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Haven't finished catching up on the thread, but one thing I did notice is that Sean K Reynolds has a modified Sorcerer class on d20pfsrd called the Hellenic Sorceress. It has an interesting way of handling a lower magic cap.


Additionally, you can worship any of the Four Horsemen (Death, War, Famine and Pestilence), seeing as they are N/E.

There's even a prestige class for it. I like it because you don't even really need to be a spell caster in order to qualify, it's just an added bonus.


Here's a link to a page with weapon damage listed by size. It's about two thirds of the way down the page.

d20pfsrd

Personally, I would stick with just one bastard sword until I have the quick draw feat, and then I wouldn't even draw the second one until I came across enemies who seemed to have low defenses.

As for feats, snag up anything you can to increase that attack bonus. Definitely take greater weapon focus as soon as you can, and invest in Two-Weapon Defense/Slice/Rend. Then go for straight enhancement bonuses on your swords. Get at least one sun sword, although you only need the one for your off-hand to get the best attack bonus possible.

Once you've accomplished all of that and have some money to spare, I would consider getting a friend to cast Enlarge Person on you and either Lead Blades or an equivalent weapon enhancement to get to roll bunches of dice. I know that's my favorite part of having a huge amount of attacks like that.

It really sounds like you're having a lot of fun though, and I hope it goes well for you.


Nah, you're fine. Saying that you're having "badwrongfun" is basically accusing you of being too power game-y.

The big numbers, as one of the above posters stated, are kind of scary to look at, but once you get past them you realize that your character isn't really all that powerful. Not the wizard, at least. It looks kind of like a character a friend of mine rolled up (we rolled stats, and he rolled quite well) which ended up as a Mystic Theurge, just... Well... Without any divine magic.

I'm gonna go say you look normal enough for a 9th level character, if a bit exotic. Your mileage may vary though.


Yeah, I did make sure they were aware that they were splitting everybody up. I was a tiny bit worried that they were out gunned because Master Summoners tend to be pretty strong, and they were none too optimized. I just figured the sheer quantity of PCs would be enough to overwhelm the Master Summoner. (Heh. That seems kind of silly, in hind sight.)

Mostly, I'm curious about raising Gunslinger. They have the body, and Alemnas (the would-be God) is sponsored by Sivanah, so he could probably get Gunslinger rezzed... For a price. The party is all for raising Gunslinger (apart from Oracle, who is sore about being shot from behind). Should I make them go on another fetch quest? Agree to a favor in the future? Flat out refuse?

One thing I forgot to mention was that they found the item they were looking for, and almost left it behind due to the fact that the person who held it fought so fiercely.

I've already got some rewards lined up, but perhaps I should give them the option to give up x amount of rewards in return for the Raise Dead? It's one 1k GP prize per person who participated. Perhaps, if they were to give up 4 prizes, they could get the Raise Dead instead?


So, I've recently started a heavily modified version of Rise of the Rune Lords with an incredibly large and still expanding party (we're up to 10 at the moment, I think). Due to shifting schedules though, we don't often have more than six members in the party, so I'm fine with it. So, with that out of the way, let me get down to why I'm here, on these boards, asking you questions.

A bit more background::

A past PC of a friend, Alemnas (C/N Sorcerer 20 with the Protean bloodline/ Oracle 5 with the Dark Tapestry Revelation), is making a return in this campaign in a bid for godhood-- specifically, he wants to be the God of Chaos. As such, I've been writing up some missions for him to give the PCs. The players were due for his first mission right about now, so I decided to have them fetch a magic cube for him. The cube was in some Thassilonian ruins that I had made up which were conveniently placed some miles away from Sandpoint.

Today's party included::

Human Gunslinger 2,
Halfling Bard 2,
Elf Fighter 2,
Human Druid 2,
Human Mystic Theurge (Druid 1/Empyreal Sorcerer 1),
Human Flame Oracle 2,
(RotRL NPC) Elf Fighter 2/Ranger 4

Naturally, the PCs were pumped. Three of the PCs already revere Alemnas as the God of Chaos(TM), and they wanted to help him out. There was even promise of rewards!

So they get to the ruins, recognize them as thassilonian with some appropriate knowledge checks, and notice a small igloo-like thing made of webs. As they watch, an ettercap (also readily identified) pops out, sees them, screams, and runs deeper into the ruins and around a corner.

