a reach weapon with combat reflexes can be very powerfull, but it also has it's drawbacks. One is that you can ONLY attack with it at 10' range, so not an adjacent opponent. Especially when you get flanked while weilding a reach weapon you're pretty much screwed.
If this guy uses a more defensive approach and waits for the monsters to come to him, why not have the more intelligent opponents ignore him and go for the squishy guy with the pointy hat that's hiding behind him.
Normally the treasure in the AP should pretty much cover everything to keep the PCs at the right Wealth By Level (WBL). This is assuming they find all the treasure scripted in the AP.
If you notice they are getting far behind WBL, you could drop some extra loot here and there to cover for that. Remember that award money they recieve also counts towards this WBL, so the rewards Foxglove gives them for saving him is part of this.
hope this helps
I just bought fiddlers lament and want to add it to my upcoming CC campaign. The problem I have with it is that as written I find it hard to incorporate it in the storyline without it feeling awkward.
Fiddlers lament is a really cool story and the misterious stranger gives me a possible return villain to give the party some extra XP when they need it (I have 5 players, 4 of which are complete newbies, so upping the CC encounters is not really an option). I really like the idea of the entire town being overrun by the dearly departed.
The one issue I have is that this rising of the dead is also included in HoH, and especially the idea of the professor coming to visit his daughter posthumously is really cool. So this is an encounter I really want to keep. Just adding fiddlers lament before or after this encounter does not feel right either. I mean, the dead can only rise from their graves so many times before things get boring.
Are there any other GM's who used this add-on?? How did/would you fix this issue??
I will start running CC crown soon, and reading through part 2, I came across the stat block for
the aberrant Promethean, where it says "immune: magic"
Does this mean it can not be affected by ANY magic?
I know it's a CR11, but still...
From what I read in the bestiary that is what it means.
so no targeting it with any type of spell, no effect from area spells.
how about a witch's hexes and things like that??
yes, they are. They're free downloads from the paizo site
As far as know, it is not a rule as such. But nowhere in any book is there a fixed order in which to apply different bonuses, so it seems only logical that you are allowed to apply them in any order you like, which would mean the most beneficial order for you
I understand what you are trying to do here, and it might well be rules legal, but is it really worth the hassle for a minor increase in damage?
to give you an example, I'm playing a lvl 9 halfling cavalier right now. When he goes full monty (power attack, challenge, charge) he does 1d6+28 (+1 magic weapon, +2 str, +7 mount's str, +9 PA, +9 challenge) times 3
And this is not even fully optimised. So why bother with trying to make it d8s. those 3 points of damage (on average) will not make any difference
I'd say go straight summoner.
you can shore up the arcane casting/face/crafting yourself, and your eidolon will be a welcome support for the melee side of things
I'm not opposed to new classes, but they have to be original and bring something to the game that is not already there with other classes.
I can't really think of many such things that cannot be done by an archetype (only psionics come to mind, but I don't know if Paizo is gonna go that route)
so personally, I am not opposed to new classes, but I don't see the need for them
If you want to have fun with teamwork feats, go with cavalier. Just take an archetype that replaces the mount, and give each cavalier a different teamwork feat. Then have them use their tactician ability to grant their teamwork feat to all their allies and just watch them tear the party to pieces
basiccally it boils down to this:
you only start getting wild shape at lvl 6.
hope this helps
The Golux wrote:
perfect name, and exactly how an ettin would think: If everybody yells FLEE when they see it, than that is probably it's name
for the physical abilities there are the belts (physical might/perfection/...)
for the mental stats there are the headbands
other than that there are the differents tomes (more expensive) and I even think therre are a few ioun stones that give stat boosts
most, if not all, can be found in the wondrous item section of the CRB
You could just put some sort of box (like the lid of a board game or something similar) in the middle of the table and ask ALL players to always roll their dice in the box. You could even designate one player to call out all the results
What kind of character is he playing??
for a good character you could check champions of purity for a lot of angels/azata's/... that each have their own domains
for an evil character different books of the damned might offer a solution
Check the descriptions of the knowledge skills in the CRB.
humanoids are kn local
In the entry for every knowledge skill it says to which kinds of creatures it applies
I seem to remember reading somewhere long ago that a size increase roughly equals x1.5.
If this is not possible multiply the dice size and round down (so 1d6 would become 1d8, and 1d8 would become 1d12, which is changed to 2d6).
Again, I do not have an official source for this, but somehow when I read this thread it popped into my mind, probably from somewhere in the 3.x days or even earlier.
why not a cavalier??
mounted combat/spirited charge gives you triple damage.
If I go full monty right now (power attack/challenge/charge) I am at +23 per die, so 69 point of damage before rolling my 3d6, and that is with just a +1 lance and 16 STR
If you go human, get a belt of STR and a +2 or even +3 lance, you could easily hit 100+ dam per hit by level 8 or 9.
It even seems you can combine vital strike with mounted charge, so that would boost the damage output even more
from the PRD
Staves hold a maximum of 10 charges. Each spell cast from a staff consumes one or more charges. When a staff runs out of charges, it cannot be used until it is recharged. Each morning, when a spellcaster prepares spells or regains spell slots, he can also imbue one staff with a portion of his power so long as one or more of the spells cast by the staff is on his spell list and he is capable of casting at least one of the spells. Imbuing a staff with this power restores one charge to the staff, but the caster must forgo one prepared spell or spell slot of a level equal to the highest-level spell cast by the staff. For example, a 9th-level wizard with a staff of fire could imbue the staff with one charge per day by using up one of his 4th-level spells. A staff cannot gain more than one charge per day and a caster cannot imbue more than one staff per day.
Since your sorceress is lvl 9 she has 4th level spell slots. she also has at least on of the spells available to her (fireball).
The example is the PRD uses the staff of fire (convenient coincidence)
you could ask your GM if you can take the feat "well prepared". normally it's halfling only, but it seems cool for this kind of build
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