Krallek's page

81 posts (1,325 including aliases). No reviews. No lists. No wishlists. 14 aliases.




Some advice if you please. I'm in a campaign and playing a LG monk. My monk would have a code of honour to stand by and this has on a number of occasions been at odds with the rest of the party. I believe we are at a cross roads given recent events. I don't think I am being lawful stupid. I believe my compromises were reasonable. And most importantly I don't want to derail the campaign over this.

Incident 1) the party snuck up on a bunch of sleeping enemies and killed them in their sleep ... including the paladin. I felt this was dishonourable so I didn't take part in it and instead ended up fighting the bbeg who was not sleeping and rushed into the room at the sound of battle. I thought this was a fair compromise and didn't hamper the party's chance at success. The party thought otherwise because I gave up my surprise round attack. I was soundly berated after the fight because of it. Afterwards we discussed my code and slaying people in their sleep ... even though they were evil ... wasn't something I was prepared to do. I kind of figured it was water under the bridge.

Incident 2) A few sessions later we found ourselves rushing into a room full of evil cultists. We had surprise on them. This in and of itself my monk figured was fine. They weren't sleeping; just surprised. I quickly discovered that the cultists were incapable of defending themselves and the fight was going to be a slaughter. They had no weapons and no armour and no training. Essentially they were peasants. Rather than slay the weak, I chose to subdue them with non-lethal damage. The rest of the party simply chopped their cultists to bits. This in and of itself was problematic but I felt again that I had compromised well. But what happened next is where the real problem is. Just to spite the monk, our party rogue snuck in and killed those unconscious cultists when I rushed to the other side of the room to deal with some other creatures who joined the fight.

So the question is, how should I deal with this? I tried educating the party but that hasn't worked. I don't want to derail the campaign by meting out punishment on my own party members. I don't particularly want to leave the party and start a new character. But when I'm trying to work with the rest of them and find a compromise, some of them are clearly not interested and sabotaging my attempts.

Thoughts?


Ok so a bit of back story is necessary. I tend to like to play characters that are outside the box. Meanwhile the rest of my table game party really does not ... really really really does not. So for our latest campaign I decided to create a great-axe wielding halfling warrior. Hes turned out to be a heck of a tank and incredible damage dealer. I play him as a bit of psycho in the sense that he has a bit of a thing to prove. I've fallen to my near doom a few times jumping off high places onto the backs of monsters. Overall it is a very effective race class combo imho and a heck of a lot of fun to play.

The AP were playing is Carrion Crown and unfortunately my poor halfling warrior has gone insane after having to make a dozen will saves in the path leading up to the bbeg. He's lost his memory. Our party decided to attempt to convince him that he is a rogue ... a far more suitable profession for a halfling according to the boys at the table. They just did this as a bit of a joke and they wanted to force me to role play it out with my burly halfling until such time as we got him cured. So I've been sneaking around and trying to backstab things and open locks and stuff (almost got us killed last session btw). All in good fun.

Myself and the DM have agreed in private that those rogue like suggestions in his weak minded and delicate state may have had an enduring impression. As we are a scant few k from level 11 and most of that exp was gained as a warrior I will take the next level as a fighter but thereafter I will go rogue.

My question to the community is given my current build below, how would you build the rogue levels up to level 16 ... where I think we will end the AP. I'm looking for a brutish melee type rogue that can wade through combat landing big hits using both strength and dex.

