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looking around a little, some character ideas are

Witch Hunter Inquisitor
Hungry-Ghost Monk
Some kind of Investigator (psychic detective?)

truthfully i dont know if any of those choices would mesh up too well. i just think they might fit the theme of the AP

Depending on the over all alignment of the party, i could be an evil witch/shaman

I dont know about Path of War classes, but a martial character would still be pretty cool.

i guess that's my way of saying im game for whatever


BOB here, checking in so someone knows that i will be in this game


Depending on the age group of everyone involved, ask them what they think.

As stated above, larger groups are possible, although it would depend on your experience as a DM. If you think you can handle it, give it a try. If not, man up to the group and tell them you dont think you could handle everyone at once.

Are they all experienced players? If not you could have some of the more experienced players play and let the n00blets sit in on a few sessions so they can learn from someone more experienced. This might help them learn what is to be expected.

I remember when I first started learning to play. When my turn was over I would pretend to be the other players and see if I could work out what they would do on their turn. It really helped me flesh out my character and keep me sharp on the rules and what I could or couldnt do


Play your character how you want to, and let the others play theirs.

It's up to the DM how the monsters react. If monsters gang up on the cleric, the cleric will be short lived. Maybe the rest of the party will wise up and round out the party to better the survival for everyone else.

If the monsters split up for the ranged people, I think it will be a long drawn out combat. People might start to get bored and learn to work better as a team.

If everyone has to 1v1 things and start to get hurt, they will have to scurry back to the cleric for healing, cause lets face it, the cleric shouldn't be wasting actions moving within range to heal.

If the majority of the fights are in open fields, I dont see much of a problem, just group fire before they can get to you.

If encounters are in a dungeon, there probably wont be enough room to spread out properly, thus no "5ft step and attack" routine. It will force people into melee whether they like it or not.

All in all, I say give it a shot. See how it plays out, then pass judgement


I once played with a DM who had the rule that when you rolled a NAT 1 while attacking, your turn was over. Let me repeat that. Your Turn Was Over!

Even if it was on the first attack, you lost the others. No Move actions, no swifts, no nothing. You were dead in the water.

If you fumbled a skill check it was auto failure

After a while I basically told him no and continued my turn anyways. His rule didnt last long after that.

Personally, I think that a fumbled attack roll is punishment enough for the players. How many times has a well timed fumble really changed the course of the battle?


So you say Sorc's and Wizards are banned and probably most other full casting classes, yet the dwarven druid got the ok?

Im curious as to why the DM dislikes full casters. Is magic a rarity in your game?

How are magic items going to be handled? Or potions? Or Healing?

Will your DM be using full casters against you? Cause if that's the case, your party might be in some trouble.

A Zen Archer (with a side of Qinggong) might be fun

An Unbreakable Fighter/Invulnerable Rager Barbarian could really beef up the DR and be fun as well

Depending on the level of play, and opponent types, a monk who runs around stunning/tripping/disarming things could be great as well


So I am in the process of building a Zen/Qing Monk. I have a question on how the Qinggong side works

"A qinggong monk can select a ki power (see below) for which she qualifies in place of the following monk class abilities"

emphasis mine

I assume that one of the powers, like Slow Fall (4th), means the Ability, and the Minimum level you need to be to replace that ability (since you gain slow fall normally at lvl 2

That wording leaves me to believe that you cant "bank" them to swap out for the higher level abilities whenever you want to. It says "In place of", not "swap when you want to"

Now I dont know if this is a simple oversight, or I have missed up update somewhere. Can anyone clarify this for me?

Also, on the Zen side, I noticed that Im not seeing the lvl 18 Bonus Feat


To the OP;

You obviously had to have a horrible time playing a wizard (or be poor at making one) to think they NEED more power than they currently have access to.
While I am not the minmaxer like a lot of people here, i am 99.8% certain that anything your standard monk/fighter/melee toon could come up with, the wizard could do it better

A wizard can summon being's from far away planes, create a pit to the Abyss, Gate in Angel's to do your bidding, Trap you in a Maze for all eternity, Teleport across the world in a blink of an eye, swim in lava, and Shapechange into the foulest monstrosities imaginable.

While I do believe you are trolling just a little bit, I am curious (as is everyone else Im sure) as to why YOU think wizards need more power.

Please enlighten us


I remember during a 3.5 session we were camped out one night and attacked by a Trio of Bleakborn from the Libris Mortis

These nasty undead CR7 have the ability to drain away your life force with a 30ft heat-drain Aura. Get too close and fail a save? 2d6 cold dmg a round. Stay in the Aura after you make the save? 1d6 Cold per round.

Then they shamble up to you and every time they touched you they did another 2d6 cold dmg.

And the worst part? for every 3 cold dmg you took, they healed 1HP

Even while "dead", their Aura continued, basically making them unkillable

They might of been intelligent undead (Int 14), but I honestly think our DM was a little mean spirited about it. Placed the 3 of them to where no matter where we went, Aura's always seemed to overlap. The Save was 16 Fort, but with a full party having to make 2-3 saves per round, it went downhill pretty quick.

Throw on the fact that they are also healed by fire spells, made these guys killers.

Needless to say I had some VERY harsh words with the DM after. And to this day, I REFUSE to partake in fights if they show up


Jehova.

A few comments/questions with Mr. Vacuum.

"At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat"

Emphasis Mine

Is there something Im just overlooking that allows you to add in Spell Focus (and Greater) along with Bloatmage and Spell Perfection to the bonus list?

I also noticed that you have Eldritch Heritage listed at both 3rd and 11th