In 3.5 one of my players decided to make a shapechanger wizard with multiple personalities. Each day he would roll randomly to determine the dominant personality. Each personality would focus on different spells to memorize. His personalities were"
a human woman named Chloe (base personality, almost never used). She was a soft spoken party face. NG alignment.
An elven woman named Firlin. An agressive and violent person who focused on offensive magic. NE alignment.
A human male named Rico. A womaniser who's life's goal was to make magic orbs tht could show a recorded scene. He wanted to make adult movies. :D
A dwarven child, I forget the name, who acted like a 4 year old. Was obcessed with candy.
The party never did figure him out. His crowning achievement was when he used silent image to make it look like Chloe was chewing the others out when one of the other party members aproached his room.
Just a simple, but effective bruiser build.
Stat Base Modified
Put your favored class bonus into Hp for a little more survivability and you'll do fine. Not the most glorious character, but it could be fun.
Short answer. I'd say you're doing fine.
Longer answer involves a question. Are the near deaths because your monsters are just steamrolling the characters or due to bad rolls for the players and good rolls for the DM?
If it's the former, you might want to tone it down so you're not doing it too often.
If it's the latter, it happens. Don't give it another thought. Characters die. It's an inevitable part of the game.
I like the oath of vengeance idea. It fits well with the character. She's suppose to be the mother of my bard and if he dies, she'll come in to make sure his killer pays the price.
The GM for the game I'm playing in has asked us to make a backup character incase our characters die and and we're not able to bring them back. I'm playing a bard right now, and I'm thinking of a paladin for my backup character.
I was thinking of a sword and board build since the party presently consists of a barbarian, archer fighter and wizard, plus my bard of course. The problem is, I have no ideas for a build. I'm open to other builds and am more interrested in the rp aspect anyways. Any suggestions?
15 point buy.
Yeah, Seriously. This is not a bad thing. As long as he's playing the character he wants, is having fun and no one else is angry about it, there's nothing wrong with it.
I've done the same thing. An elven fighter, 25 point buy (3.0), with leather armor, TWF. 17 dex, 9 con. Still one of the most fun characters I've ever played.
I like the idea, but certain things could be abused. For example, Good gaining +1 skill point per level. What if they change alignment to Neutral later on. They still benefit from the skill points they've already gained. I think all the abilities should be some sort of bonus based on level like your Lawful ability.
Man, I would be so tempted to take the Battle mystery instead. Check out the revelations Combat Healer, War Sight, Surprising Charge, Weapon Mastery, and Iron Skin, and then reconsider whether you want to play the healbot.
+1 on this.
I've played this combo before in a gestalt game and it rocked. I played the pally as a sword and board build, and almost never had to rely on spells in higher levels. Between the cure spells you get and lay on hands, you'll have more than enough to go around.
There's an item in the Ultimate Equipment called the Blinkback Belt. 5k gp, any light or one handed weapon drawn and thrown from the belt returns to the belt as soon as the attack is resolved. It's an absolute necessary item to avoid needing multiple magic weapons to throw.
So I'm playing a LE paladin that follows devils (variant made for this game) and one of my friends is playing a summoner. Last session his Eidolon got killed, so we're going to be without him until we rest. We're in a dungeon, so that may be hard to do.
My friend told me today that he's been looking up summons to use for the remainer of the day and that his most likely will be a Babau. I don't think he's realized that it's a Demon or what my character's likely reaction will be. We haven't faced demons yet, and the fact that they are my main enemies has no tcome up, but he knows that I smite chaos instead of good and am part of the armies of hell.
Nothing has been said in game yet, but do you think I should let him know out of game of the potential problem of summoning a demon or should I just let it play out and attack the Babau when I see it appear? My friend has a good sense of humor, so he may appreciate it.
The action needed is the casting time of that same spells. It's quite obvius when you think you can use it to cast contingency or geas, ofc you need that full 10 minutes to do it even if you used wild arcana.
+1 on this.
By the same idea, casting feather fall would be a swift action. It seems to make sense.
Cult of the Crimson Claw - A cult of demon worshipers. They serve demons so that they can gain power in the afterlife by becoming one. Sometimes specific pacts are made to grant mortals within the cult demonic powers. The cult is divided into individual sects, but rumor has it that there is a grand governing body that oversees the cult as a whole. Their endgame, according to rumor, is to turn the material plane into another layer of the Abyss. The cult's symbol is a clawed hand, dripping in blood and holding a human heart.
I once made a character that was steriotypically elven. High Dex, low Con, light armor. He was a two-weapon fighter in leather armor with a Con of 8. Started him at level one and we finally retired that set of characters around 6 or 7. I did it for a challange and it ended up being a very fun character.