Ozwaldo Hamhands
Male Halfling Fighter 10
NG Small humanoid (halfling)
Init +6; Senses Perception +5
--------------------
Defense
--------------------
AC 26, touch 17, flat-footed 21 (+8 armor, +4 Dex, +1 size, +1 natural, +1 deflection, +1 dodge)
hp 120 (10d10+45)
Fort +11, Ref +8, Will +7 (+3 vs. fear); +2 vs. fear
Defensive Abilities bravery +3
--------------------
Offense
--------------------
Speed 30 ft., fly 60 ft. (average), swim 30 ft.
Melee +1 cold iron greataxe +21/+16 (1d10+12/19-20/×3) and
. . greataxe +20/+15 (1d10+11/19-20/×3) and
. . trident of warning +19/+14 (1d6+8)
Special Attacks weapon trainings (axes +2, thrown +1)
--------------------
Statistics
--------------------
Str 20, Dex 18, Con 16, Int 12, Wis 12, Cha 11
Base Atk +10; CMB +14; CMD 30
Feats Blind-Fight, Dodge, Furious Focus[APG], Greater Weapon Focus (greataxe), Improved Critical (greataxe), Improved Iron Will, Iron Will, Power Attack, Skill Focus (Ride), Toughness, Weapon Focus (greataxe), Weapon Specialization (greataxe)
Combat Gear ring of the ram, rod of flame extinguishing, silversheen, alchemist's fire (4), antitoxin (3), holy water (3), oil (5), smokestick (4), tanglefoot bag (4); Other Gear +1 dragonhide banded mail, +4 chain shirt, +1 cold iron greataxe, trident of warning, greataxe, halfling sling staff, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, handy haversack, helm of underwater action, ring of feather falling, ring of protection +1, wings of flying, bedroll, flint and steel, grappling hook, hammer, iron spike (5), sack, sack, silk rope (50 ft.), torch (5), trail rations (5), 1,358 gp
--------------------
Special Abilities
--------------------
Blind-Fight Re-roll misses because of concealment, other benefits.
Bravery +3 (Ex) +3 to Will save vs. Fear
Fearless +2 racial bonus vs Fear saves.
Flight (60 feet, Average) You can fly!
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Helm of underwater action Sees 5x farther underwater, and breathable air.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Swimming (30 feet) You have a Swim speed.
Weapon Training (Axes) +2 (Ex) +2 Attack, Damage, CMB, CMD with Axes
Weapon Training (Thrown) +1 (Ex) +1 Attack, Damage, CMB, CMD with Thrown weapons
--------------------


Just curious if anyone else interprets this the way I do. At the gaming table last night my druid cast Produce Flame and it was ruled that the spell takes 1 standard action to cast but the attack(s) doesn't happen till the following round. It doesn't say that in the spell description and if that were the case wouldn't that rule apply to ALL touch attack/ranged touch attack spells? That would be a serious hindrance to spell casters in my opinion.

The DMs rebuttal was that it is simply because the spell lasts longer than 1 round (ie it lasts for 1 minute per level or for a number of attacks for each caster level ... whichever comes first).


Ok, just for chuckles I'd like to get the communities input on this. For several years now I've been toying around with the idea of creating a gnomish monk. It started out as a bit of a joke between myself and the group I play with but now I am seriously considering it. Why you ask? Well because I think it would be both amusing in terms of role play and in the visual of a 3' tall gnome flying in for the karate chop is just too tempting to pass up.

I understand the size of a gnome will prove problematic in terms of game balance. Also the slower movement speed would negatively impact one of the defining features of the monk class. I'd like to play this character nonetheless. I don't want to be too under powered just for the sake of role play. So how would YOU build this character? No need to go higher than level 12 or so since we rarely make it beyond that.


has anyone else experienced this? on both my android devices the font size seems to be off. on my campaign page it shows the two campaigns with different font sizes. one is really really small and the other is normal. I am using a Samsung Galaxy s3 and a Google Nexus 7. both devices are experiencing the same issue. I am using the mobile Chrome browser. I suspect the problem is more with the mobile Chrome browser because I didn't seem to have this problem with the native browser.


I've been dying to play this path since it was released.


Ok, the d20pfsrd and the core rule books are confusing mess when it comes to making potions. I'm a 4th level alchemist (3 levels of rogue too) and my craft alchemy skill is 18. I got swift alchemy at level 3 and I also took the feat Master Alchemist.

I want to brew potions of my level 1 and 2 formulai (and eventually 3 as well) but the rules aren't clear on how being an alchemist and brewing potion synergize.

From what I gather, potion brew times are based on their base price which is calculated as potion level * caster level * 50 and then converted to sp.

So for my alchemist that would be 1*4*50 or 100 for level 1 potions and 2*4*50 or 200 for level 2 potions.

Progress is measured by making a craft alchemy d20 roll and adding your craft alchemy bonus to that. Here is where I get confused. I think if my CA roll is double that I can double the doses made? And if I triple the DC I can make triple the potions made?

However the brew potion feat simply says it takes 2 hours to brew a potion.

Master alchemist turns the sp value into a gp value for progress.

I guess my question is, is there a web site that anyone is aware of that explains how this all works? I'm confused as can be. Or perhaps could someone explain how the math works for lets say two basic potions and perchance I can extrapolate from those...

