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Morganstern's page

155 posts. No reviews. No lists. 1 wishlist. 1 alias.


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It might sound odd, but if you use the variant Called Shot rules from Ultimate Combat, give him the Improved Called Shot feat for free. I used it to great effect last time I played a rogue, simply because Called Shot and Sneak Attack together can really hurt.

Or give him a RogueTalent for Dex to damage with bows.

Well, remember to add the templates in when figuring out CR. A party of four PCs with+4 CR templates brings them up to CR 19, and means more challenging encounters anyway. Start using larger groups of "weaker" creatures, and really play up the mythic angle by having creatures with mythic templates such as Agile or Invulnerable.

I know it might sound odd, but if you guys use the Mythic Adventures rules you could become immortal that way. Could also be used to give yourself the ability to grant spellcasting to your followers and basically become a Demi-God that way.

Aside from that, Warpriest could do what you want if you build towards it, letting you be effective in combat while still retaining some spellcasting abilities (mostly focused towards self-buffing or healing).

I've looked around and can't tell if this has been requested or not, so here it goes:
Half-Elven Swashbuckler (two-weapon fighting focused swashbuckler, drawing heavily from characters like Kirito from Sword Art Online. Focused heavily on rapid assault and battlefield movement, less on targeted strikes or feinting, but using finesse to deal lots of damage.)

When it comes to designing a campaign, my best advice is to really nail down a theme. If you want to run a campaign that holds together well, keep the themes and central ideas in mind as much as possible. This doesn't mean that you can't branch outfit an adventure or two, but keeping the central themes in mind keeps you from going to far into left field.

Let's say that you're running a campaign with a heavy emphasis on fighting the influence of evil, then you know that many of your characters might be tempted towards evil at some point, or old allies might turn against them after being corrupted or coerced.
You can still bring in other elements from time to time, such as a redemption arc for a fallen character or even a villain, an arc focused on saving the Fey in a particular forest from a greedy lumber company, or even the raising of a church in an area where that faith is uncommon or even unknown.
As long as the original theme can still tie in, you haven't significantly detoured and the players can still expect their characters to fit into the plot well.

Next bit of advice - leave some blank space. You might have an awesome idea for something later, but already filled in that niche with something you weren't as excited about. This also lets the players directly affect the game world and even leaves a little mystery for them.
"What's on the other side of that mountain pass?" "No one is really sure, as deadly creatures and foul weather have prevented exploration. But if someone was to make that voyage, the knowledge of what lies in the other side would be invaluable to many."
Suddenly the players have a mystery that could intrigue them, and if they don't seem interested you haven't spent a week planning for something that you don't need.

If this is still being worked on, just wanted to make a few suggestions.

Changing the base damage die of weapons seems like a bad idea, especially when it interacts with Magic. Spells like Lead Blade or the Impact enchantment could really blow it out of proportion, as a Greatsword with the increased damage die followed up with Impact would be incredibly powerful, especially with the Balanced reinforcement.

Similarly, having your weapon tables be different than the core rules seems a little like extra work. I'd say remove the Martial Reinforcement and just use standard weapon tables, or add a caveat to the Martial Reinforcement that makes it not stack with Lead Blade or Impact.

Add a few more flaws, maybe something that reduces the damage or even makes it harder to wield, making it a weapon of the next size up (light becomes one handed, so on)

zanbato13 wrote:
Morganstern wrote:

The 6th level bonus seems to be pretty powerful compared to the rest, so maybe split up the number of charges it can hold. Monster Hunter characters are pretty much immortal (dragon breath to face, multiple times, and still alive?) so their equipment is pretty up there.

Maybe at 6th level it can hold a single charge, and every 3 levels after 6th it can hold another charge (maximum of 3 charges at 12th level).
As far as damage type goes, have it be physical damage (treat like a weapon strike) but if the weapon is enchanted with an element such as cold or fire, it deals that damage type. To compensate for resistance, let them add the energy damage enchantment's damage die as well.

At 6th level, it can only hold one charge, increasing every five levels then "unlimited" at level 20, which is probably way too much. I wrote that in, right?

It's a scaling magic weapon so you can't add other magic enhancements or abilities. Maybe pick physical or an element at level 6 for burst damage?

I wrote it so that the charge blade acts like a charge blade by that level and as a style of fighting.

Sorry, reading it at work made my brain think it was different than it was.

