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I think it can work very well. Guest-DM's can provide a lot of depth if they keep to adventure appropriate risks and rewards while respecting the backstory. As kmal2t said deciding on relative ranking/equality of the DM's is necessary. Situations where the guest player/DM uses his status to unearth details on other PC's may arise unless boundaries are set! ("hand-over character sheets I have to design my encounters" may not sit well depending on your characters story arc!)
I am considering a cleric build with the trickery domain. Traits to include Reactionary and Magical Lineage(Cold Ice Strike) Feats: Combat Reflexes, Improved Initiative, Spell Focus (conjuration) , Augment Summoning, Superior Summoning, then Rime, Persistent, Heighten, and Quicken Metamagics to allow preferred Spell {Confusion} and Spell Perfection [Summon Monster 9] Does this stretch the Cleric too far? I think that by wording of the Preferred Spell feat that I could indeed cast this domain spell with Cleric spell slots. With Heighten and Persistent metamagic will it scale well? Does Cold Ice Strike have enough oomph with Rime and Persistent (I would consider an Empower wand..) Is Spell perfection for level 9 Summon Monster worthwhile? The build will be challenging as far as bringing the feats into the build in a timely manner. Likely one of the Metamagics will have to be delayed to level 19. Which one? I am thinking perhaps Rime but feel uncertain about that decision. Any comments or guidance appreciated!
How about synergizing more directly a martial and casting class. I am thinking Martial/Monk with Sorcerer/Dragon Disciple. Monk abilities would work well with a Dragon as would a Ranger with combat buff spells and bonus combat feats from the Natural tree. Personally I like Invulnerable Barbarian. A Pouncing, Arcane Striking,Raging Brutality, Witch Hunting Dragon(3) would seem to be the very definition of DRAGON!!
Blurg wrote wrote:
Yeah I agree, Feats are limiting, Spells are made to break limits. Feats in effect become a bar to what characters want to do, Spells provide open doors... Imagine looking at all character abilities as feats...So garden variety feats are "Feats", Rage powers are "Super Feats"[they have a duration and often scale with level] Spells are "Epic Feats" [they have durations as balance and will often scale with level.] Monk , Ranger , Paladin and other class abilities could also be ranked in this defacto feat scheme. a fighter has to get Weapon focus, and Weapon Specialization to get +1 +2 bonus to hit and damage, with Divine favour a cleric can get this bonus to hit and damage that scales to +3+3 The assumption being that caster limits of spells per day and spell duration is balanced. Resist Energy is originally a 10 point energy absorb that scales to 30 at level 11. Compare that to any feat (or Rage power for that matter) Weapon Focus gives a level 1 fighter +1 to hit and a mighty highly skilled level 20 Fighter...+1 to hit. Even the casters damage buff Arcane Strike scales with level..(insulting to martials!!) Wizards get how many of these "feats" that they can customize to their encounters in a day? A level 12 wizard has maybe 29? or likely more spells... makes the Fighters 7 feats look kinda chintzy (level 12 fighter would be getting 2 wpn focus and 2 wpn spec, so even less choice) Feats should scale , for martials especially the deuce if i can figure out the formating! sorry!
Very interesting thread. In a sense it seems that Feats have become Gates defining what characters are able to do and how well to do them. This very ordering of the game then limits the feat based characters. Spells are like Doors, they open options and are made to circumvent limits. Consider metamagic: a single selection here can be applied to all of a casters spells (yes a blanket statement with MANY exceptions but you get the idea....) Why are there no "Meta-combat" feats? To answer my question there already are..Power Attack and the Assault line and Improved Crit and Crit applications. Maybe all the Combat manoeuvres should have a similar base feat that is applied to ORDINARY attacks as a sort of bonus (like the Assault line) Perhaps martials could benefit from an easily applied mechanical bonus. Think of fiction in literature and film, the mark of a hero is that he acts like a caffeinated terrier while slaughtering those around him. Give full martials bonus actions as they bonus. A level 20 fighter with TWO Full Actions in a round could get things done, and this would also incidentally let him apply all sorts of CM to melee. Fighters could now pounce like Barbs and Barbs would be able to Pounce/Repounce?? so two fixes for martials, more "inclusive" feats ala metamagic, or mechanically adjust actions/round. I like the second......
To Crush Your Enemies, To Drive Them....er wait wrong Barbarian answer. To risk rerailing the Thread: I submit a plus 4, Keen, Courageous, Furious, Cruel Lifesurge weapon. This allows a bonus to morale effects of plus 3 (max for Courageous?) DR bypassing is not perfect but as a Barb damage should be adequate. If this is an issue give up Keen for +5. The Cruel and Lifesurge effects in conjunction with CAGM (and a good buff) should allow the Barb to be relatively self-healing and thus avoid one of the big drawbacks of the Superstious rage power. Is Valiant a default for Cavaliers? Defiant for Fighters?(Tanking build could be a powerhouse!) Courageous will make Bards very welcome in any party, Good Hope will be almost Haste like in being a required buff!