Normally though, I don't go under 10. 12 if it's for a melee character.
Anyone playing in Council of Thieves should stop reading here to avoid spoilers.
Let me set the scene. In the 5th module of Council of Thieves, the players are going through a mansion that is set up as a council training ground. Going in through the front door and following the flow of rooms, they come across a crawlway through a wall. The crawlway is trapped with a guillotine trap.
My players came in from the roof and worked their way down. They came into the room with the guillotine from the other direction. From this side, the guillotine is automatically visible. No check required. They disabled it so that they could go through the crawlway and continue exploring.
My first thought is to give half xp for the trap. They did still overcome it, but at no risk to themselves. I just wondering what others would do in my place?
Epic Meepo wrote:
Yeah, that sounds like a good restriction to add. I hadn't thought of that.
The ideal would be having a second swift action per turn, but restricting it's use to activating mythic powers.
On a side note, I know that you can't change a swift action to a move action, but I've always allowed it for bardic performance at higher levels. But that's only because before level 13 (I think) it's a move action to start anyways. I see no reason to penalize a person starting their barding performance and using arcane strike just because they leveled past 12.
Another post on the forms is debating how useful the Mythic powers are to classes that rely heavily on swift actions (http://paizo.com/threads/rzs2p6c1?Playtest-Results-Swift-Action-Economy).
Perhaps some of the ideas above to grant a second swift action per round could be used to overcome this. Something along the lines of,
" Amazing Initiiative grants a bonus to initiative equal to twice your mythic tier. You may take a second swift action each round, but this can only be used to activate mythic abilities".
You could have a fun encounter based twist.
The con he gained was leeched from a powerful warlord or wizard. The Glab also gave the warlord/wizard a vision of the rogue's face and the knowledge that if the rogue is killed, his health will be restored.
Have any builds you've wanted to try against your party? Here's a reason to do it.
Does he have a clear-cut paladin code that the two of you set up at the beginning of the module? If not, it's something you may want to do now and he can adjust his playing of the character to match. In his mind, this may be how the paladin code should be followed.
Personally, and I can't quote anything here, I'd give him a sign that his god is unhappy with him for slaying helpless people without provocation.
If you're using a laptop, you can also use this. http://paizo.com/forums/dmtz2w39?Combat-Manager-application#0
This is a very helpful application. Useful tabs with quick reference for spells, feats, magic item and monsters. It also has many of the monsters and NPC stat blocks from the Paizo APs loaded. I really recommend this.
Two part question.
1. Can you take the Ability Focus feat and apply it to the Channel Energy class ability.
2. If yes to #1, would it then apply to the Channel Smite feat or would that be considered a different special attack.
Personally I'd lean towards yes to both, but I'm looking for a second opinion.
Is there anything in Pathfinder that helps a Cleric archer the way Zen Archery did in 3.5 or is the Zen Archer Monk archetype the only real option for this. I know there's the Guided weapon enchantment, but that specifies that you use Wisdom in place of Strength, not Dexterity.
Azaelas Fayth wrote:
I think this is probably a better idea. Maybe I'll go with this.
Thanks everyone for the input. Helpful as always.
The thing about the tome is that you DO need to meet the prerequisites before you can use them. For instance, to be able to understand the tome of Master Craftsman (gunsmithing), you need to have 5 ranks in craft (gunsmithing). As for the create arms and armor tome, this one is specifically tied into the Master Craftsman (gunsmithing) tome and so the feat would only be usable in conjunction with craft (gunsmithing), not anything else. This was a specific thing I put in to limit the effectiveness of the tome and have it be a more story based magic item.
One of the players in my party is playing a gunslinger and due to his character's personality, he's not willing to give his gun to someone else for magical improvement. He doesn't have the feats available to take the master craftsman and craft arms and armor feats, so I'm thinking of producing a couple of tomes that he can use to learn the feats permanently as bonus feats.
The pre-reqs still need to be met to benefit from the books (eg. he still needs to have 5 ranks in craft (gunsmithing) before he can use the master craftsman tome and needs that tome to be able to use the craft arms and armor tome).
I was just trying to figure out what would be a legitimate value of these tomes, as I want to factor them into his character wealth to try to keep things as balanced as possible.
If you choose Martial Versatility with Weapon Focus, does it count as you have Weapon Focus with the rest of the weapons in the group for purposes of applying Penetrating Strike or is it just the bonus of Weapon Focus that applies and not "having" the feat?
No multiclassing necessary. The conversion inquisition is taken in place of a normal domain for the inquisitor. It's like a different bloodline for a sorcerer. Again, this is if he's set on an Inquisitor.