Potion of Cure Light Wounds (alchemist level 1 formula)
Potion of Cure Moderate Wounds (alchemist level 2 formula)

Again my character is
level 4 alchemist
CA skill of 18
Master Alchemist Feat
Brew Potion Feat (int bonus is only +2 though)
Swift Alchemy (level 3 skill)
I also have access to an alchemy lab that should give me +2 circumstance bonus.

Thanks in advance


You may begin discussing how to spend that 1200 gold for buying supplies. Just a heads up though, you are basically smugglers for this mission. So the mission will entail solving problems either through brute force, diplomacy, or even guile and subterfuge. Equip yourself accordingly. You will be headed North to Falcon's Hollow via the back trails.


As the room clears Gill hands you the letter and the coin. He also impresses upon you the need to make haste.

Letter of commission

You have till noon tomorrow folks. I'd get started if I were you.


Ok folks. I've discovered that I really like PBP gaming. I know, its sad but true. I want to start my own campaign but I am a rookie DM. I've run one before but it fizzled out right at the BBeG fight for the first adventure. This campaign is only homebrew in the sense that I am not running one of the traditional paizo paths. Rather we will be starting the D series of modules D0, D1, and D1.5

Campaign Notes:
1. CRB, APG races and classes only. And players start at level 1. Medium track for xp.
2. 20 point buy or Roll 4d6 drop lowest 8 times and take your best 6 scores and place them where you like.

Example:

4d6 ⇒ (1, 2, 3, 6) = 12 = 15
4d6 ⇒ (3, 5, 3, 5) = 16 = 16
4d6 ⇒ (4, 6, 1, 3) = 14 = 17
4d6 ⇒ (4, 6, 1, 5) = 16 = 10
4d6 ⇒ (4, 3, 1, 1) = 9 = 11
4d6 ⇒ (6, 1, 5, 6) = 18 = 14
4d6 ⇒ (3, 5, 5, 3) = 16 = 13
4d6 ⇒ (1, 1, 3, 3) = 8 = 15

3. HP will be level 1 max and then roll for each level after that with a minimum of ½ your dice type. So if you use a d8 for your HP then the minimum roll would be 4.
4. The only house rule implemented from the beginning will be that players will be able to upgrade existing items throughout the discovery of various things about the world.
5. Much of the adventure will be outdoors so at least one character with those skills will be an asset.
6. 5-6 party members being accepted.
7. Role play/Roll play ratio is about 50:50. I encourage you to develop your character and give me some kind of background to work with. I will be selecting characters with good overall character concepts and a well thought out background.
8. Play begins in the nation of Andoran in a city called Almas at the “Hung, Drawn, and Quartered Pub”. It is a place of some disrepute with cheap drinks and even cheaper women are readily available and more importantly where down on your luck merchants hire down on your luck adventurers for various odd jobs.
9. Applications are to be in-character, here in the recruitment forum. Please feel free to interact with each other. Bartender Gill and ‘the red merchant’ will keep things moving along story wise.
10. Recruitment will end in 4 days after which I will post here with the final roster.
11. I like a fairly fast paced game to keep people’s attention so I ask that only those who can commit to posting at least once per day (including weekends) please apply. Of course real life gets busy at times so simply let us know if you are unable to be around for a period of time. In such cases, in role play situations it will be assumed that you choose to say/do nothing (or DM will make a play on your behalf). During combat the DM will simply gimp your turn (take it for you with a basic but sensible play … attack or other as the situation fits).

I hope I've covered everything but if not feel free to ask me in an ooc.


Not sure if I am posting in the correct section but I'm sure its not too big of a deal.

I've been a part of many pbp campaigns that have kind of fizzled out over the years. Is there a way to move campaigns from the "current campaigns" section to the "previous campaigns" section under my profile? I'd like to clean that up.

Cheers!


1 person marked this as a favorite.

Ages ago I made this character for a Kingmaker campaign that started off really well. We had a good group and a good DM but things just went flatline after the first outpost encounter. I'd love to find a DM and some players interested in starting this AP or even Skull and Shackles.

Is there anyone interested? I suppose starting with a DM to create the world would be best.


Ok, we had a little debate going the other night at the geek table and I wanted to get some community input on it.

The other night we were play fighting nostalgically in the Caves of Chaos. All evening, whenever we encountered the goblins they would shout "BREE YARK" as some kind of warning to their peers ... incidentally if any of you remember the caves, it usually brings a flood of help. But I digress. At one point one of our group members cast comprehend languages and hid. Strategically this didn't sound like too bad an idea as he would be able to get an idea of how many there were and what they planned to do as they came running out to see what the fuss was about as me and my party members started yelling "Bree Yark!"

