Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | My Wishlists | Shopping Cart   Shopping Cart | Help/FAQ
About Paizo   Messageboards   News   Paizo Blog   Help/FAQ  
Search
Links
Shop
Recent Reviews

Way of the Samurai (PFRPG) PDF
***** by Endzeitgeist

Scions of Evil (PFRPG) PDF
***** by Endzeitgeist

Book of Friends and Foes: Assassins in the River Nations (PFRPG) PDF
***( )( ) by Endzeitgeist

Power Word Spells: Lore of the First Language (PFRPG) PDF
***** by Endzeitgeist

Wicked Fantasy—Humans: The Reign of Men (PFRPG) PDF
***( )( ) by Endzeitgeist

   RSS Posts    RSS Reviews    RSS Wishlists
Treerazer

Joey Virtue's page

Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber. 2,318 posts. 1 review. 1 list. 2 wishlists.


Search Posts
Search Joey Virtue's posts:
RSS Recent Posts
401 to 450 of 2,318 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>
(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

I just don't see the apeal of E6 I just would have no intrest in playing the game that way. I would just play a different game. But I guess its just me and the group I play with

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

Valcrist wrote:

My players have currently just finished book 2. They're all still on their first characters. Below are their characters, and reasons for being in Riddleport.

Cordilia Rana (NE female elf Rogue/Illusionist): A pirate on the run from her family and in need of coin.

Augustus Bartholomew Claye (NE male human Transmuter/Bloat Mage): A power hungry mage who decided to stay to investigate the Blot.

Quints (NE male Tiefling Alchemist): Former student of the late elder Zincher, looking into Vankaskerkin.

Kendrick Steel (CN male human Cleric/Fighter): A Riddleport native, looking for a new job to support his younger sister

Desnina (CN female halfling Fighter): Short term resident of the city, trying to find a job and stop bumming off of Kendrick.

I see this party having a hard time being motivated during the later books

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

Gorbacz wrote:
Mounts/companions/cohorts/familiars/summons/whateverelse are a responsibility of the player. The DM has far too much job to run around doing PC stuff.

+1

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

Man thouse character sheet covers are hella cool I ussually just use standard paper sleeves

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

Dont worry its not just noobs

Ive been playin since 2nd edition I love new classes

( I love new paizo play tested classes even more cause that means they are balanced and playable)

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

Dont worry its not just noobs

Ive been playin since 2nd edition I love new classes

( I love new paizo play tested classes even more cause that means they are balanced and playable)

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

Abraham spalding wrote:
Don't melee -- the stalwart defender makes an excellent archer. Basically the one man equivalent of the machine gun nest.

Thats pretty Cool

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

Joey Virtue wrote:

So we converted to Pathfinder

So our group is a pretty solid group

Master Wonderflame a Gnome Fire Mage Oracle of Flame (he likes to burn stuff)

Jo-Kar a Dwarven Monk Inquisitor, ever in the search for Knowledge

Vic an Half Elf Rogue Trapsmith on his way to Master Spy

Ostrava Boletraia A Half Orc Paladin of Aroden and Warrior of the Holy Light

Milodam Gorfist A Halfling Druid Cavalier

We got rid of Gorfist the character and the player (better for the game)

We now have a Strait Sword and Board two weapon fighter who was cursed and is covered in Tatoos that make him unable to speak trying to find the witch who cursed him so he can speak

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

Man I think you are going to far you should limit the amount of slivers have a standard sliver and maybe 12 power up slivers even with all these powers they are still like 1 or 2 HD creatures and will be one hit kills for most fighter types

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

With pathfinder I try to stay away from 2nd company stuff, but some times we use it (just spent alot of time going through 3.5 stuff and trying to get the best mix so I try not to do that anymore) . I consider Wayfinder 2nd Company stuff

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

What type of time commitment do you want to have

If you dont mind the commitment RORL is bad ass, if you have herolabs it makes conversion super easy.