How they handle it::

They give chase, eventually lose it, and find themselves at a cavernous hole in the ground. They approach it and realize that at the bottom of the hole it leads to a hallway. They climb down into the hallway and the Mystic Theurge (Druid/Sorcerer who worships Sivanah and reveres Alemnas) sees a trap. He points it out, and the Flame Oracle gets it into his head that he can dig out the pressure plate which activates it. He fails, a bunch of spears pop out of holes in the hallway, and his head gets grazed for minimum damage. He complains that it hurts.

The first fight of the night::

The halfling Bard decides to jump across the spears to the end of the hall alone while the rest of the party gathers at the entrance, and promptly gets attacked by no less than four rats. They would have been a piece of cake if the entire party had been present, but as is, the halfling bard had a hard time fighting them off.

The first K.O.:

For some odd reason, the gunslinger decided to fire his pistol from 60' away, from behind three party members, through a thicket of spears, and into a rat. However, a 1 and two natural 20's later, he had shot the flame oracle for 32 points of damage. If the Oracle had had a constitution score 2 points lower, he would have died on the spot. The druid ran up, fed him all three of the healing potions that he had on him (rolling natural 1's on all three heals in the process), and decided to stay behind to make sure the now-at-0 oracle didn't get eaten while the party moved ahead.

The party eventually felled all four rats, and moved into the large room that they were in. There were stairs descending 300' into the ground over 150' horizontally. Three of the party (The NPC, the Theurge, and the Elf Fighter) decided to go down, while the others stayed at the top for various reasons. The three at the bottom of the stairs saw that it was:

A large, partially collapsed cathedral. There were two doors at the far back of the room on opposing walls, with a large altar in between the two. Wrapped around the altar was a length of silk rope, which trailed off into a 60' deep hole in the floor, which led into a 30' deep room. They couldn't see anything other than spider webs inside the room at the bottom of the hole. In front of the hole were several broken down pews, obviously in ruins.

More Gunslinger shenanigans:

The gunslinger came down the stairs, noticing and firing at a bunch of statues in alcoves near the roof of the cathedral. This served no more purpose than to activate a magical alarm inside the hole, which proceeded to blare loud, siren-like noises (to their knowledge, this did little, but to us, it woke up a 5th level CE Master Summoner with a fondness for Medium sized Fiendish Spiders... 1d3+1 of them per summon. We can call him the Trap-Hole Summoner).

The other combat for the night:

The gunslinger decided now that it would be a brilliant idea to go down the hole, and started shimmying down the knotted silk rope. I warned him that ahead would be a largely dangerous encounter, so he shouted for the NPC, the Theurge, and the Fighter to follow him. They did so with glee.

A round of climbing later, he leveled with the ceiling of the room... And was attacked by 4 Giant Fiendish Spiders, summoned as a standard action two rounds before. Did I mention that the Summoner had Augmented Summoning? Anyway, they did some serious damage to him, hitting three times and dealing two points of strength damage to him. Somehow, he didn't fall. Initiative was rolled, perception checks were made, and it looked as if the four of them would have to handle the Trap-Hole Summoner alone. No big deal.

Round 1:

Gunslinger went first, slid down the rope 15', and shot one. Crit. It fell to the floor, dead. Then Theurge went. He tried to climb down past them, but provoked three AoO's, and was knocked to the floor, nearly unconscious already, and with two points of strength damage. NPC went next, climbing halfway down the rope, followed by Elf Fighter. Then THS and his spidery friends went. The spiders went first, climbing onto the rope to attack the PCs while they were at a disadvantage. They knocked Gunslinger down onto the floor next to Theurge, and attacked NPC higher up on the rope. Then, THS summoned 4 more spiders, in flanking position on the floor.

Round 2:

Gunslinger stood up, provoking no less than 4 AoO's, and promptly fell back down again, unconscious. Theurge then stood up, completely ignored by the spiders (who were feasting on the 'Slinger), and decided to distract them with some Entangle (centered on himself). He failed his reflex save, along with one spider. THS, who was on the edge of range for Entangle, succeeded. NPC slashed and stabbed a spider, dealing minimal damage to it with her shortsword. Elf Fighter waited impatiently to move along. The spiders Coup de Grace'd Gunslinger, provoking an AoO, which did little to deter them. Gunslinger died viciously. THS summoned 4 more (my d6 was rolling 5's and 6's all over the place) spiders, also on the floor. 1 of them failed its reflex save on contact with Entangle, but the rest were fine.