Herein lies the debate. We do not speak goblin but were emulating the sounds made by goblins. Would the spell caster be able to understand us? I mean we really didn't understand ourselves what we were saying.

The question is, does the speaker need to understand a language in order for comprehend languages cast by another to be effective? ie does the spell read the "meaning" of the spoken word? Or does it simply translate those words verbatim from a source language into a destination language.

My argument was that it couldn't simply translate the words from goblin into common because some words with the same pronunciation would appear in multiple languages but with different meanings. Thus, it MUST translate the meaning or thought behind the message and not simple 'google translate' words ... and you all know how bad that is right? Lol


Ok, I've gone and made a colossal mistake I suspect. We started a new campaign a number of months ago and I thought it would be cool to make a longbow wielding elven ranger. Who doesn't like Legolas after all right? So the one feat I was building towards was manyshot because I completely misread the feat.

"When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit."

Ok, so I read this as I get two arrows on my attack round and then I still get a move action. I couldn't wait till I hit level 6! Now I just hit level 6 I realized my error. It's a full attack action! I can't move!

Its one die roll and all or nothing. Moreover, sneak or crit damage only apply once. I've got no levels of rogue but if I did, this would be a feat to avoid for sure. Losing that extra crit damage is really bad though.

If I am going to forgo my move action I think I am better off using rapid shot and taking 3 arrows instead of manyshot and taking only 2 right? The only advantage to manyshot would be if the creature we are fighting has an insanely high ac. This way I still get 3 chances at a crit and I get an extra arrow. Either way, I don't get to move.


Ok, we've recently started a new campaign and are now level five. I have to ask you guys a question. Is our druid a moron or am I (archery type ranger) being a whiner? The guy doesnt know how to play his character in a way that benefits the rest of the group. In fact, he is more of a hinderence than a help. At last nights game it nearly resulted in my death.

Incident one was at level one. We are on a boat and being attacked by some creepy crawly thing (souls for smuggler shiv) and its only the two of us. I pull out my bow to shoot my very first arrow and the guy casts Obscuring Mist. The mist is so big we need to retreat to the top deck of the ship but we cant see due to the mist. Oh and the creepy crawley was nipping at our heels the whole time because he could see us just fine.

Incident two was at level four. We encountered some ranged attackers and again he casts obscuring mist so that I had to leave my cover and enter melee. He could have cast it on SOME of the attackers so I could pick the others off but unstead he casts on all of them.

Incident three was last night where 8 skeletons attacked us and I was out front scouting. The moron goes and drops an entangle on top of me and the skeletons. I fail my save and am effectively rooted to the spot. I lose my dex bonus while being attacked by the enemy. Cant shoot my bow because it will draw an AOO. Our tank cant even enter combat because he doesnt want to be stuck either as a Barbarian his dex bonus is just as important. The worst part is, he could have caught 7 of 8 if them with a better placement and NOT got me. After the fight ended he said that 3 of the four party members took no damage so it was a good tactic.

So am I whinning? Or is he a moron? Sound off please because he WILL read this.


il Brutto, please try a post here.


AC 17, FF 16, TAC 11 // HP 13 //F 4 R 1 W 0// Per:0 //Init: 3

The tabs above are very handy.

Gameplay is fairly self explanitory.
Character tab we will have links to your alias and NPC information as well.
Player tab will be a link to your avatar ... not used much here.
Recruitment we won't use at all for obvious reasons.
Discussion will be used for most all ooc dialogue.


You are in Absalom, the mighty City at the Center of the World, and you’ve always longed to explore one of the countless ruins of failed conquerors that litter the plains outside the city’s walls.

You’ve heard rumors that one of the sealed siege castles was laid open by a minor earthquake that struck the region over 6 months ago. Word on the street is that no one has yet entered the tower, which folks are calling the “Fallen Fortress.” What better way to start a life of excitement and adventure than by exploring its long-abandoned, dusty halls and perhaps claiming its ancient treasures?


AC 17, FF 16, TAC 11 // HP 13 //F 4 R 1 W 0// Per:0 //Init: 3

The tabs above are very handy.