Ive been reading Serpents skull and I like that one

Played the first two of Council of Thieves not such a big fan

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

So what slivers you going to put in?

Crystalline Sliver add SR

Psionic Sliver some type of damage effect

Winged Sliver Flight

Brood Sliver when you kill one sliver 2 more come out

Sinew/muscle sliver added HP

Ward Sliver ddamage resistance to elemental damage

Heart Sliver gives them all haste

Essence Sliver Regen

The list goes on an on

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

Not a low magic fan but you might want to let theplayers few magic items get more powers like an old school ring of pro doing saves and armor maybe armors have more abilities stuff like that will keep low amount of good magic items. High level spells have special materal components

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

Not a low magic fan but you might want to let theplayers few magic items get more powers like an old school ring of pro doing saves and armor maybe armors have more abilities stuff like that will keep low amount of good magic items. High level spells have special materal components

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

Im just making the bases out of Plasticar and I will either tell them whats there or place a smaller mini on there for what it but of that size

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

So
Medium is 1 inch
Large is 2 inches
Huge is 3 Inces
Gargantuan is ? 4 or 5 or 6 Inches
Colossal is ? 5 or 8 Inches

So im going to make some bases for the gar and colossal minatures and use it during our games

Thanks in advance

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

I would love to have bases ive been thinking about going to the train store and making them out of some of the boarding in the shop my buddy told me about

Just a quick question the base of the red dragon is to big? what should Gargantuan and Colossal bases be in size how many across thanks in advance

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

Thanks I really like this
I really like the Samurai but they could make some more options to go with how each person sees the Samurai

My interpetation is that they get Katana Exotic for free

And I agree you need a level of fighter but I have seen that also done the other way to

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

I want a book full or Alternate Classes Just to piss everyone off

As a side note there have been alot of good ideas for books like Magic Items books, The Seas and water book, the kingdom book sound cool

Well Ultimate Skill and Bestiary 4 should be two of the three books for that year

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

Well is there anything else you want from us id be more then happy to help

For 8th level characters I think they should be alittle bit more powerful then Cr 1s

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

Thanks

So 11 plus hitdice

Im making a legendary Akata so he will have a higher SR

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

Ranger has No Favored Enemies power attack is figured in
Shield Master makes him a bad bad man

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

BEAST MASTER CR 11
Male Drow Ranger (Beast Master) 12
Medium Humanoid (Elf)
Init +4; Senses Darkvision (120 feet), Low-Light Vision; Perception +19

DEFENSE
AC 31, touch 17, flat-footed 27. . (+9 armor, +5 shield, +4 Dex, +3 deflection)
hp 135 (12d10+36)
Fort +14, Ref +15, Will +10
Defensive Abilities Evasion; Immune sleep; Resist Elven Immunities; SR 18
Weakness Light Blindness

OFFENSE
Spd 30 ft.
Melee +2 Keen Longsword +16/+11/+6 (1d8+16/17-20/x2) and
. . Shield, Heavy Steel +17/+12/+7 (1d6+17/20/x2)
Spell-Like Abilities Dancing Lights (1/day), Darkness (1/day), Faerie Fire (1/day)
Ranger (Beast Master) Spells Known (CL 9, 14 melee touch, 16 ranged touch):
3 (1/day) Magic Fang, Greater
2 (3/day) Barkskin, Align Fang, Versatile Weapon
1 (3/day) Longstrider, Lead Blades (DC 13), Lead Blades (DC 13)