Also, Bard finally heard the sounds of contact at the bottom of the stairs. He told Oracle (who had just returned to 1 hit point) and Druid. Oracle healed himself, and they took a move action down the stairs. They now go last on initiative.

Round 3:

Theurge goes next, since Gunslinger is dead. He decides to shoot an acid dart (using his druid 1st level ability) at THS. It misses, badly. NPC kills the spider that was attacking her on the rope, but it takes a full attack action, and she can't move. Elf fighter decides to climb around her, and makes it just into the room.

He drops down onto a spider, rolling well enough to transfer his falling damage to it and succeeding on a simultaneous attack, but still deals minimal damage. Fortunately, he succeeds on his reflex save against Entangle. THS gets tired of more people dropping into his trap, and so casts Black Tentacles in the hole at the top of the room, effectively blocking it off and unintentionally ensnaring NPC in its deadly grasp. The spiders attack Elf Fighter, quite unsuccessfully.

Bard, Oracle and Druid will reach the bottom of the stairs next round. No idea what they'll do then.

Round 4:

Theurge, somehow still conscious, decides to kamikaze now-- things are looking desperate, and he feels as if he's about to die. He casts burning hands and throws one burst of fire out into the Entangle spell before eating several AoO's from the spiders and being knocked into unconsciousness. He's also quite heavily poisoned by now, and has lost 4 points of strength from his already-average score of 10. NPC thrashes in the tentacles, taking more damage, and Elf Fighter slashes a spider, killing it, before grabbing onto the rope and attempting to climb out of the fire. THS moves out of the entanglement and examines the flames, tsking in an annoyed tone. The spiders continue attacking Elf Fighter.

Bard, Oracle and Druid all reach the bottom of the stairs, shouting and waving their arms. It's pretty obvious that things are going badly.

Round 5:

Theurge succeeds on his save against strength damage, ending the poisoning, but fails his stabilization check. Elf Fighter tries to move up on the rope, but is grabbed by a spider and can't move. NPC continues to be abused by the tentacles. THS continues watching, and the spiders begin pulling Fighter back into the flames.

Bard, Oracle and Druid reach the hole, see the smoke, and begin praying to various Gods and Goddesses, but mostly to Alemnas and, for some odd reason, Sivanah.

Here, Bard's player takes me aside and begs me for some intervention. Bard's player doesn't want to lose such a large chunk of the party, so we work out how to fix it.

What happens next:

Bard pulls out his lute and starts playing furiously, and the music takes on a fiendish tone... Suddenly, Bard stops playing, caught up in a vision. A perfectly formed Elf, similar to one seen by other members of the party in various visions beforehand, appears before her. It changes, taking on a devilish appearance, and says in a deep voice, "YOU OWE ME."

End-Fight:

A burst of hellfire explodes from her lute, ruining it. It travels down the hole, dispelling first the tentacles, then the spiders, the fire, the entanglement, and all of the buffs on THS that they never got to see. It brings Theurge to consciousness and compels him to draw a dagger as he crawls heavily towards THS, who is stunned at the events. He reaches THS, crawls up his robes, and slits his throat. The two of them fall over-- Theurge is unconscious, but stable; THS is dead. NPC falls to the floor, almost unconscious, and Elf Fighter falls to the ground, heavily injured. The silk rope leading into the room bursts into flame and disintegrates.

From here on out, what happened is relatively unimportant. Gunslinger is going to play NPC while the party works out a deal with Alemnas to get Gunslinger revived, Elf Fighter looted THS, and Druid conveniently remembered that he had just enough rope to tie around the unconscious people to drag up the hole. The players were on the edges of their seats the entire time, there were laughs, there were tears (mostly from Gunslinger and Theurge), there was combat and traps and details and fear... The players enjoyed it.

However, I feel as if there was a way to do that scenario without killing anybody. Is there anything you would have done differently? They're looking forward to exploring the rest of the ruins later today... Should I make it just as lethal, or give them an easier time of it?

Should I make the quest to revive Gunslinger harder? Easier? Should it be a solo adventure, where Gunslinger attempts to escape death? I've never had a PC death before, and since they want to revive Gunslinger, I want it to be memorable and genuinely challenging.