A variant Barb weapon.... +4 Furious Courageous Keen Cruel LifeSurge.
Lifesurge will add plus 6 temp hitpoints whenever a foe is killed or knocked unconscious (vis Cruel) to make 11. Also as a Barb you WANT Righteous Vigot before raging. The Lifesurge again will grant bonus temp hitpoints and with Come and Get ME your Barb will be 'self-healing'
Nice tales! I think they appeal to me, as a gamer, because you can see the mechanics tie-in to the narrative. The critical hit, the novel use of a spell and magic item effects can be fit in to the story and bring a sense of reward when you can suss out the details. Seeing how other parties are dealing with modules we have faced is definitely enlightening and occasionally funny! (eg those exploding zombies....hmmm they did that much better than us!)
I took the plunge last night and went full out, Imax HFR and was very impressed. The movie felt like a comfortable pair of slippers, you just pulled them out of the closet back and they still fit perfectly. The time didnt seem to drag at all. My opinion on the length is that Jackson considers this movie an homage to the fans. Details that could have been left out were added for us! (see when Bilbo leaves the Shire) He is very respectful of the Lore and added elements make for more excitement. I liked it and likely will see it again (which i didnt do for the Trilogy!)
This is related to the back story threads that we are seeing. There seems to be alot of talent on these boards for stories about characters as prequels , if you will, to adventuring days that follow! What about afterwards however? Surely there are stories generated by Pathfinder or other systems that would be of interest to us all? This came to mind when pursuing an old interest in Warhammer I came upon this thread.... http://forum.strike-to-stun.net/viewtopic.php?t=2124[/url]
People CARE about this game. RD and many of the subsequent posters are among the best, brightest and most articulate people on these forums. Paizo is to be congratulated on producing such a huge devoted base of "gamers". Characters builds can be affected by these rules nuances. We care about our characters, the rules interpreatations that affect them lead to this thread and MANY others that make this such a vital community! Cheers to ALL involved
I did not see that. So yes Superstition then becomes an optional application when using the Optimistic Gambler trait. Very nice. Note Courageous works better for Touch of Rage [plus three to hit and damage and I suppose the save thingy) than for Rage where to me it would give plus three to Str and Con at max and so move the final Rage boost to +11 str/con from +8 str/con with a plus 6 or 7 weapon. But still a nice add and lets one fiddle with levelling advances and wishes/tomes. My calulations above applied the Courageous enhancement this way.
Wow that Courageous Weapon of UE is the new Furious! So good! Rearding Lunge...I think of it with the use of Reach and Armour Spikes as a way for the barb to establish a favourable envelope of attacks. It should in many cases be able to stop foes from full attacking! Do a 'Gedankenexperiment' to see how this can play out under various circumstances. However, with Courageous weapon we will have to think about possibly the Orc Bloodline as a basis for Barb builds, and Lunge may become moot. So Barbs with; Focused Study, Heart of Fields
and then Feats: Cmbt Reflexes,Power Attack, Dazing Assault,Toughness[Sunder?], Raging Vitality, Raging Brutality and the rest in Orc Bloodline [Focused Study for Survival and a Quicken SLA for Touch of Rage +TOR,the strength buff and Giant form] Rage Powers>>>10 easy to pick see the guide! lol This will give a combat monster, who will be simple to play with nuances provided by the Rage Powers. Strength with start of 18 will hit 52? and Con at 14 could get to 40? It combined with Touch of Rage, Power Attack and Raging Brutality seems to be pretty ridiculous when calculating total to hit and damage bonuses. With Focused Study pick up Diplomacy as party Face!at level 8. AWESOMENESS personified. Level 16 another Skill Focus (probably a roleplaying choice?) {{An aside: When rage is dropped Optimistic Gambler would prolong Str/Con effects for d4 rounds. Would Superstition be prolonged as well? I dont think it would be as you are not technically raging then..(but it is a morale effect} This allows potentially the d4 rounds of Rage hitpoints and normal curing to save a near death Barb?}}
Thanks Trinam!! This long awaited guide is a beauty! Now for some comments.... 1) I too think Raging Brutality is a useful feat. At level 12 with Raging Vitality and 16 starting Con easily getting a plus 12 to damage on 3-4 attacks will be possible. I believe Raging Deathblow is the feat tax required to make the rage expenditure reasonable as you will be recouping some rage rounds as foes drop. 2) Speed is a natural weapon enhancement for Pouncers,with Furious and Keen your pounce weapon is done. An AOO weapon could be built differently! 3) Righteous Vigor which gives temp hitpoints for each hit scored is a "natural" pre-combat buff for Barbs. Assuming an inquisitor another option,(for Elamdri!), would be using the shared judgement spell and the Healing Judgement with the Ring of Friend Shield (if using STR Rangers Improved Stalwart ideas this begs for Fast Healer). This is likely an either or as a superstious Barb getting more than one buff is ???? 4) Lunge as a feat may tend to blue. I am not sure of this but consider a CAGM Barb with a reach weapon and armor spikes could maximise his AOO's both for movement and CAGM by establishing combat ranges. He would for example engage at 15 feet and force foes to either attack and eat an AOO for movement or if they have the Lunge feat our Barb could still CAGM. Also creatures with innate reach could still recieve CAGM attention. Additionally a "Lunging" charge is more likely to be able to inflict CAGM AOO's on the player turn... (the level 15 Orc bloodline ability Giant form would obviate the need for lunge however!)
