the result of seriuous offenses (like killing an innocent)