Guys, I need advice on where to go from here. Thanks in advance.


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I was quite disappointed to find that this thread wasn't actually about me...


Dot.


Dot.


Mmm, 7 skill points/level. Nah, you don't need the extra points of dex, that's what the scars and mage armor (or is it shield?) spell are for.

I would love to play that character though.


That's just orcs. They get a +4 strength and -2 to all mental stats. No bonus to Constitution, which is probably why they put the Scarred Witch Doctor out for Orcs. The awesome constitution-based casting is balanced out by the less than ideal race.

Now, if you're one of the people who thinks it is silly for humans to be able to play a scarred witch doctor but not half orcs, then you're pretty much set.

@Isles: I assume you put your maxed stat into con, but what did you put your second 18 into? I'd probably say strength if you were an orc, but I dunno what would be better for a human.


Scarred Witch Doctor.

The only thing holding the scarred witch doctor back is the lack of racial bonus to casting stat (unless you allow half orcs to do that-- then it's just awesome).

With a stat array like that, and maxed hit dice, you could throw on some serious hit points along with ferocity to make yourself a nigh-unkillable debuffing machine.


Thanks. That makes a lot of sense.

I'll mull it over and run it by my friend as well, although I'll probably keep charisma at ten just because it's nice to not have any penalties.

Neither of us is playing what could exactly be called a charisma bomb, so I've invested a trait into ease of faith and intended to add some ranks to diplomacy.


Bumpity.


So, I'm looking to play at a PFS game with a friend of mine, and we decided to work as a team. I had an idea for a flowing monk, and he wanted to play a dpr machine fighter. So... Here I am. I think I've got it down, I just wanted to see what the people of the advice forum think, as well as get suggestions for starting equipment.

Hubris Kaerun:

L/G Human Flowing Quinggong Monk 1 (CR 1/2)
Strength 10,
Dexterity 16,
Constitution 12,
Intelligence 13,
Wisdom 16 (14+2 Racial),
Charisma 10

Feats:
(H) Dodge,
(1) Agile Maneuvers,
(B) Improved Reposition
(3) Weapon Finesse,
(5) Combat Expertise,
(6) Sidestep, (?)
(7) ????
(9) greater reposition,
(10)Repositioning Strike, (?)
(11)????

I trade out my second level bonus feat for unbalancing counter, but it seems like it's worth it. However, it may pay off to have improved and greater trip, simply so that I can knock somebody down and unbalance them when they try to stand up.

As far as class abilities go, I will be trading out slow fall for barkskin, but I'm not sure there's anything else that looks too good for me to pass up. I know I'll be trading out diamond body for a flowing monk ability, so that's out.

The goal is to step up in front of an enemy or group of enemies, and tempt one to charge me. Then, as an immediate action, I will use a reposition to place that foe behind me-- where my friend will be waiting with a massive power attack and flanking.

I'll be trying to bump AC as much as possible, so future equipment will most likely include:
Headbands of wisdom,
Belts of Dexterity,
Rings of Deflection,
Cloaks of Resistance,
Agile/Guided Amulets of Mighty Fists.

Which amulet I buy will be dependent on whether I decide to focus more on wisdom or dex, although wisdom seems like a good idea to me.

At low levels, I won't be worried too much about damage output. That's what my friend is there for. I would, however, like to be useful at feeding him things to kill, so please keep that in mind. I most likely won't be flurrying very much at all, which is fine by me.

Thanks in advance,
Hubris


If a GM finds a way to make something even half-way fit into the rules, even with a rules decision that could go either way, I won't judge.

That said, I would probably make the ioun stone into the phylactery as well. The party spell-caster would be in for quite a surprise when he woke up in the morning with the lich laying there next to him.


I would probably play a Doppelganger with as many levels of Paladin as possible. There's some really good synergy between the two, oddly enough.

Doppelganger


I've already read yours, Master Arminas. You wrote some pretty good homebrew, and I've actually used your writeup for the Warlock in a game of mine.

The PC had a great time of it, right up until she died a horrible death. That part isn't your fault, though- it was a pretty bleak campaign.


Sounds good. Never read Witchblade, but then, comics aren't particularly easy to find here (Half an hour to the nearest store that would carry them).

The Soulknife might be good too, I'm just not as sure about it. I imagine it shouldn't be too hard though: just replace some of the talents with new stuff to do with witchfire.