My suggestion is to cap it at three charges (as it is in the game), and at 6th level give it either the flaming, frost or shocking weapon enhancement to the sword and axe forms (must be the same on both), or the player may choose to forgo any of them and the weapon instead gains the Keen property on the axe and sword forms.
Just giving the weapon scaling +x is kinda boring as a player, so the option to make a few choices is always fun.

As far as class, Trapper Ranger fits pretty well. Hunters are skilled in many survival skills, they can track monsters over large areas, and work well (hopefully) as part of a group.
Might I suggest the Craft (alchemy) skill for him as well as smoke sticks, alchemist fire, and thunder stones are all very reminiscent of Monster Hunter.

The 6th level bonus seems to be pretty powerful compared to the rest, so maybe split up the number of charges it can hold. Monster Hunter characters are pretty much immortal (dragon breath to face, multiple times, and still alive?) so their equipment is pretty up there.
Maybe at 6th level it can hold a single charge, and every 3 levels after 6th it can hold another charge (maximum of 3 charges at 12th level).
As far as damage type goes, have it be physical damage (treat like a weapon strike) but if the weapon is enchanted with an element such as cold or fire, it deals that damage type. To compensate for resistance, let them add the energy damage enchantment's damage die as well.

Albion, The Eye wrote:
@Morganstern: Also heard good things about the Kensai - what do you think are its disadvantages?

Kensai aren't proficient with armor, so armor enchantments are harder to get. You also lose a spell of each level you can cast, so 1-less spell per day of each level can hurt.

But the bonuses to initiative, the Int to AC, and the free Weapon Proficiency and Weapon Focus at first level can really help with a build.
While the loss of spell recall is annoying, I've never felt it hurt my character at all.

i guess it comes down to if this is for Society Play (which I have little to no experience with) or a home game. Kensai is pretty awesome, as it gives proficiency and Weapon Focus with a particular weapon.

Human Kensai Magus is pretty nice, as at 1st level you can pick Dueling Sword as your preferred weapon, then pick up Weapon Finesse and Slahing Grace to use Dex to hit and deal damage. At 3rd level I pick the Flamboyant Arcana, the take Combat Reflexes.

I know it might be a bit late, but one option for running massive battles is to treat lesser enemies like groups, effectively going at the same initiative, standing in clusters, and using the aid another action to increase their combat effectiveness while still being relatively weak opponents. Think of a group of goblin-like creatures that can share their square with another small size creature at no penalty. Each round one attacks and the other aids its attack roll (maybe even just have it do so automatically instead of always rolling).
Then whenever you have larger groups, say 5 to a group, and maybe 2 groups per PC, they get +8 to hit, but still deal relatively low damage.

Elites can be higher CR creatures with special templates, like Boreal, or even Mythic Templates for the speed one.

Alright everyone, thanks for the ideas. I've settled on a solid idea now, and I'll update it later in case anyone wants to use the armor for their own game.

Idle Champion wrote:

If the dragon was trapped in a demiplane, it would have had a hard time getting the armour to its champion. Perhaps the armour is intelligent so it could get to the living Antipaladin, whether by animated movement, or by dominating weak-willed looters. 'Gift from the hoard' is atypical dragon behaviour, especially for such a distinctly evil dragon. Maybe 'Gift from the hoard' is just how the Graveknight and the Dragon now think of it, rather than the reality - that while alive the looter put on the armour, corrupted by it, linked to the dragon, molded into a suitable Antipaladin, and instructed (by a free-willed undead with a deity complex) as to how to become the perfect undying champion.

The armour is the integral part of any Graveknight, and how the living host bonds so strongly with his armour that it becomes the receptacle of his spirit in death should always be a question.
An armour that actively encourages such a bond to form, that instructs its wearer on the path to undeath, is more plausible than the simple 'it was the armour he wore when he died. It also helps iron out the 'why this particular guy' question when the circumstances of Graveknight creation are so singular.

Since Graveknights are Cold-Immune anyway (and white dragons), so your Cold-based Graveknight passed on Fire or Acid immunity, having the armour convey very good fire resistance would seem appropriate. Having it beef up his Undead Controlling (which is already damn powerful) would also seem like something that would work.

That... Is freaking awesome!

I hadn't really thought about the possibility of the armor corrupting someone, much less being subtle enough about it to slowly convince him to become an Antipaladin and seek undeath willingly.
Giving the wearer flame protection is a really great idea, and maybe it could give him the ability to animate dead a couple times per day.
That's really awesome!