STATISTICS
Str 18/22, Dex 17/19, Con 14/16, Int 10, Wis 14, Cha 12
Base Atk +12; CMB +18; CMD 35
Feats Bashing Finish, Double Slice, Endurance, Greater Two-weapon Fighting, Improved Shield Bash, Improved Two-weapon Fighting, Power Attack -4/+8, Shield Master, Two-weapon Fighting
Traits Indomitable Faith
Skills Acrobatics +17, Climb +10, Escape Artist +6, Fly +2, Handle Animal +16, Heal +10, Knowledge: Nature +11, Perception +19, Ride +6, Spellcraft +5, Stealth +14, Survival +17, Swim +10
Languages Elven, Undercommon
SQ Animal Companion Link (Ex), Improved Empathic Link (Su), Poison Use (Ex), Quarry, Share Spells with Companion (Ex), Swift Tracker (Ex), Terrains: Mountain (+2 bonus) (Ex), Terrains: Underground (+4 bonus) (Ex), Track +6, Wild Empathy +13 (Ex), Woodland Stride (Ex)
Combat Gear +3 Mithral Breastplate, +3 Shield Spikes Shield, Heavy Steel, +2 Keen Longsword; Other Gear Belt of Giant Strength, +4, Boots of Striding and Springing, Cloak of Resistance, +3, Ioun Stone, Deep Red Sphere, Ioun Stone, Pink Rhomboid, Ring of Protection, +3

SPECIAL ABILITIES

Animal Companion Link (Ex) You have a link with your Animal Companion.
Bashing Finish Whenever you score a critical hit with a melee weapon, you can shield bash the same target as a free action.
Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.
Darkness (1/day) (Sp) Cast Darkness once per day.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Drow Immunities - Sleep You are immune to Sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.
Improved Empathic Link (Su) You have an empathic link with all your companions.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Use (Ex) You do not risk poisoning yourself accidently while poisoning a weapon.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Quarry +2 to hit and other bonuses against your designated quarry.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Shield Master No off-hand penalties for shield bashes, add a shield's enhancement bonus to attack rolls.
Spell Resistance (18) You have Spell Resistance.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Terrains: Mountain (+2 bonus) (Ex) +2 to rolls vs Mountain.
Terrains: Underground (+4 bonus) (Ex) +4 to rolls vs Underground.
Track +6 +6 to survival checks to track.
Wild Empathy +13 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Created With Hero Lab® - try it for free at http://www.wolflair.com!

GWEN CR 10
Male Tiger
NN Large Animal
Init +4; Senses Low-Light Vision, Scent; Perception +8

DEFENSE
AC 28, touch 13, flat-footed 24. . (+4 Dex, -1 size, +11 natural, +4 Armor)
hp 101 (+40)
Fort +11, Ref +11, Will +7

OFFENSE
Spd 40 ft.
Melee Bite (Tiger) +12 (2d6+12/20/x2) and
. . Claw x2 (Tiger) +12 x2 (1d8+12/20/x2) and
. . Rake x2 (Tiger) +12 x2 (1d6+12/20/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks Grab, Pounce

STATISTICS
Str 26, Dex 19, Con 18, Int 2, Wis 15, Cha 10
Base Atk +7; CMB +16 (+20 Grappling); CMD 30 (34 vs. Trip)
Feats Improved Natural Attack: Bite (Tiger), Improved Natural Attack: Claw x2 (Tiger), Iron Will, Multiattack (Multiattack / Extra Attack), Power Attack -2/+4, Rending Claws
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Fighting [Trick], Guard [Trick], Heel [Trick], Seek [Trick], Stay [Trick], Track [Trick]
Skills Acrobatics +13, Climb +12, Fly +2, Perception +8, Stealth +10, Swim +12 Modifiers +4 Stealth in Undergrowth
Languages
SQ Attack Any Target [Trick], Come [Trick], Defend [Trick], Devotion +4 (Ex), Evasion (Ex), Fetch [Trick], Fighting [Trick], Guard [Trick], Heel [Trick], Multiattack / Extra Attack, Seek [Trick], Track [Trick]
Combat Gear Masterwork Chain Shirt;

SPECIAL ABILITIES
+4 Stealth in Undergrowth (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Fighting [Trick] The animal has been trained to fight.
Grab (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rending Claws If you hit an opponent with 2 claw attacks in a turn, add 1d6 precision damage to the second hit.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.