... Too many character ideas, not enough time to play them all.


I can't get the idea of a Warlock multi-classed Magus out of my head now. The mental image of projecting your witchfire onto your blade is entertaining, even though I'm pretty sure that isn't quite kosher.

Perhaps coming up with an alternative Hexcrafter archetype would be a good plan for this. I may play with that idea a bit.

Either way, good stuff.


That's... Very true. Both of you are correct.

Evocation is out, then. Thanks guys.

Yeah, I read that a while ago, and remembered just enough to recall that conjurers are pretty good wizards.


I had considered that, but our party tends to be smaller than it should be (last game I played in had myself and one other player). Is there a way to deal damage if absolutely necessary through a different school?


So, good people of Paizo, I have a question for you:

Firstly, I would like to preface my question by saying that this is the first wizard I have ever made. Here is what I have decided thus far:
I am to be an elven wizard, with specialization in the Conjuration school of magic.

I have decided on stats (25 point buy, which is exceedingly generous), and that I will have a bonded object (a ring, which I intend on turning into whatever feels appropriate at higher levels).

I have also decided that one of my opposition schools will be illusion (typically, I GM about half of our games. I like clever applications of illusory spells, but the other GM is a bit less appreciative of them).

Which leads to the question: what should be my other opposition school? I have considered banning Necromancy, but I want to be able to have as many minions as possibly under my control, and necromancy seems like the best choice for adding onto that.

Any advice would be much appreciated. :)

Edit: for clarity, I would like to add that my goal is this:
Battlefield control, preferably through the use of masses of bodies.


Dotting for later.


Granted. It expands right into the water. Congratulations, you've lost all your work.

I wish to be the dashing man in the hat, and to have all of his wishes come true, but for me instead:
wish list
(Mostly the last one)


I like this very much, and with a few tweaks will probably introduce it to my group. I think that making the ability "Just a Flesh Wound" an immediate action would be a good idea, as more of a last minute "Oh no, I'm going to die" kind of ability.

I don't really see how Got You Now is overpowered, but then, I always did like the image of cutting a man down with just the one swing.

Good work. I like it.

Quick question though: for Initial Training, could you explain the bit about associated ability scores? It seems like you are saying that it raises stats. I'm sure I just misread it or something, but a bit of clarification would be appreciated.


4d6 ⇒ (6, 6, 2, 6) = 20 18
4d6 ⇒ (3, 2, 4, 2) = 11 9
4d6 ⇒ (1, 2, 2, 5) = 10 9
4d6 ⇒ (2, 3, 3, 6) = 14 12
4d6 ⇒ (1, 2, 1, 3) = 7 6
4d6 ⇒ (1, 6, 1, 3) = 11 10

Huh. I'd never seen these dice before. That is, if I do say so myself, a really low point buy (11, I believe). My dice must really love me.

EDIT-- Shadowcat, I see what you mean. I think that Raistlin would have turned out the same either way, but that is neither here nor there.


Not to be argumentative or anything, and I know that this may not be normal, but typically if I attempt to roll stats instead of using a point buy, I end up with what translates to above a 30 point buy.

My group likes to play pretty high-powered games, with 25-point buy being the norm, but that's just because we like being distinguished in one or more abilities without having to dump anything to 8 or lower without reason.

What I might suggest, though, is that you do what we did for a while: Develop characters based on 10 points of modifiers, with a maximum modifier before racial bonuses for any one stat as a 4. Take a stat and make it equal to the lower number which qualifies for that modifier (e.g. +4=18, or +2=14). It can allow for optimizing (on the high end, you end up with almost a 40 point buy), but I've found that eventually my group has started to even out their stats (thus lowering total equivalent point buy) in favor of characters who can be talented in multiple areas as opposed to getting two 18's and a 14.

We did that for a while, and mainly dropped back to 25 point buy because we ran a couple of Paizo AP's and didn't want to be too completely overpowered. Ymmv, of course.


Sadly, I've never gotten to play the kobold.
(This is sad, because kobolds are my favorite race, ever.)

I've tried, but my friend are all scared of my favorite recurring villain, Kobby, and I keep wanting to play him as a PC. Having seen him on the other side of the screen, they don't trust him as a team member.

Instead, I end up as a gnome who somehow manages to get blinded in every session.