Gameplay is fairly self explanitory.
Character tab we will have links to your alias and NPC information as well.
Player tab will be a link to your avatar ... not used much here.
Recruitment we won't use at all for obvious reasons.
Discussion will be used for most all ooc dialogue.


Ok at last nights gaming table I came to a sad conclusion, my rogue is insanely squishy!

My Fort/Ref/Will saves are 5/14/5 and that is with Iron Will at level 11. We had this spider creature attack me and hit me with its bite. The effect of the bite is 1d6 str damage for 6 consecutive rounds. If my str ever hit 0 I am dead.

The save for it was 24 which means I need to roll a natural 19 to save. I was just looking at the cr 10 monsters in the beastiary and they all have double digits in every single save category. What the heck did I do wrong?


Hi folks, and thanks ahead of time for the responses. I just have a question about sneak attack with reach weapons and the lunge feat. This might be a bit of a challenge to describe without a picture but I will do my best.

In another thread I discussed with several players the creation of a str based rogue using a long spear and lunge in combination. But this build brings up some questions on flanking and when it should or aught to apply.

On page 196 of the core book it describes flanking with reach and it states you must be able to draw a line through the target from one flanker to the other. Thats fairly simple. However, with lunge and a reach weapon that grants the rogue effectively 15' reach (some penalties apply when using this of course). My question would be, so long as the rogue threatens a square that would "draw a line from one flanker to the other" should that not also count as a flank?

At some point fairly soon we will need a house rule for this I am sure. I love this build and I am having a lot of fun playing it but I certainly don't want to break the game so to speak.

In total, if my math isn't wrong, then I believe this would grant the rogue a total of 11 different squares to flank from on a medium sized enemy.


Hi folks. Thanks in advance for any advice you offer. For various reasons, my DM has allowed me to park my cleric and start a rogue for the next part of our adventure campaign. I will be starting at level 10 and I have been pouring through both the APG and the Core Rule Book and I have been banging my head against the wall trying to build a rogue for several days now. I have one of two types in mind.

Type one is the standard TWF rogue with probably a rapier and a dagger or similar setup (or maybe a heavy and a light pick too). The problem is, the TWF rogue seems to need so many feats. Even using all the Rogue Talents to scoop out extra feats I am still short. There doesn't seem to be a way to be a way to complete more than one skill tree. The skill trees that seem to make this type of rogue interesting are:

1) Dodge, mobility, spring attack
2) Weapon focus, dazzling display, and shatter defenses
3) 2WF, double slice, improved 2WF, greater 2WF, 2WDefense

I also believe toughness, improved initiative, weapon finesse are all very important. Also, there are a number of other feats that look intriguing as well such as Iron Will.

My character concept is to be as survivable and mobile in combat as possible. We are a tank heavy group with both a barbarian and a min maxed great axe wielding fighter that unloads critical bombs in combat. Those would be my flanking partners. We also have a cleric or possibly a druid (not sure what this guy is doing atm as he is also redoing his character)I will be using these two tanks and possibly the cleric to dodge and tumble my way into flanking position to land those all to important sneak attacks. I also need to be the skill monkey in the group to open locks, be a diplomat, and so on.

My race is human (for the extra feat) and my stats are rolled with the following (str: 16, int: 14, wis: 10, dex: 18, con: 14, ch: 8). I still have not allocated my +2 for being human and my two +1 stat increases for levels 4 and 8.

My question is, how do I make such a build that encompasses most of these seemingly critical feats? Obviously the 2WF tree is critical but both the dodge and focus trees seem to be darn near as important too. Is there a way to make a build with two of these trees? As a level 10 human rogue I would have 6 feats plus access to 3 more through my rogue talents. Thats nowhere near enough. Do I need to multi class rogue4 fighter6 or something? I would hate to give up all those juicy sneak attack dice if I didn't have to.

Cheers and thanks in advance.

PS oh and if anyone is an expert in such things, I would apreciate it if you could chime in with an alternate build using a long spear. I do love the idea of being able to flank and do AOO with reach in combat.


Hi folks. Ok, our campaign just got reset. No more frontline savage barbarian fighter for me *sniff*

What I am playing now is a cleric and I haven't played once since AD&D so I am profoundly rusty. Also, since no one else ever wants to play one I haven't had a role model to see how it is done. So some advice would be great.

I rolled like a demon so my stats are pretty decent I believe.

Str: 16
Dex: 15
Con: 16
Int: 13
Wis: 19
Cha: 14

I am a cleric if Sarenrae with Fire and Healing as my domains.

