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I must admit that Rogue was something I hadn't considered. I was looking at the Bard for the skills and had completely overlooked at the rogue. I had said I would look to cover the skills. But the Bard concerned me that he was always struggle to overcome the DR

So thanks for that.


The GM was looking at the variant rules for Defense and Armor Reduction from Ultimate Combat without any other variants.

I was planning on playing a class such as a Bard for the adventure but feel that unless you have high damage bonus you will be struggling to do damage to creatures that have natural armor such as a Hill Giant.

I feel that it favors the THF power attacking as the requirement to hit is minimal without an inherent bonus to AC. And equally a large creatures the DR is in the mid teens and therefore requiring a big hitter.


I am starting a new campaign using armour as damage reduction.

Looking at the rules I am wondering how this variant stacks up. My initial view is that damage becomes much more required. My reasoning is that the natural armour of large creatures require adventurers to hit hard as most of the time you are having to overcome damage reduction.

For example, looking at the values I could determine that hill giants become much tougher to kill as each hit requires overcoming 13 DR. Whilst hitting the hill giant is extremely easy AC 9.

Are my concerns genuine


Just found this guide and has given me some good ideas on how to build a knife master.

Thou I have found an issue with "The backstabber" build, to take the Disorienting Maneuver it requires a the dodge feat as a pre-requisite. Have I got this wrong?


Can someone please explain to me why a dagger is not considered as a one-handed slashing weapon. It is used single handed and it is either slashing or piercing. I can not find a specific rule that states why it can not be considered as a one-handed slashing weapon


Thanks I hadn't considered dual talented. That allows much greater freedom on the stats which I am struggling with

Personally I prefer using the core races


Hi

I am looking for advice on creating an arcane duelist using a 15 point build, am in a party of 4 characters with a paladin, ranged ranger, a ranged rogue (yes I know) and therefore trying to get a support character for the paladin to help in melee.

If not a duelist any other ideas on a partial spell caster would be appreciated.

I was thinking of as a starting point human

Str 17 (15+2),
Dex 14,
Con 10,
Int 10,
Wis 8,
Cha 14

Feats Arcane Strike, Toughness

I am currently thinking about either lingering performance (drawback only really useful at low level) or intimidate prowess.

If a different race is better please inform me


Looking for advice, continuing a kingmaker adventure (9th level) with a new player joining who is inexperienced and will probably play a melee character which means in turn that I shall be retiring my fighter and the NPC cleric will be lost.

Therefore the party will consist of a ranged ranger, a rogue (not a party face) and the new melee character. I was wondering what people on here would advise for the forth character.

My feeling is that some form of full caster is required, that has some healing. I am not interested in being any form of heal bot. This character would have to do some of the face roles, I was thinking of possibly some type of witch. We are using 15 point builds, which will restrict the number of roles I can fit

Has anyone got any better ideas


Looking for advice, we are about to start book 4 and a new player is joining who is inexperienced and will probably play a melee character which means in turn that I shall be retiring my fighter and the NPC cleric will be lost.

Therefore the party will consist of a ranged ranger, some form of rogue, not a party face, and the new melee character. I was wondering what people on here would advise for the forth character.

My feeling is that some form of full caster is required, that has some healing. I am not interested in being any form of heal bot. This character would have to do some of the face roles, I was thinking of possibly some type of witch. We are using 15 point builds, which will restrict the number of roles I can fit

Has anyone got any better ideas


Thanks a lot for all the advice. I think allowing the defenders a chance to regroup and attack the PCs, if discovered, is the way to go.

Also reading through the advice it could be a nice rogue feature if only they could take 20 when searching for traps.


As an inexperienced GM running Rise of the Runelords, my players are attempting to take 20 for numerous skills (searching rooms, searching for traps, listening at doors etc) this seems to negate all possible traps and all secret doors will automatically be found. From the RAW I cannot find a reason why they can not do this.

From the Forums I can see that 1 possibility is to force it so each 5' by 5' search takes 2 minutes (in game time) and therefore all possible buffs will be removed pretty much between each combat, this does not overly concern them (spell casters are mainly offensive). This does seem quite excessive as a 40 foot by 5 foot corridor would take 16 minutes to search.

Another option would be to make the dungeons more dynamic and have the monsters constantly moving, my concern with this is the CR rating for the fights would be constantly changing and am worried of either lessening the danger of the combat (catching enemies singly), or to the other extreme becoming too difficult. Also being inexperienced this is taking me out of the comfort zone of running the adventure

Is there any other options to jolt them out of this behaviour as it appears to me to take a lot of the danger out of the campaign and as a GM it simply becomes a book reading exercise.


StreamOfTheSky wrote:

Get Dodge, Improved Unarmed Strike (pre-req feat, sadly), Crane Style, and Crane Wing.

Dervish Dance feat requires you to keep a hand free of weapon/shield, so you may as well use it for something. An alternative is the Flagbearer feat, if you don't feel odd holding a banner all the time. That would minorly buff the party.

If your DM does not allow style feats with the Dancing feats would other areas would you suggest, again the Flagbearer seems odd whilst dancing