One of my players insists that magic fang applies to all natural weapons of one type: in particular, he would like to use it on his druid's tiger to get both claws +1 with a single instance of the spell.
I'm playing an alchemist in a steampunk campaign.
One of my players would like to be a bastard tiefling heir of House Rogarvia.
So: I'm not worried about him doing something outrageous as a Rogarvia descendant. What I'm worried is that the Rogarvian themselves will appear again during the Adventure Path and that their disappearance will be explained in the last modules. Will this happen? Do you have some cool ideas on how to mesh this element in the story?
Premise: in a couple of weeks I'll begin GMing Kingmaker. Up to know I've read rather accurately the first three modules and I'm planning to start playing having read all the six modules. I've also read a bit from the inner sea guide, but aside from that I know very little about Golarion.
One of my player would like to play an half-elf bard/ranger. I asked all of my player to create a PC who would have drive in creating a new kingdom (too many times my group's fun has been ruined by "the oppositor", the one PC who does not care at all about all the others are trying to achieve). This one player said that his PC would like to reunite all the elves and create a kingdom where they can live in peace together with humans.
Let's take a classic opposed check: initiative.
There are two guys, one has a +2 bonus, the other a +6. I kind of understand that the one having the +4 is more likely to go first, but I'd like to know how to calculate the probability of that event. I understand that this is not "20% more likely", but I can't quite figure out what the probability should be.
I'd love to know a general formula, not necessarily one using a d20.
The idea is to play a very intelligent but totally magic-less finesse fighter.
So, the idea is to play a smart character, with decent CHA (probably 12) and more than decent INT (probably 14). Lore warden is my starting point, since I'd like to use maneuvers (trip in particular).
The basic feat chains I'm thinking of taking are the trip chain, the weapon specialization chain and probably dazzling display followed by hero's display and dramatic display (can't link from work, I'm sorry). Maybe even savage display but that would require getting also masterful display and it's probably not worth it.
The weapon of choice is a rapier (to be made agile asap): I'm considering also a scimitar with dervish dance, but I like the feel of the rapier a bit better.
Since I'd like to play it like a witty swashbuckler, I'm thinking of taking a level of rogue first, in order to make class skills acrobatics, diplomacy and bluff. Taking two level will delay a bit the lore warden progression but would give me evasion, another boost to reflex and access to rogue talents (not sure what to take).
Another option I'm considering would be to go for crane style, crane wing and crane risposte, but I'm not sure if it's worth it without taking monk's levels. Martial artist would be the only possible choise because of alignment (CG or CN), which is unfortunate because maneuver master would be a very interesting choice for using dirty tricks later on.
Race is human, mainly for the extra skill points, with probably the feat for getting both hp and sp with levels in my favorite class.
Other stuff I should consider?
Hi, I'll soon begin to run the Kingmaker AP.
I've a few concerns with what my players will play. We will have:
Paladin - Sacred shield archetype.
Ranger 3/ Bard X
I decided to GM an adventure path.
Our main campaign is nearing its end.
We have two GMs of choic: one who is running it and has said he does not wish to run another right after this one, and another who has interrupted too many campaign and now does not want to start another.
None of the rest of our group has the time to GM and two of them could not run a campaign anyway (too inexperienced, we are picky).
This leave only me but, even if I can often waste my time here while at work, I can't consistently keep up with the load implied by creating a story and a setting. The story is the main problem, since I tend to get stuck on stuff and plan too much in advance in order to avoid improvising: basically I spend a lot of time figuring out what the players could decide to do and make lot of contingency plans in advance.
So, I decided to GM an adventure path.
Ideally I'd want to GM something that will last for about a year (all APs qualify, I think), that will not involve too much railroading and that will give more to my players than a simple dungeon crawl.
How does it works?
Let's say that my 10 level barbarian (leadership score of 12) want to take a dragonne as a cohort: could hedo it or that's something allowed only for those classes with a mount or animal companion? if the leadership score was 15 (still level 10) would the dragonne be any different? What if he was higher level but same leadership score (e.g.12 and 12)?
How about making those work differently based on your base save?
This way, PCs with low progression get more out of it, but PCs with good progression still achieve an higher bonus to the save. No differences for the improved versions.
How does that sound, is it really too strong? Would it become a feat tax?
Some key points:
1. I want to get the leadership feat.
That said, the idea is to get as many followers as I can.
My leadership score:
My requests to the community:
Let's see if you can help me, thanks guys
EDIT: almost forgot some key stuff...
Are they really that good? I can't find a guide on them, is there one?
I imagine the PC as a kind of chef-gourmet, going around with kitchen knives slicing things to eat them, making drugs (extracts or mutagens slightly re-flavored) and poisons from them. I don't really know how to build it, except that as said I want to stay clear from barbarian (I'm playing one in another game and I'd like the vivisectionist to be a lucid killer, not a mindless death machine).
The PC should be relevant between levels 4-12. I've no other info about party composition since this is just a backup character in case of a nwe campaign starting (given our style of play there will probably be another arcane caster and a secondary healer plus something else, probably no dedicated buffer as none of us like playing one).