Created With Hero Lab® - try it for free at http://www.wolflair.com!

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

She has 2500 gold and the Elemental Focus feat is not added in

The Deadly Aim and Arcane Strike are

Not sure if this was the best way to go but it got u third level spells to launch

Sorry took so long was at lunch

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

DROW ARCANE ARCHER CR 11
Male Drow Arcane Archer 4 Fighter 4 Sorcerer 4
Medium Humanoid (Elf)
Init +7; Senses Darkvision (120 feet), Low-Light Vision; Perception +18

DEFENSE
AC 28, touch 19, flat-footed 21. . (+7 armor, +7 Dex, +2 natural, +2 deflection)
hp 110 (8d10+4d6+24)
Fort +12, Ref +14, Will +10
Defensive Abilities Bravery +1; Immune sleep; Resist cold 10, Elven Immunities; SR 18
Weakness Light Blindness

OFFENSE
Spd 30 ft.
Melee +1 Curve blade, elven +12/+7 (1d10+4/18-20/x2)
Ranged +3 Darkwood Longbow, Composite (Str +1) +20/+15 (1d8+16/20/x3)
Special Attacks Elemental Ray (7/day), Enhance Arrows (elemental) (Cold), Enhance Arrows (magic)
Spell-Like Abilities Dancing Lights (1/day), Darkness (1/day), Faerie Fire (1/day), Imbue Arrow (At will), Seeker Arrow (1/day)
Sorcerer Spells Known (CL 9, +11 melee touch, +14 ranged touch):
3 (5/day) Elemental Aura (DC 17), Fireball (DC 17)
2 (7/day) Web (DC 16), Scorching Ray, Mirror Image (DC 16)
1 (7/day) True Strike, Magic Missile, Shield, Enlarge Person (DC 15), Burning Hands (DC 15), Gravity Bow (DC 15)
0 (at will) Detect Poison, Read Magic, Ghost Sound (DC 14), Detect Magic, Mage Hand, Prestidigitation (DC 14), Arcane Mark

STATISTICS
Str 13, Dex 20/24, Con 14, Int 12, Wis 12, Cha 16/18
Base Atk +10; CMB +11; CMD 30
Feats Arcane Armor Training, Arcane Strike, Deadly Aim -3/+6, Elemental Focus: Electricity, Eschew Materials, Point Blank Master: Longbow, Point Blank Shot, Precise Shot, Weapon Focus: Longbow, Weapon Specialization: Longbow
Traits Magical Knack: Sorcerer
Skills Acrobatics +10, Bluff +8, Climb +6, Craft: Bows +10, Fly +12, Handle Animal +8, Knowledge: Arcana +11, Perception +18, Ride +11, Spellcraft +9, Stealth +15, Survival +5
Languages Common, Elven, Undercommon
SQ Armor Training 1 (Ex), Elemental: Water, Poison Use (Ex)
Combat Gear +3 Darkwood Longbow, Composite (Str +1), +1 Curve blade, elven, +3 Mithral Chain Shirt, Masterwork Cold Iron Arrows (50), Silversheen Arrows (50), Adamantine Arrows (25); Other Gear Amulet of Natural Armor +2, Belt of Incredible Dexterity, +4, Bracers of Archery, Greater, Cloak of Resistance, +3, Efficient Quiver (125 @ 18.75 lbs), Headband of Alluring Charisma, +2, Ring of Protection, +2, Tool, masterwork: Craft: Bows