I was leaning more towards the advisor/ally angle, as the armor's intelligence comes from the Dragon's first champion who fell in combat when it was originally banished to its demiplane.
the powers that the armor has is what I'm struggling with. I'm trying to avoid the typical +x fortification full plate route, and as an intelligent item it has quite a few special abilities it could have. No idea what it would have though.

A major villain in my campaign that is going to make an appearance soon is an Antipaladin Graveknight who has an intelligent suit of full plate. The graveknight himself has cold as his particular focus, as well as using undead as shock troops/cannon fodder. The problem is, I want the intelligent armor to be unique and I'm at a loss. Any help would be appreciated!

Extra Info: the Antipaladin is the follower of an Undead Demonic White Dragon that grants spellcasting through its mythic ranks. The dragon itself is locked away in a demiplane of ice and negative energy, and mostly acts through agents to orchestrate it's release. This graveknight is its chosen champion, and the armor was a gift from its hoard.

As a bonus to fighter, weapon training can make you even more competent with multiple styles of weapons, and the bonus feats really help.

Honestly, I'd go with the gladiator fighter built towards spear and shield, and use the shield bash tree to get the ability to bull rush foes with my shield bash. If they step up close, bash them back and then stab with spear. Keep a few javelins handy for ranged, and really abuse the performance combat rules.
Just have fun with it man!

Any suggestions as to a sentient sword (along the lines of a Blackblade, maybe with a few of powers thrown in) or cool magic items? Fight is going to take place on a frozen lake.

So I'm trying to decide on a way to make a villain loosely inspired by Arthas from WoW (aiming mostly for a undead anti paladin style character, but with heavy emphasis on ice and cold) who acts as the primary agent of a Dragon-God that holds sway over similar powers. What I'm trying to figure out, is how to give these ice-themed abilities to him before he becomes an undead, while he first encounters the party (they'll be 5th level by the time they encounter him).

I've been toying with making him a Gestalt character, but as the party isn't Gestalt I don't know how that would work out CR wise. Otherwise I was debating making a custom archetype, but before I resort to that I was wondering if anyone had any other ideas. Any suggestions are appreciated! Thanks to everyone in advance!

Along the lines of conquering other worlds, perhaps Scion needs to build and fortify "assault points", areas where the veil between planes is especially thin. This could mean that he needs slaves as labor, skilled craftsmen to devise the construction, and even wizards of other spellcastes that he could promise (truthfully or not, or maybe somewhere in between) to make immortal in exchange for their services.
These Assault Points could act as permanent Gates, allowing him to send forces freely between the planes without worrying about things like constantly needing spellcasters. As a result, the players could try to rally denizens of other planes to their aid, using the threat of a common enemy to make all parties work together.
Alternatively, they could try and trap Scion on a magically dead world that might slowly drain his power and leave him harmless.
Planescape might be a good resource for something like this. ;)

Scion could possibly be using the memories of the demon as well, perhaps using its countless years worth of arcane knowledge to eventually create its own demiplane, or even a proper portal to the abyss where it can build a stronger "battery" from more powerful demons.
Maybe it envisions itself as the harbinger of the end, bringing a living hell (so to speak) to the material plane as a way to spark the end of days.

Any news on the ACG Character Sheets?

most of my players aren't that interested in tracking things like fame and reputation, so I'm just gonna wing most of that. So far, I have a Paladin/Sorcerer, a Sorcerer, an Arcanist, a Hunter, a False Mage Rogue, and a straight up Fighter.
The party is relatively into social encounters and RP normally, but I'm planning on mixing it up on a regular basis so that it doesn't get stale. The fighter is actually a relatively new player, so I'm going to go relatively basic as far as optional rules go.
As far as play style, I'm thinking more of a Secret War style game, where the players themselves are part of a larger Rebellion, and they are basically their own Unit. They have some contacts outside their immediate area, but so far they're mostly just small fries. This will change as they go up in level and accomplish more, but for now they're basically trying to set roots down and build a base of power.
So there's gonna be plenty of social encounters (dealing with local merchants, thieve's guild and even some of the local guard) mixed with fights (clearing out bandits for the merchants, dealing with rivals to the thieve's guild and even helping to uncover corrupted officials, by any means).
The problem I see is the paladin, though he is a follower of Erastil, so maybe I can work on the "for the good of the common folk" angle to really motivate him.
Does it look like I'm missing anything big?

