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AC 26 is not high for a lvl 9 character.
Anyway, that's not what you are asking. The answer is just don't cast Shield (shield cannot be made into a potion) That 4 AC bump is really nice. Prepare other spells instead, true strike is first level and is verbal only.
If you choose the +2 Chr it probably is better than the other options Using that race. It doesn't matter the RP total.
This applies to any optional "down grade" the player is getting the better part of the exchange.k
Edit: double checked multitalented...i would drop it for every half elf I ever play, if there was any thing else I could take (and there is, fey thoughts)
I would change the combat section to state you need a class ability to 5' step, withdraw and draw weapons as part of a move. The bonus for charging/flanking would be +1. Being a fighter/rogue/monk will improve the above actions and bonuses per a class ability. With a feat to help more or allow others to do these actions.
Edit: 5' step, withdraw, and drawing weapons could improve as well. Also maybe some other classes could get a small bonus to the above too but not scaling or scales slowler.
So yes, that works just right. 4d10 or whatever is a lot of damage, point blank, class abilities, magic weapons or bullets add more too.
Your victim is not just going to let you shoot them. If they are afraid of getting shot then you can probably convince them to be helpless or you will shoot them. Once helpless you could coup de grace them.
Choose a weak target, like a good villain, like a dandy or child. (Children might be an issue at some tables though).
Edit: of course the obvious pistol would do less damage,
I've played games where the gm didn't fudge the dcs and enemies very ofte rolled 15+ and passed their saves. It is frustrating.
also I have played where my amazing sniper character couldn't hit a thing with his gun, but in melee he was unstoppable. Dice are random and combat is quick, you might not get average results.
I've played with GM of the arbitrary school, but not anymore since it is not very fun.
If a player expects npcs to be low level they should be surprised. The more successful the more likely they will be higher lvl. I start npcs at lvl 5 then adjust up or down based on age and experience, switching to PC classes if they are very successful. If it is a planned combat I use the cr encounter guide lines (npcs can be rough at low levels with their extra hit dice for their cr).
Locks can be enhanced with magic, or could just be fake; Perhaps it is an illusion. There are many possibilities the world should be exciting.
+1 weapons/armour, I am beginning to despise you. Especially when you are expensive. If you're going to cost that much, at least make the basic abilities attractive. Or otherwise not boring.
greater magic weapon/ Magic vestment exist and are easily obtainable/spam able at levels where you have the cash to buy an expensive armor or weapon. I would rather have a good ability than a bonus.
in other news, abacus vs abacus battle!
edit: then again at a certain price point, I agree with you.
dana huber wrote:
If your item inflicts a condition, positive or negative, of any sort, then definitely double-check that you are clearly listing the duration of that condition somewhere! I've seen more than a few items that would presumably make somebody shaken, or sickened, or blinded.... forever, because the item stated no duration for these conditions. :P
this was not one of your examples so just to clarify for others, fatigued and exhausted have their own duration listed in the rules.
You have been submitted longer than I have know about the new start date. I don't live under a rock but some how missed every blog post on it. I still submitted a new item. /joins line waiting to vote
Range: Any attack at more than this distance is penalized for range. Beyond this range, the attack takes a cumulative –2 penalty for each full range increment (or fraction thereof) of distance to the target. For example, a dagger (with a range of 10 feet) thrown at a target that is 25 feet away would incur a –4 penalty. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot to 10 range increments.
Get a good range stat.
I feel like stating up a shifter class now, but i've made so many at this point i need to consider publishing. XD
Maybe we all can push for Paizo to publish a vigilante option as a full shape shifter warlock. Alter self at Lvl 1, beast shape a the next talent.... Talk about a solid secret identity.
use this table to design the giant. monster stats by CR
unless your group is heavily optimized or have a lot of advantages you shouldn't really do anything over CR 6 on this table. 2nd level is still very weak, even with 20 point buy.
the action economy is in favor of your players but if he hits it is likely lethal. Dividing his attacks into two slams instead of one big hit is probably best. Picking on different targets if you feel the monster is at an advantage.
The creature should have about 5 feats, i suggest the saving throw feats, improved initiative, and power attack (always power attack).
I would flavor this giant as sick/drunk/injured
20th Lvl adventurers don't pay with real money, cause why bother doing that.
I started explaining the specifics and the post got very long. Basically it is a special prestige class that advances off plot not xp. They all have a special resource called mythic power which you can spend to add to d20 rolls or to use many of your powerful abilities.
You get a path ability (more as you advance) that either allows swift casting of spells that doesn't expend your slot, a free attack that ignore dr, free move for all in range etc. all spend mythic power.
You gain path talents they are very varied. Like being a divine source of spells, not aging, the ability to change an enemies channel energy to what ever you want, auto 20 on skills. Most take mythic power to use.
And mythic feats.
You also gain hp and ability scores as your tier improves,
/oops got long again
Lvl 5 spell Float castle. It makes a castle float on water. 1 year per cl.
Lvl 7 spell Sky castle. Makes a castle hover in the sky. Cannot be dispelled except at a specific point inside the castle. 100 years/ cl.
Lvl 4 Secrets of magic. Choose a spell you created. Others cannot learn it unless you teach them, 1 year per caster level.
Lvl 3 Elemental servant: upgraded unseen servant, that is a small elemental. Cannot Hurt living creatures.
Lvl 4 Suppress supernatural, a supernatural effect is suppressed and cannot be activated for 1 round per level. (Su flight might be painful)
Lvl 4 (curse) Spell poison: casting spells (also spell like abilities) causes the target to be subjected to an addictive poison chosen from a list Duration 1 hour per level.
Lvl 1 reality distortion. Movement with in 30' of you ignores diagonal movement penalties. 1 min/ per level.
Having a secret identity may not help much in many games but even Carrion crown ,Jade Regent and WoTR seem to have many instances where it could be awesome.
The Vigilante really needs abilities based around why he is what he is. I am not sure the best way to do it, but I would suggest abilities for the social persona based on a desire for vengeance, protection, truth, justice, freedom, secrets (like Sealing away an evil/keeping dangerous objects locked up/stopping cultists)...
The social and vigilante personas would gain a number of abilities usable in both forms. Less sleep, faster natural healing, and theme focused abilities. The abilities may overlap with your specialty which may be strong but also harder to keep your identity secret.
I agree about the talents needing more depth. Each choice should be thematic and powerful. If they are not powerful then the vigilante Should get some abilities earlier. Maybe have minor and major talents. Minor could even be available in social mode.
It's kinda of a super hero thing to have lots of variety and the choice should be more on theme than power.
Or powers based on why they became a vigilante....
Are you looking for changes , new talents or something else?