Style: I would like to be a bit of a battle cleric. I like the idea of being in the thick of things. I will melee for sure but only when I get a free round with no one to save/buff/heal.

I have decided that since I get spontaneous casting, I won't memorize ANY heal spells (other than domain slots). That way I can maximize my utility and damage spells and simply swap them out for heals when the need arises.

Can anyone suggest some great cleric strategies or tips for a relative noob?

Much appreciated in advance.


Hi all. I've been toying with the idea of building a rogue/alchemist lately. I just got my copy of the APG and I kinda like the alchemist class ... at least on paper anyways. I don't know if I should go

1) more of a melee/dex based combat rogue that uses his mutagens and tumbles through battle with the spring attack/mobility line and positions himself for the sneak attack with his finess and rapier skills. Perhaps even tossing in some poisons as well. When that isn't available, he uses his bombs. This would also make a good support character for the group I think with using the extracts.

2) the other possibility would be more of a ranged/bow attacking rogue that sneaks around the peripheries looking for opportunities to snipe from the shadows, launch bombs, and use poisons too of course.

I believe both would be fun to play. I am leaning more towards the first build rather than the second as that suits my play style more.

So my question is, how would YOU build/play this character class mix? Lets set a level limit at 10 levels. What would your stats, feats, skills, and play style look like? I will post mine as soon as I find the email I sent with the build I made on it! 8)


Hi all. Thanks in advance for some advice. One of the members of our party is not having too much fun. Currently his wiz/rog character is kind of broken. He spends most of his time running from danger, getting his bell rung, avoiding danger, being nearly or actually dead, and/or getting mushed. He contributes something meaningful perhaps one session in three and the rest of the time it is just survival. Our DM has agreed to let him rebuild his character to make it more viable, thus the reason for the post.

Sorry but I don't know his stats and such exactly. I have asked him to email it to me and will post them once I get them but in general he is listed below. I believe his original intention for the character was to be kind of a utility or support character but even that isn't really panning out.

Halfling Wizard 5, Rogue 3. As a wizard he has specialized in the illusion school of magic. He wields a blowgun, uses poisons, and has just come into posession of two kick butt short swords called whisper and shadow. These are from the "Carnival of Tears" mod if you are familiar.

They are +1 cold iron longswords that when used in tandem grant two weapon fighting. They also are capable of casting silence and invisibility 3 times per day each. Pretty decent imho.

The build I had in mind was to simply make his wizard side a generalist to augment his rogue side and start leveling more in that class. I was thinking to use the two short swords and push hard on the dodge, spring attack line of feats with an eye on eventually getting those two concealment feats in that branch (sorry forget names at moment).

I believe he could be viable in melee as a rogue provided he pumpes up some defenses, positions himself well in respect to the 3 tanks, and uses his magic to boost his total damage output.

What do you think? Thanks in advance.


Ok, we just finished a module with a temporary DM last night and I wanted to get the community's opinion on something. I play a barbarian and my character generally does the right thing but occasionally succumbs to his more irrational side and commits what one might call an evil act.

Example: we encountered a rapist in the act so we more or less set about playing the part of the good guys and stopped the heinous act. Near the end of the short fight the rapist gave up. I then lopped off his head since I felt that my character wouldn't show mercy for such an act. The DM felt differently and there was a lightening flash and my eyes turned blood red (I gained 30' of darkvision). Two other similar acts were commited throughout the course of the adventure and I gained another 30' darkvision (60 total) and a bite attack and now my eyes no longer show white (or even black for that matter). They are now blood red.

I personally thought the DM handled it well and I suspect if I continue on this path, I will become even more gruesome looking and even more shunned.

What say you all?


2 people marked this as FAQ candidate.

Ok, I was just looking over the feats in the core rule book and I found this doozy. I am wondering if I am reading it wrong. Here is what the core rule book says about Vital Strike

Vital Strike (Combat)

You make a single attack that deals significantly more damage than normal.

Prerequisites: Base attack bonus +6.

Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the damage dice for the attack twice and add the results together, but do not multiply damage bonuses from Strength, weapon abilities (such as f laming),or precision-based damage (such as sneak attack). This bonus damage is not multiplied on a critical hit (although other damage bonuses are multiplied normally).