StreamOfTheSky wrote:

Magic users are actually better at it than fighters. Just look at the things being added.

BAB vs. CL
Not all martials have full BAB, all casters basically will have full CL. And there are things like Orange iuon stone to boost CL above your HD; there is no such thing for BAB.

Casting stat vs. attacking stat (usually str)
Martials are more multiple ability dependent and seldom have their attack stat jacked up quite as high as a caster does his casting stat.

Yeah, there's feats to help...that give a cruddy +2 each at best. And the caster can take those himself if he wants, too. And the caster w/ Magic Missile gets to trip up to 5 foes "at highest BAB," the martial won't have that many attacks and only his first is at highest BAB.

I'm gonna agree with String here.

Martial fighters who typically focus on tripping will have the advantage, simply because in order to make the caster able to trip like a fighter, he has to spend resources (Magical Lineage + Metamagic Feat). Mind you, that's just to get to the same level as the Fighter (True, a generic fighter won't have a 30' reach, but he will be able to trip all day long. This won't often come into play, but still...). The fighter will get to spend that feat and trait on something else, quite possibly something to help improve his ability to trip.


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Magic users, in my opinion, shouldn't be as good at fighter things as fighters. Not at first level, at any rate.

Here is the bonus for Toppling Spell:

Benefit: The impact of your force spell is strong enough to knock the target prone. If the target takes damage, fails its saving throw, or is moved by your force spell, make a trip check against the target, using your caster level plus your casting ability score bonus (Wisdom for clerics, Intelligence for wizards, and so on). This does not provoke an attack of opportunity. If the check fails, the target cannot attempt to trip you or the force effect in response.

I read it as gaining a trip if a target takes damage, so it would only apply once per hit. Magic missile's schtick is that it hits multiple times, so you would get multiple tries. If I were in a bad mood, I would say once per target, but even then you could point out specific targets for each missile.

Edit: That's why I never post here... I get ninja'ed while I'm trying to make my point of view make sense. :D


I like it. You know, though, this class really makes me think of kingdom hearts...
I mean, I thought of that with the original soulknife, but...

It even gets the ability to throw the keyb- mystic blade, sorry. That was my favorite thing to do in the first kingdom hearts game. Definitely gonna playtest it.

EDIT: Now, just gotta find a way to get reflega in there...


All of that is completely understandable. I may have been feeling a little bit out of it, due to the time zone differences I have been facing lately. It's really been affecting my sleep, and I tend to get weird...

I can see nymphs as being magic, plain and simple, but it just boggles my mind to think that even though it has a body, it doesn't take damage very easily. I'm kind of new to pathfinder though, so maybe in time I'll see where you're coming from and change my point of view. I kind of get the whole idea that cold iron is anti-magical, and useful against fey.

Precision damage not only ignoring damage reduction, but also doing extra damage seems a bit excessive, in retrospect. Maybe I'll rule it either/or in future scenarios, but it still feels like it will warrant discussion with my group.

Makes sense about the flesh golem bit. You don't have to be a rogue to be able to be "precise", per se (how exactly do you spell that?), you just have to have a dexterity score. But I don't think that it would make sense for the rogue and the fighter to both be slashing the stitching on our flesh golem, and making it fall to pieces, when that seems more rogue-ish to do. I wouldn't want to take away called shots from fighters though... Hmm...


Have you considered making precision damage ignore damage reduction? I haven't really thought into it much, but that seems like a logical step towards it.

For something like a zombie, I would make it something as simple as a called shot to the head to ignore damage reduction, or hitting a skeleton in the spine, for which you take an attack penalty, but which isn't really "precision". However, if I were going up against Achilles, and knew that he was invincible but for one spot, I would set up a flanking system and have somebody roguish damage him with a precision attack.

Oh my... Did rogues just become useful again?

For a nymph, I really don't understand why there would be dr. Shouldn't it just be a will save to hit her? Cuz, you know, she's magically sexy, and looking at you with those doe eyes, and you really, really don't want to hurt the pretty lady? I don't think that just because you are fey, you should get damage reduction. Totally gonna homerule some of this stuff out, after talking to my players about it.

In the end, I like the idea of the OP, and will probably end up borrowing his rule. Thanks, man.