The only thing wrong with the build (and it's really minor) is that the Internal Alchemist's Breath Mastery replaces Throw Anything. So you'd have to take that seperately. Not a huge deal, you just take Improvised Weapon Mastery a little later.
EDIT: Considering Improvised Weapon Mastery requires BAB +8, you've got plenty of time to get throw anything.
+1 on this.
I was going to say the same, minus the heavy armor proficiency.
Quantum Steve wrote:
Thank you for making my point for me. The knowledge still comes back to what you know about me, not about dancing.
In this case the incident with the Vrocks is the same thing. What the Wizard knew about them does not include their dance, so no additional knowledge check would be applicable. The Wizard already made a check to see what he knew about Vrocks and it didn't include their dance. There's no Try again on a knowledge check when you didn't get the info you wanted on the first check.
Quantum Steve wrote:
I somehow doubt that you'd know WHY I was dancing just because you know about street dancing. You may know what the dance is, where it originates, what it's about, even how to do the dance, but that doesn't mean that you know what would possess me to start dancing in the first place. For that's, again, you'd need to know something about me.
Quantum Steve wrote:
In this case I'd say you'd know both, because we know that the place you got your information is the same source. Knowledge checks don't specify that all the information you gain about a creature comes from teh same source. You could have read about the Vrock and it's screech abiility in one book while another book you haven't read has the info about the dance.
EDIT: Missed your comment in the middle.
The knowledge of the specific question you want to ask is based on what you know about the creature. If I just started to dance in the middle of the street, you'd have no idea why. You'd need to know something about me to know why I did it.
Quantum Steve wrote:
Not at all. The player makes a check, gets a 22. DC 19 gets them what the creature is and some useful information.
At DC 19 I'd give them the name/type of the creature and general info they know about the creature type, plus one of their abilities. In this case the OP gave them the screech ability (chosen randomly). That is all the knowledge he has about these creatures from his studies. His studies didn't give him any knowledge about their dance ability, so he doesn't know anything about it.
Let me make a real life example. If you were to read my facebook page and found out that I like the Pathfinder RPG, Futurama and Ranma 1/2. That's the extent you'd know about me from study. You would't know that I'm a fan of Star Trek or comics as I haven't posted that. It's just not knowledge you've come across.
Quantum Steve wrote:
As to your question of "Why are they dancing?" I'd say to the player "You don't know".
The wizard made the knowledge check to identify the creature and found out what the creature is and one of it's abilities. He did not find out about the dance, so he doesn't know about it. I don't see why you should get another knowledge check to see why they're dancing. You've had your chance to see what you know about them, nothing about a dance was revealed, so we don't know anything about it.
What you do with the knowledge you have and what you do in reaction to their dancing is up to you. Personally, I'd back off or try to take one of them out at a range.
The 3.x Dragonlance campaign setting actually has a class that can do this. I think it's called the Master. They can make superior items as they advance. Armor with more reduction to armor check, weapons like you posted and masterwork tools that go up to +10. The thing is, they need to take class abilities to get that high, and they can't get that high for everything. They basically choose a specialty. I don't remember which book it's in though.
The DCs seem a little harsh considering the bonus is to attack only. I'd suggest redicing them. I also agree with Thomas's suggestion for the cost. The breakdown would be like this.
+1 DC20 300gp
Even when taking 10, that still means that you need a 30 check to guarantee proper crafting of a +5. I can see having that by level 10 consistenly.
This still requires investing 2 feats, being a specific race and having the proper caster support to give you a weekly check of 31. You can drop guidance to make it 30 and still take 10.
Not to mention, at a cost of 7500gp, if you have the 31 check and take 10, it's still going to take you almost 46 week to craft the masterwork portion of the item. Unless you're in a campaign with a lot of downtime, you'll likely level a few times while making this. That or be finished your campaign.
Actually in regards to what dice get maximised, it looks pretty straight forward. Vital strike states that you roll the damage dice twice and add the totals together, not that you add extra dice. Furious Finish specifise that it maximises the damage dice during a Vital Strike. So, all the dice on the attack relating to the weapon damage (not precision damage or other extra dice), are maxed.
I think I agree with Mergy on this one. If Furious Focus bypassed the immunity, how long would you make it last for? Would it last for a normal duration compared to how long you raged? One round? The feat doesn't specify. I would think that being immune to fatigue is different than having an ability that makes you not fatigued after raging.
Chengar Qordath wrote:
And that would be the something I was missing. Thanks! :)
Chengar Qordath wrote:
Can't be that. It's only a 2 level dip and you need Oracle 5 to be immune to fatigue.
As a tweak, how about something like this.
If you think it's too powerful, maybe put a limit on how often it can be used per day. Say 3 + Wisdom modifier times per day.