Well, if you give him a sort of customized Mythic Build you could easily do that. Maybe use Fleet Warrior, Impossible Speed, and Panther Style (dress it up more as unnatural speed and reflexes and less disciplined martial skill) to allow him to move about rapidly and strike rapidly. Add in the ability from the Guardian path to deflect attacks, and a shadow-step style ability to let him essentially Dimension Door in a swarm of bats.

Not actually familiar with either of the sources you mentioned, but just my ideas on a brutal monster type.

My personal advice would be to focus on his martial skills and his ability to just wreck something.
Use the same weapon in each hand (suggest something like a scimitar or wakizashi) and try to get slashing grace as early as possible. Maybe go Fighter with the weapon master archetype, and maybe slayer or cavalier as the other class.
Then just focus on boosting Dex as high as possible, and keep yourself mobile. Move up and just wreck a target, maybe taking power attack just to get improved sunder to destroy their weapons.
Just my 2 coppers.

Well, I guess it depends on what you want to focus on. Do you want to drive home his incredibly developed martial skill, his supernatural powers, or more of his ancient might and unkillable nature?
Is he more a Bram Stomer's Dracula, or Hellsing Ultimate Alucard?

So, I'm interested in running a political style game with heavy emphasis on urban interactions and intrigue. I'm basing the game in Brevoy, and focusing on the disappearance of the old royal family (mobile at the moment and can't remember the name) and the rise of the Surtova family as the ruling family.
I have a total of 6 players at the moment, and might gain another (I'm practiced in running large groups) before too long here. The majority of the party is casters of some sort, either arcane or divine, and a decent mix of Melee and ranged combat.
I was wondering if anyone had any suggestions on pitfall/traps or good things to focus on.
I know I'm going to involve a Cult of Dragon Worshippers, and the current ruling family being heavily tied to them. But other than that, I was wondering if there was anything others have done for this kind of campaign that worked well or was a lot of fun.
Thanks in advance for all your help!

So, a player at my table rolled Egoistic on a teo-bladed sword he was making for the party's Paladin, and was wondering if this means that since he took weapon proficiency (bastard sword), would he automatically be proficient with the Two-bladed sword?
I told him I'd think it over, and it seems like it does. Am I wrong here, or is it that good a perk?

Eigengrau wrote:
Morganstern wrote:
My best advice would be to variant into Witch, grab the fortune hex and take a feat for the cackle. It's honestly super powerful in use, if not on paper.
This isn't going to work, VMC into Witch specifically states you can never gain the Extra Hex Feats. Even if I could do this, I don't think it's worth it at all.

Sorry, didn't see the part about not qualifying for Extra Hex (odd to place it with Patron and not Hex) so disregard that.

Yeah, adding a template seems like the best bet. Are you focused into a single spell (shocking grasp and such) or planning on more versatility?

My best advice would be to variant into Witch, grab the fortune hex and take a feat for the cackle. It's honestly super powerful in use, if not on paper.

Both players are playing martial characters, one a slayer and the other a Brawler with the strangler archetype, and both are very stealth focused. They took the Stealth Synergy feat, and we're doing a campaign based around stopping an Orc invasion from the Hold of Belkzen.
Most encounters start with them stealthing up behind a group of enemies, and disabling them one at a time until they're noticed. A lot of the campaign was based around both players being bery into the game Shadow of Mordor, so I'm having to do some research into the game and it's story while planning this campaign.
The idea of having one or both of them run two characters is actually pretty good, as one player is very experienced and the other is at least comfortable with the system.

The third player has officially dropped out, but for very understandable and legitimate reasons.

So I'm very familiar with running a campaign with 5-8 players, but recently with changes in work schedules, players moving and conflicting gaming schedules, I have a party of 3.
One of these players is only able to attend once in a while, but the other two want to play a campaign with 2 players and have the3rd jump in when he can.
I'm not very familiar with running for small parties, and this one has no spellcasters at all. I was wondering if anyone has any advice?

This might sound weird, but seriously consider playing a bard. With spells like Glibness at your disposal, as well as focusing on party buffing and maybe some ranged attacks, you can seriously have some fun without getting sunk into the core combat mechanics.