Edit- After rereading this, I realize that it is a bit jumbled... The idea is, that rogues, through precision damage, can ignore most kinds of damage reduction. Possibly including, but not limited to, say, cutting the stitching of a flesh golem and causing it to lose limbs (using rogue sneak attack with a dagger, causing 1d4+3+4d6 "precision" or whatever), until it is nothing more than a magically animated torso with some arms/legs crawling around it. Maybe it tries to bite your kneecaps off or something, before you cut the head off (coup de gras on the non-moving golem) as well, and, cut off from the seat of power (where the brain normally is), it becomes nothing more than some parts from various corpses. Now, that is precision damage.


Purplefixer wrote:

Cleric of Abadar by preference?

I always enjoy the Law/Chaos dynamic more when there's a healthy sprinkling of moral dilemma involved...

I quite like the idea. Never got to play a cleric on the tabletop, but our group cleric always looked like she was enjoying herself. Hopefully, the mmo version isn't as bad as certain other heal-bot-inducive games...


I can probably do that. Sign me up.

EDIT: In fact, I wouldn't mind playing high priest at the same time. Should be great fun.


Lawful, Evil, you say? I'm interested.


Warfarin it is, then. Thanks. Perhaps for the purposes of this particular scenario, I'll water even that down a bit. They are second level, and only one of the players has been in a game before. The paladin in particular is who I am trying to help out this time, so that he can understand the mechanics of his class better.


Mystic_Snowfang wrote:
My mother's attempts at cooking?

Hahaha tasty? I wonder what you would have to put into food to make it do that... It probably needs more salt though, whatever it is.


I have an idea for a poison which may end up being useful for a plot in a story which I am running for a few friends...

How would you, the prospective reader, introduce a poison which makes it harder for a person to stabilize when unconscious and bleeding? A poison which basically makes it harder to clot blood? Anemia-on-a-stick?

Would straight constitution damage cover this effectively, or would that have additional effects? I want a cheaper poison which does just that one trick, and a cursory glance at my core rulebook hasn't provided me with rules for how to make a new poison. Perhaps I will just houserule it for this, but I want to make it an option for players in the future. (we keep a list of houserules that have been added, including feats/abilities/spells. Adding a poisoning section to it would be nice.)


Well... The idea is that they are all alphas, possibly including the animal companions (ooh! Just thought of that... Imagine, the animal companion taking control of the pack for a session with a well-rolled intimidate...). If one person wants to take control, they can either have an argument over it (we are all good friends, and know that as soon as the game ends, we will still be that way.) or roll opposing intimidate checks. This is partially to keep them from powergaming too hard (dumping charisma to max out strength will mean that your voice will not be as well heard in the pack, especially at first level.), and partially to add an interesting aspect to the game. I plan on making intimidate a class skill for all of them, no matter what class they take.

Yes, I am running a homebrew world and campaign. I have no idea what it will look like, although my assumption is that they will begin in a forested area. That is subject to change though, and I have begun to debate making it a coastal area.

Needless to say, I write the whole thing myself. I have successfully run two campaigns in the past, although they were short, only going to about seventh level for both of them. I try to make them completely original. This is unnecessary, but the people who generally play in my games usually get advice from some mutual friends on off days, and I am afraid that if I base it off of an adventure path, they might accidentally (or purposefully) get spoilers. They don't realize it, but they metagame heavily. I want to keep them on their toes.

Oddly enough, they almost never get on these forums, even though I love to come on here and read the discussions. It gives me lots of ideas.

Thank you, I will.


I'm not sure if this is the correct place to put this post, so if I happen to be wrong, please, somebody move it to the correct spot.

I am a relatively new GM, and am looking for ideas about a small game that a few friends want me to run for them. The main idea of the story is that it will be based on two or three PC's, who will be playing werewolves (born with it, and in control of their characters at all times) gaining levels as either druids or rangers- and all with wolf companions. I have already decided that they will have a pack-like group aspect, with the "alpha" having to make charisma checks (possibly intimidate checks?) to keep his pack mates in line. If another pack mate decides to attempt to take control of the pack, or impose his will on the pack for a particularly important decision, an intimidate check won't be enough unless he completely destroys on the rolls (one side wins by 10+)...

Basically, I have two questions:

1. Are there any interesting pack mechanics that I am missing out on?

2. What should I have them doing?

I have been kind of brain dead lately, so I would like a suggestion about a general goal. (Take over the world? Collude with a player to come up with a cool story about getting revenge?)