SPECIAL ABILITIES
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bravery +1 (Ex) +1 Will save vs. Fear
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.
Darkness (1/day) (Sp) Cast Darkness once per day.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Drow Immunities - Sleep You are immune to Sleep effects.
Elemental Focus: Electricity +1 DC to spells that deal damage of the chosen energy.
Elemental Ray (7/day) (Sp) Ranged touch attack deals 1d6+2 Cold damage.
Elemental: Water You may change any energy spell to use [Cold] energy.
Elven Immunities +2 save bonus vs Enchantments.
Enhance Arrows (Cold) (Su) Every nonmagical arrow you fire adds elemental energy.
Enhance Arrows (magic) (Su) Every nonmagical arrow you fire has a +1 enhancement bonus.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.
Imbue Arrow (At will) (Sp) You can cast an area effect spell on an arrow before firing it.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack: Sorcerer +2 CL for a specific class, to a max of your HD.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use (Ex) You do not risk poisoning yourself accidently while poisoning a weapon.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Seeker Arrow (1/day) (Sp) Once per day, ignore cover and concealment modifiers.
Spell Resistance (18) You have Spell Resistance.

Created With Hero Lab® - try it for free at http://www.wolflair.com!

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

Treasure and stats ill have a basic write up

and noble or non noble drow

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

I think im all caught up let me know

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

I agree have them start lower and work up so they have to pick and learn to use the abilities they have

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

I didnt see Slivers were replacing Akatas

Slivers could be brutal and set them up for the runes in the last adventure

So im all for helping you out with tell me what you need I know this AP inside and out

Slivers I would start them out as about CR 4 or 5s and then have all the differnt slivers add enhancments to them and make the types slivers much more powerful

I think this is a cool idea

Do you have hero labs it would help alot with these conversions

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

Why did the Akata lose its spell resistance?

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

I agree with valcrist I think void and the drow spells are two high lights
pirates drow and aliens all in the same adventure
the chance to be a drow and be on the other side just to see why we hate drow
I eoild keep both these

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

Thanks I made some legendary akatas and didn't realixe they had SR so back to hero lab

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

Vic Wertz wrote:
Joey Virtue wrote:
By the use policy could I use these to advertise a highschool gaming club?
Assuming that's noncommercial, yes.

Thanks just giving me more motivation and ideas to run a "gaming" club at my highschool

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

By the use policy could I use these to advertise a highschool gaming club?

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

Pale wrote:
The initial run is planned to be 500 copies, but if by some miracle we get more than 500 pre-orders, I'm sure we could up the initial run.

I cant wait for preorders to be up

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

John Robey wrote:

Oh, and just for consistency: I totally want a Hero Lab data set for this. ;)

-The Gneech, broken record

I agree but thats going to be somthing more then likly done by fans

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

I come up with an idea with fluff for a character then I optimize it and plan it out over 20 levels

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

Heretek wrote:

[

Samurai is a Cavalier... also it is highly probable these 1 level dips in Fighter is the result of badly worded text. The Samurais full level mostl likely is supposed to qualify him for Fighter-only Feats.

Thats what I thought then went back and took the one level

But that makes the samurai a solid damage dealer

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

So these will be two differnt books one for pathfinder and one for the clone game right?

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

Damm do I right that bad LOL

so what is the problem with my playtest?

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

I was thinking we would see the majority of them in the Golarion books, I was just asking

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

So over the weekend reading a few threads on the boards claimed there wouldnt be any prestige classes in the new "Ultimate" books.

So is this true is Paizo slowly doing away with prestige classes and replacing them with Archtypes and Alternate Classes?

I hope not I know I was one of the people who enjoyed 3.5 prestige classes (i know in the end they made way to many)

Im sure people will say oh you can just use the 3.5 ones but most of us at our game table like to only use the Pathfinder stuff even though there is almost complete 3.5 library in my attic.

I know people claimed they were either to powerful or to specific and didnt like them.

I personally enjoyed planning my characters around prestige classes, most of my 3.5 characters were designed that way and I hope I can still do that with Pathfinder and offical Paizo products

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

Yeah one of my playtesters that ran the samurai said he would want to play one if they didnt have a mount

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

Seems like you have it planned out pretty solid

What do you want? more ideas or what?