So, any advice?
Here is what I'm thinking about.
I'd like to build a level 8-10 PC who would look good on the floor of an arena, twf-ing with two small blades, while dancing with abandon like some king of gypsy fighter/capoeira practitioner (but without the feet stuff, of course) or while carefully playing with his opponents like a toreador would do.
I'd like to achieve some simple goals:
I immediately though about knife master, which is a bit better than straight rougue, but I'm not sure how feasible that would be: I'm thinking about multiclassing or choosing another class entirely but I'd really like to hear your opinions.
A flanking buddy should be always available in a way or another, stats are 20pb with nothing lower than 8. Agile weapons are available.
Shield Master (Combat)
Your mastery of the shield allows you to fight with it without hindrance.
Prerequisites: Improved Shield Bash, Shield Proficiency, Shield Slam, Two-Weapon Fighting, base attack bonus +11.
Benefit: You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield’s enhancement bonus to attack and damage rolls made with the shield as if it were a weapon enhancement bonus.
Emphasis is mine.
Do you guys have any idea for a tanking barbarian?
I would not like to sacrifice damage output too much (for a baseline, fighting 2-handed but not coming-and-getting-me or reckless abandoning) but I'd like to have more staying power than the average barbarian.
Generally referring to mid levels, what options would be good?
For archetypes I thought about invulnerable rager or armored hulk (invulnerable rager is better imho).
For rage powers I guess that beast totem is still good even for a tank (one of the best AC bonuses in the game).
For feats dodge is nice, even if a +1 isn't really that much.
Money would be mostly spent in AC boosts: armor, ring of protection, amulet of natural armor, ioun stone (I dislike the idea of a barbarian with a pink gem floating around his head but whatever...). Maybe even a floating shield.
Ok, that as said was the basic stuff, what else can you come up with?
I'm currently playing a ranger and I love the spell list: I really like how rangers and paladins have this little bonus on top of really solid core martial abilities.
Is there any way to improve my casting abilities?
Here is what I thought of:
rod of extend spells, for longday buffs (bloodhound and longstrider)
Are there other resources that I could use? I thought of ring of wizardry but is only for arcane casters.
I still see a lot of people still talking of party made of characters with different levels, sometime with more than a level difference.
I've already played a high level sorcerer which did a bit of those things but, being a terribly effective damage dealer, I always had the temptation to put an end to the fight by myself.
What I'd like to do now is concentrate solely on what I said above, but I'd like to be able to do ALL of those things, even if nothing else. On this point: I'd really like to NOT be able to fight alone (no animal companion/eidolon and no summons. I'd also prefer not being able to use buff on myself effectively as a battle cleric would do).
My best bet right now is the wizard. I believe it has strong battlefield control capabilities, good debuffs (slow, enervation, bestow curse, ray of enfeeblement, feeblemind etc.) but I don't see a lot in term of buffs (expect for haste and greater magic weapon). I'd also like that they have skills. Could I make an effective buffer as a wizard?
I'm also considering other options:
Bards: I've played two but only for a little while; I believe they have great buffs and some debuff, but not the battlefield control that I seek.
Clerics: the next best bet right now. I never played one, but if I remember right they can buff pretty well with the right domanis, have nice debuffs but I'm not so sure about battlefield control. Moreover, I fear that they could have some potential as warriors with self buffs and I'd like to avoid that.
Druids: I'm not interested in animal companion, I don't want to summon and don't want to fight in wild shape. Seems a bit of a waste to me, even if the spell list is not so bad.
Witch: I don't know much about it, but hexes seems very good for debuffing, and I believe it has some buff and battlefield control too. Could this be an option?
Oracle: No idea, should I look into it too?
Mystic Theurge: I've always believed them to be useless until high level, is this true? I don't think we'll go past level 12 and I'd like to be effective throughout the 5-12 level range.
Thank you in advance for any insight you may give me, please remember that fighting capability is a malus for me and not a plus (except durability).
Here I go:
Well, that's all: not so bad if you consider a total of about 15 PCs played till retirement.
I'm looking at the spell named bullet and I'm not sure how I should read it.
This is my interpretation for how firing an arrow with named bullet active on it would work. I'll try to break the problem in two and for now I'll avoid to consider rolling a natural 20 on the to hit.
1) Target with no spell resistance.
Is this correct? Or should I target the target's normal AC (opposed to touch AC) for the confirmation roll?
2) Target with spell resistance. I fire the arrow and target the enemy's touch AC. If I miss the spell fails. If I hit I roll for spell resistance. If the roll succeeds the spell works normally as above. If the roll fails the spell does not succeed, so the hit is not a critical threat and the bonus to damage does not apply (but I still hit the enemy).
Is this correct? or since the spell is negated I've to check if the arrow hits in the first place (thus checking if my original roll is high enough to match the target's normal AC)?
This spell could save my butt in the next fight and I want to make sure to get it right.