Make use of your Bardic Performance, as well as items like Smokesticks, Thunderstones, and even Tanglefoot bags along with spells like Grease, Enthrall, Ventriloquism and Unseen Servant to really mess with opponents.
You can get really creative with some of their spells and the Bluff skill. ;)

So, lately I haven't been running any games because the last one died off suddenly and left me burned out. Me and two of the players were eating at a restaurant and just kinda talking about gaming when we gradually realized that every game i've run recently has been radically pulled away from its initial premise by one specific player, one who also tends to just drop out whenever he feels bored.
Since the campaign premise had already changed, the other players lose interest and the campaign kinda dies off. I don't think he's intentionally doing it and none of us think it's malicious, but it really burns me out when my campaigns get sabotaged, even unintentionally.

So i was just wondering if anyone else has run into this kind of problem, or if I'm just on my own?

Companion: Wolf
Wildshape: Raven

because of reasons...

Thanks for the advice everyone, and as for the actual setting it's just Fantasy Bronze Age. There's really no historical counterpoint to my setting, we're all just interested in the Greco-Roman feel.
Zergtitan, thanks for pointing out Elysian Bronze as I hadn't actually known about it yet. I only recently bought Ultimate Equipment and haven't had the time to check it out fully.

As for the Combat Expertise, it's there mostly as a way to remove feat tax for some of the Combat Maneuvers, but after talking with my players a bit we all agreed to also give out Dodge for free.

I figured that it allows people to bump up their AC if they need to, as well as opens up access to the Combat Maneuver feats such as Improved Trip or Improved Disarm.
And not all two-handed weapons are gone, just many. But if you have a suggestion to make up for that, i'd love to hear it.

So, my players are interested in the idea of a Greco-Roman style campaign, and we even grabbed the greek pantheon from 3.5 and converted it for Pathfinder. But as I read over some threads on this style of game I noticed that a lot of people advised against it as Bronze makes Heavy Armor and many Two-Handed weapons impossible to craft, making a lot of builds useless.
To counter this problem, I intend to give everyone that would be able to use heavy armor Combat Expertise for free, regardless of Int score. Does this seem like a reasonable compromise, or does this still sound unfair?

Hey guys, my players have shown interest in playing a campaign centered around the World Wound but have been disinterested in the Wrath of the Righteous adventure path. As such, i'm going to be doing a scratch-built campaign set in Mendev/The World Wound, and I was looking for good resources for setting info. My funds are currently pretty tight, but I did spring for a copy of the first Wrath of the Righteous AP book. Any other good resources or ideas for a campaign set around the World Wound?

P.S. - The entire team has agreed to play good guys for sake of working together, and two are talking about playing brothers (one paladin, one Inquisitor). Three more players are as of yet undecided.

I've been playing in several campaigns lately, as well as running my own, and i've noticed that many people tend to treat weapons as a minor item or something that they change out regularly. In particular I have a paladin in one of my games that routinely changes out weapons whenever he finds something remotely better, and that's only because i said he shouldn't walk around with 15+ weapons at once.
I personally tend to play characters that form a bond with a specific weapon, typically one that I built or had made for me. Something akin to Jedi and their "Your lightsaber is your ally" philosophy, i'll craft a single sword that i'll use for most of the game if possible.
Does anyone else do this, or is it just something that I should expect not to see?

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Just recently built a Human barbarian 11/Champion 5 that can deal (Via mythic Power Attack, Mythic Vital Strike, and Improved Vital Strike) either 9d6+87+1d6 or 15d6+205+1d6+2d10 on a critical hit. Either way he tickles even the hardiest fighter, and that's without the Maximized Critical path ability.
Side note, icy burst for those random d6 and d10, with him being Large sized with a greataxe.

Caim the Rogue wrote:
Corvino wrote:
Caim the Rogue wrote:
I really just want to be able to at least match the wizards damage out put.

Wizards aren't usually optimised for damage output. Their real strength is playing the so-called "God Wizard" and completely controlling the battlefield. Fighters can output good raw numbers in terms of damage, but damage-dealing is often a cleanup operation after half the enemy are disabled.

wraithstrike is completely on the money. The real question is not "how do I do more damage?", but "how do I shut down an enemy/control an area/stop casting *and* do damage?".

And I still have yet to see how a fighter does 100 damage consistently at level 10 . I would greatly appreciate it if someone explained it to me.

He didn't say that fighters *DO* 100 damage at level 10, simply that even if they did most people still wouldn't care.

Damage alone is not the most important part of a battle, tactics and control are. Sure you can wade into the enemies and cut them to pieces, but during that time they are hitting you as well. A well-built control character can make sure that the enemies never get to attack, and you can kill them without resistance.