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

The touch attack is one of the only things that make Gunslingers viable lets not help out their problem

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

Dragonsong wrote:
Heretek wrote:
Joey Virtue wrote:

On the point of damage dealing what does an average 12th level fighter deal?

In our 12th level playtest the gunslinger avereged 100 points a round we thought that was pretty solid damage
The Gunslinger doesn't balance out until lvl 11+ and that is only through Signature Deeding his Lightning Reload. Prior to level 11 your role as gunslinger is to feel useless and think "I should of made a Fighter archer..."
I thought most of the DPR Olympics guys were hitting 130ish at 10th. But will fully admit I haven't poured through that set of posts.

Man so they are even a little behind the damage curve

Yeah I know they ballance out at 11th level it sucks that you have to take thouse feats to make the gunslinger not a gimp class

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

On the point of damage dealing what does an average 12th level fighter deal?
In our 12th level playtest the gunslinger avereged 100 points a round we thought that was pretty solid damage

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

We did a play test Friday night, we play tested it at 12th level. We used Epic Points buy and between 11000 gp and 120000 gp worth of items.

Human Gunslinger 12th level
Gunman
25 point buy
Stats
STR 13
Dex 20/24
Con 14
Int 10
Wis 16/20
Cha 10
AC 28
HP 125
Saves
Fort +12
Reflex +18
Will +12
Weapons Fire and Ice
+1 Flaming Pistol +16/+11/+6 1d8+11+d6 Fire 19-20 x4 at point Blank
+1 Frost Pistol +16/+11 1d8+11+d6 Cold 19-20 x4 at point Blank
(Deadly Aim worthless)
Magic Items
Headband of Wis +4
Belt of Dex +4
Cloak of Resistant +3
Handy Haversack (hold all the gunpowder and Bullets)
Ring of Protection +3
Boots of Levitate
Amulet of Natural Armor +2
Mithril Chain Shirt +3
Ion Torch
FIRE
ICE
4500 Gp for Bullets and Gunpowder
Feats
1st Weapon Focus
Bonus Rapid Reload
3rd Point Blank Shot
4th Weapon Specialization
5th Two Weapon Fighting
7th Lightning Reload
8th Point Blank Master Pistols
9th Improved Critical Pistols
11th Signature Deed Lightning Reload
12th Improved Two Weapon Fighting

Dwarf 11th level Samurai 1st level Fighter
Shogun
25 Point Buy
Stats
Str 19/23
Dex 14
Con 18/22
Int 10
Wis 12
Cha 8
AC 30
HP 175
Saves
Fort +18
Reflex +9
Will +9
Weapon
+1 Corrosive Shocking Adamantine Katana +21/+16/+11 1d10+11 +d6 Acid +d6 Electricity
+1 Corrosive Shocking Adamantine Katana +17/+12/+7 1d10+19 +d6 Acid +d6 Electricity (One handed Power Attack)
+1 Composite Longbow (+4 Str)+15/+10/+5 1D8+5
+1 Composite Longbow (+4 Str)+11/+6/+1 1D8+13 (Deadly Aim)
Magic Items
+2 Mithral Full Plate
+2 Heavy Shield
+2 Ring of Protection
Efficient Quiver (bunch of special metal arrows)
Amulet of Natural Armor +1
Cloak of Resistance +3
Belt of Physical Might +4 (Str & Con)
+2 Ring of Protection
Boots of Striding and Sprinting
Feats
Weapon Focus Katana
Iron Will
Power Attack
Weapon Specialization Katana
Deadly Aim
Greater Weapon Focus Katana
Improved Critical Katana
Greater Weapon Specialization Katana
Order of the Warrior