Am I reading this right? This effectively DOUBLES the weapon damage for your highest bab attack every round? If I am reading this correctly, then my level 6 barbarian who gets two attacks per round would effectively double the normal 2d6 +7 damage of my greatsword on my first attack so I would get 4d6 +7? Every round? Presumably this doesn't work with cleave?

Krallek


None of the core prestige classes seem to go well (or even fit from a RP perspective) with the Barbarian class. The only one that even seems remotely close would be the Red Dragon Disciple. Does anyone know of a source that I could use to start looking for a prestige class?

Thanks!


I have heard people mention from time to time about forming groups online to play by email or using online tools. I am just curious how it works, what people think of it, and where to go to find such a group?

Having never done this before I would think that it would be a much slower pace of play? How is die rolling accomplished?

Thanks for your comments in advance.


Ok, I am relatively new to Pathfinder (this is my first character) but do have a fair bit of experience with 3.5 and played AD&D for longer than I care to admit. I also tried, sort of disliked, and am currently selling my 4th ed books lol.

Here is my question, I am the tank in a party of 6th level adventurers. I play a full 6 levels of Barbarian (I have yet to find a class that I want to add to it just yet). And it seems like I am WAY more powerful than the rest of the party members. I don't consider myself a power gamer at all as I rarely read the build sections posted here and elsewhere. I don't have elaborate gear and I didn't cheat on my rolls (though I have gotten extraordinarily lucky on my HP rolls). It's bizzare how I do most of the damage. Just now, our tactics are something like, ok do you have enough hp to hold off your target until the barbarian can get to it in about 2 rounds?

My stats and equipment are average (if not somewhat below avg. I think)

Str 20, Dex 16, Con 18, Int/Wis/Cha all at 10 HP: 85
Equipment: +2 Mithril Chainmail, +1 Thundering Greatsword, Belt of Mighty Con +2, Ring of swimming +5

Feats: Cleave, Power Attack, Toughness,
Traits: Dirty Fighter and Bully
Rage Powers: Indimidating glare, Powerful Blow

The other party members are as follows (similar equipment quality to mine)

Fighter/Ranger
Rogue/Sorcerer
Fighter/Sorcerer
Wizard/Halfwit

I am guessing that since they have multiclassed earlier, they are a bit watered down at lower levels and will catch up and completely outclass me later? I think pretty much every version of the game was similar in that the tanks were more powerful in the early game and less so as the game progressed but I would have thought that our wizard would be kicking @$$ and taking names by this point.

What say you all?


Hello all. I am loving the switch from 4th Ed to Pathfinder very much.

I am not sure if this is the correct forum to post this so I apologize if this is not correct. at a recent session our DM rolled a double zero on a random encounter table and we ended up facing a Dragon Turtle at level 4.

In a straight up fight I give our group at most 2 rounds before someone dies and maybe 5 or 6 rounds before a TPK. The DM agrees but he said that he would let us fight the turtle without serious consequences if we wanted to try ... Just for fun.

Our party consists of the following:

barbarian 4
ranger fighter 2/2
Monk 4
sorcerer 4
Mage 4
Rogue Mage 2/2

So my question is, how would you go about taking down this foe? I believe that we should take advantage of the fact that we are on land and the turtle has a land speed of 20. Also, it's melée ac is formidable at 23 but it's touch ac of only 8. My thinking is that we need to stay out of range of the breath attack shooting bow till the ranger can set up a trap. Once it is down to half health then we can charge in and melée.

Any suggestions?


Ok, I am relatively new to 3rd edition rules (and totally new to pathfinder) as we took a long break from playing DnD so please be patient with me. We play tested 4th ed for a year and didn't like it. So here I am ...

My idea is to create a character like Logan Ninefingers from the Joe Abercrombie series. He is what I would describe as a fighter barbarian and one might even throw in a few levels of rogue in there for flavor as he does steal things as the need arises. My stats are very good I think ... I hope anyways. I would have liked more cha as Logan was a good leader type character but what the dice gods gave in one area, they took away in another.

Human

Str 19
Dex 16
Con 16
Int 10
Wis 10
Cha 10

I would like to use a Greatsword or other two handed weapon (prefer blades) and I am currently using a chain shirt.

Feats:
Power Attack
Weapon Focus

So that is where I am at so far. Any advice would be greatly appreciated ... oh and remember I am a bit of a noob to this ruleset so please use full names for the sources of things so I can find them. I believe we will be allowed to use any of the standard sources of powers, abilities, feats and such.