Honestly, if I saw a more control-oriented build for Fighters that actually worked out I would be all over that. But as it stands I typically see more use out of Bards and Wizards, with most enemies being held, dominated or compelled to attack their allies.

While brainstorming ideas for a new BBEG for my campaign (As an extremely, EXTREMELY lucky arrow killed my previous one. I hate called shot heart.) a friend of mine suggested a villain that Duplicates people, particularly the Party, and uses them as his soldiers. The obvious choice here is Simulacrum, but I was hoping for more options than just that.

Illeist wrote:

It would greatly help if we knew what kind of monster it is and what CR the encounter is. Otherwise, any item we give you will be an odd item, and likely one drastically out of tier.

"Why did this ogre with 14 barbarian levels have a blessed book filled entirely with illusion spells? And... a non magical tiny fighting fan?"

Good point. The Creature is a modified Pyro-Hydra, replacing it's fire effects with electricity. The encounter is CR 8-9, depending on how the PCs handle everything. If it's in its lair, CR 9 and CR 8 if they lure it out. Its lair is filled with a foot and a half of water, thus the increase in CR.

The player in a campaign i'm running are about to challenge a Mythic creature while being non-mythic themselves. They have already expressed that they don't wish to be mythic, but are okay with mythic monsters existing and even being opponents. This creature is 4 CR above them, and they're aware that the creature is outside their typical range, but they are still challenging it.
The party consists of 3 Paladins (Two are range focused, the other uses a spiked chain) and 2 rogues (One is an archer, the other is a spear user that can break weapons to cause bleed damage). The creature is already built and designed, so now the only question is this; what kind of treasure should a mythic monster have?

I want at least one Weapon and one Odd item (wondrous item preferred) that each have a bit of a unique history/ability, but i'm a little swamped right now with work and my other game. So please, help me out here.

StreamOfTheSky wrote:

The 3.5 hydra did NOT get more than one attack per AoO. That was a sadly common and utterly outrageous reading of the text, sure to auto-kill anyone who provoked if they were about the hydra's CR in level.

A hydra’s Combat Reflexes feat allows it to use all its heads for attacks of opportunity.

Hydras only have Dex 12 (so they need it as a bonus feat they don't even qualify for it otherwise!); that text is just saying "instead of 1 + Dex bonus AoOs per round, the Hydra gets as many AoOs as it has heads." I wish it were written better, but that's pretty clearly the intent.

I still can't believe there's people who think a CR 4 creature was supposed to get five attacks of +6 to hit d10+3 damage (on top of the 5 it gets on its own turn) if the level 4 Fighter (~4d10+8 hp vs. up to 5d10+15 damage....yeah) dared to move within its 10 ft reach or sunder one of its heads without having paid the feat tax on Imp. Sunder.

Who stated that? As far as i can tell no one said anything to that nature. the entire thread was just because I thought it a bit of an injustice to remove the extra AoO's from having 5+ heads. Only getting 2 AoO's a round is kinda lame for a multi-headed monster.

In 3.5 Hydras had the ability to take multiple attacks of opportunity based on the number of heads that they had. Is this still the case in Pathfinder, or does the Pathfinder hydra simply use combat reflexes as written? sorry for the weird question, just really wanted to clarify this.

For the monk try using the Zen Archer variant as others have said, but if that doesn't strike their fancy i'd suggest Dodge, Mobility and build towards Improved Trip or Improved Disarm if many of their opponents are humanoids. Run in, grab weapon/trip them, move away.
If you have a copy of Ultimate Campaign or are willing to cherry pick, Panther Style would work wonders.

For the ranger, try using the TWF combat chain, but add in Improved Shield Bash and Improved Dirty Trick if he has the Int for it. That way he can stun or sicken opponents, and still be offensive. Depending on level, he can also grab Point-Blank and Precise shot.

mplindustries wrote:
Morganstern wrote:

I have accomplished one of the items on my list already and that is - I managed to one-shot a Dragon 4cr above the team, as the first action of the surprise round no less! Great way to make a name for a character.

** spoiler omitted **

Wow, is it awful of me to point out that you only get a single standard action on the surprise round, so you also should not have been able to cast a spell and move more than 5'...

We run a Houserule that Suprise rounds are a full-round. Makes the Rogue players a lot happier.

Lord Pendragon, Ultimate Combat has rules for called shot heart. Don't have the book in front of me but if you do enough damage it's a chance at auto-death.

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