Human Ninja
Hanzo
25 Point buy
Str 14
Dex 18/22
Con 14
Int 10
Wis 12
Cha 16/20
Weapon
+2 Katana +11/+6 1d10+4
+1 Wakizashi +10/+5 1d6+2
+1 Composite Short Bow +16/+11 1d6+3
Magic Items
+3 Mithral Chain
Ring of Force Shield
Ring of Protection +3
Headband of Charisma +4
Goggles of Night
Amulet of Natural Armor +1
Cloak of Resistance +3
Vest of Escape
Belt of Dex +4
Boots of Elven Kind
Wands
Invisibility greater Charges x3
Silence Charges x5
Invisibility x5
Fly X4
Feats
Two Weapon Fighting
Dodge
Shadow Strike
Mobility
Spring Attack
Improved Two Weapon Fighting
Extra Ki
Ninja Tricks
Fast Stealth
Shadow Clone
Vanishing Trick
Bleeding Attack
Ghost Blade
Evasion

All three of us found the three characters were able to do what they seem to be designed to do: the Samurai was a tank who could throw heavy melee damage with one level of fighter so he could get all the focus and specialization, the ninja was a sneak attack machine he spent ki for invisibility every encounter to get his sneak attack off and throw a good amount of damage, the gunfighter (because he could load and fire all his attacks) threw out some serious damage at a high cost per encounter.

So the play test stared with the three classes and a Healbot Oracle that they had to get delivered by midnight to the “Dark lords Tower” so they come upon and old man being chased down by an Ogre Magi, so with initiative the GUNSLINGER always went first with his high dex and the gunslinger ability.

So the “old man” was an ogre magi and there were two invisible ones also hidden setting up cones of cold.

So the Samurai charged the one Oni and hit for 24 damage
The gunslinger moves to get them so he can have a touch attack, which he did all night and most of the time would only miss on a 1 but I guess that because of the monsters I chose had horrible touch ACs, the only thing all night he used his grit for was to increase the range on his touch attacks, getting I think 2 kills on the night by doing this trick and regaining the grit.

The three combat characters had set them self up for two cones of cold the evasion of the ninja shinned here so he took zero damage while the rest of the party took between 24 and 48 points of cold damage. He used his free greater invisibility and went onto sneak attack the ogre magi while missing on his two main hands he hit for 66 damage from two attacks. (solid damage for missing with his main hand)

The Samurai hit with two out of three attacks and threw down 65 damage.
The Gunslinger hit five for five for 139 points of damage one was a critical for 69 points of damage.

A couple more rounds of combat with two of the magi’s going invisible the oracle dispelling allowing the Gunslinger to fire two shots to kill it and spend his grit to extend his touch range to put some serious damage to the other oni 5 shots 5 hits for 102 points of damage

They wiped the floor with the Oni’s
The gunslinger averaged about 100 damage a round with all five hits (he was rolling well on damage his attacks were 1d8+1d6+11). The samurai averaged about 50 damage a round hitting two out of three attacks using power attack one handed and the great weapon specialization. The invisible ninja did his job with the sneak attacks. The oracle did its job after combat and healed up the party

The next encounter was with a CR 12 Purple Worm, this guy did some damage but a critical hit and a samurai challenge really hurt this guy.

He slammed out of the ground and missed on his bite the gunslinger moved into touch attack range but outside of its reach and hit a 66 point critical hit on the worm. The Samurai challenged it (we kind discussed the tactic if you have one enemy you should challenge it and he wanted to see what it could do) he threw power attack challenge and hit twice and threw 86 damage. Ninja figured worms could feel where he was at so he got his wand of fly and cast it on himself thinking it would make him invisible to the worm it didn’t work. Gunman took a 5 foot step back and took his five touch attack shots hit all five for 98 damage (starting to see a pattern here) The ninja thinking he has a sneak attack fire two bow shots at the purple worm (he never became invisible because he thought the worm was blind besides the tremor sense) so he only did like 16 damage on two shots.

Purple worm lays into the samurai the Dwarven Samurai fails his fort save to the poison sting we all laughed cause it was a only a one fails save. The Worm grapples him in his mouth and then the samurai throws another 60 some damage in his mouth and kills him while free himself.
This encounter the ninja didn’t really do anything the Challenge samurai and the starting critical put this thing down quick the oracle did its job after the combat

Our heroes make it to a gate guarded by two Stone Golems
So the Gunslinger moves up and unloads on one of the “statues” that was blocking the gate and all his damage was cut down over 50 damage from the DR but he still did 32 points of damage

The Gunslinger took 4 slams from the two golems
The ninja goes ghost and misses the golem because of high flatfooted AC that’s the thing with relying on flatfooted ac high level creatures still have good AC

The Samurai fast dismounts and charges one of the golems and crits for 62 points of damage. The gunslinger figures these things need his best bullets so he loads some of his adamantium bullets after he saw the samurai adamantium katana slice into them easily. With the right bullets he gets back to where he has been all night 5 shots 89 points of damage.

Golems hit both samurai and Gunslinger dropping the gunslinger (oracle has to do its job HEAL the Gunslinger)

The Ninja went to fighting two handed hit once and did 8 on a sneak attack (horrible roll)

The Samurai hit once on three tries but did like 40 damage.
Gunslinger fires from the ground and drops both golems

Golems are great combatants slowed down the gun slinger and (till he used the right bullets) when the creature is not soft and fleshy the ninja can have some problems (I’m sure the rogue has the same ones)

So there was a giant locked door and the Ninja and Gunslinger discussed who was going to open it the ninja won out and opened the door on the other side a Storm Giant was holding his action to chain lightning who ever opened the door, evasion saves him again, the arcs hit all the other characters,

This combat went the same way that most did except the gunslinger did his damage and took a bunch. So he has Point blank Mastery so shooting didn’t provoke AOO but loading did so him and the giant traded blows and the giant on three AOO dropped him to zero but the gunman throws over a 100 that round but took over a hundred in three attacks. Ninja damage was really good this combat hitting multiple times with his invisible sneak attacks for about 80 in two sets of attacks

So the next battle was going to be 4 fiendish T Rex I set up the battle coming from both sides I thought they were like WOTC and Huge but then I read hero lab and was thinking Gargantuan and Colossal and so we went and got then Giant red dragon miniatures then got into a discussion of how much bigger they got in pathfinder and then after about 45 minutes or laughing and putting stuff away because the players didn’t think they could beat them if they were that size. By the time we figured out our mistake we called it a night.
The next encounter was going to be two adult green dragons and both guys thought they would die to the dragons

Overall opinion
These three classes do what they are designed to do the Gunslinger throws a lot of bullets and damage with guns, the Samurai is a tank who can fight with the fighter (with his chosen weapon) and the challenge makes him great at taking on one enemy, the Ninja while he has Ki and he has the greater invisibility greater trick he throws more consistent damage then the rogue (but that’s 10th level).
The Gunslinger in 4 combats burned through 400 gp worth of gunpowder that’s a costly hero.
The Samurai should almost always take a level of Fighter to open up all the feats
Great classes that need some small tweaks
The hard part about these high level play tests is since you haven’t taken the character from first level you really don’t remember and know all the abilities and how to use them.

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

Last night we play tested a high level gunslinger with all the feats to role off and load his shots for 5 attacks a round

In 4 combats he spent over 400 gold on gunpower not to mention when he had to use his adamantine bullets

So he was joking his character laughs at the poor for one shot he could feed families for a week

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber)

Stephen Radney-MacFarland wrote:
Joey Virtue wrote:

We are going to take copius notes.

Or do you want how im setting up each encounter?
I'm all for more information, if you have the time. I sure would not mind seeing some of the encounter set-up information.

It was fun im typing up a report but we stoped after four encounters cause I miss read somthing on the fifth encounter (size of a t rex) and got us talking for like an hour but all everyone agrees that they would of survivied this battle but the two adult green dragons would of killed them.

401 to 450 of 2,318 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>



©2002–2012 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Publishing, LLC, and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online,PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.