Sorry for the somewhat threadomancy. I really like this build, the ARG use for END as a bonus feat and the way the build really captures the undying "Orkiness" of the concept is super! My thought was basing the same concept around a Human. Diehard would allow actions at negative hitpoints (albeit:staggered. As well your chance of immediate death would be much increased! However by taking TWO levels of Monk:Master of Many Styles,you gain two important additions. Evasion and Crane Wing, my thought being that these two in conjunction with the human Superstitious Rage Power would give the resulting Barb/Monk incredibly high resistances. Feats:DieHard,Endurance,Stalwart,Improved Stalwart
Rage :BeastTotem(full),RecklessAbandon,CAGM,Superstitious,EaterofMAgic,Fleshwoun d,Ghost Rager Note this leaves one feat unassigned for either:Lunge(important for Barbs), RagingVitality(i am not sure this build with Diehard needs it as much??) or DragonStyle (note it helps charging and synergizes VERY nicely with Beast Totem). GhostRager was selected on the "Invulnerable" idea but perhaps another "reroll" RP would be good here. This character would be very damage resistant via the synergy of Superstitious and Evasion and also have the same high DR of STR Rangers original build. CraneWing adds a very useful form of damage mitigation (admittedly may be a challenge to employ optimally with CaGM).
I really like this scenario. It's kinda like the 'Hang em High' movie. Something is WRONG with the town and it can actually be one of the villians in your campaign....Devil Worshippers, Undead, Drow or ?? control things and the party will eventually be able to face them The new character is in the "Stocks" and must beg the party for aid?
A thought..... A level 11 wizard/ 1 Sorcerer (crossblooded)/8 DD would get bloodline powers up to 9, could advance wizrd spells to level 17 and thus get 9th level spells and avoid the spell loss drawback of the crossblooded type.... A transmuter could get +3 strength! feats with selection of eschew materials would be the same and a familiar would be available.
So for a 20 point buy game I am planning a level 12 sorcerer/8 Dragon disciple character. Stats would be Str 15(+2) Int 10 Wis 10 Dex 12 Con 14 Cha 15 The 15 Cha worries me as I am relying on a +5 tome to bring me up to an eventual Cha 28 and thus a bonus 9th level spell. Trait: Magical Knack and Optimistic Gambler Feats 14 total 4 Bloodline: Power Attack,improved Init, Quicken Spell, Toughness 4/5 into Eldritch Heritage: Skill Focus, Quicken SLA, EH1 EH2 Eh3 (?) I m thinking Orc Bloodline here as the level 1 attack/Damage bonus in Dragon form would be scary and make up for a potential strength of 46
Remaining feats: Arcane Strike , Augment Summoning and Spell focus Conjuration, Dazing Spell, intensify Spell and ?? Blind Fight?? I would consider a CrossBlooded Draconic/Abyssal character to draw on the level 15 abyssal bloodline power of additional summons. I realise that this would leave my toon without wings... Would this character be better as a Human (+1 skills) or a Half elf? How do people prefer their bloodline powers with such a character? Would it be effective? This character would likely be used inthe Shackles AP. Thanks for any input!
We call the Enlarge spell 'Overwhelming Presence". it's basically the same spell but explained as the recipient, rather than growing, just having a more dominant command of the battlefield. A small buff as potential size drawbacks re actually fitting into certain spaces dont apply, but we like it this way as a more 'martial' buff
So Thoth Amon is at the end of a 25 foot wide corridor. He has 3 guards with reach weapons on either side of the hall. An open lane is in the halls's middle, thus creating an AOO gauntlet! He taunts Conan a pouncing CAGM Barbarian (Why Thoth would taunt such a foe is beyond me, he is perhaps both evil and insane) Conan has a looted falchion or scythe or club or maybe just his claws...
I am thinking about this feat in a small chain: Heroic Preparation: PREREQUISITES: BAB +3, Party has suffered a death or had at least half party reduced to negative hit points in a previous encounter with foe. BENEFITS; +1 competence/insight (whichever is better? ) to Attack rolls , damage, ability checks, saves, skill checks, save DC's , overcoming SR (ie EVERYTHING, and beneficial to martials and casters. The plus one bonus can be chosen for a monster class as per ranger favoured enemy. If the bonus is taken versus a single creature it equals +2. Only one foe can be prepared against at a time, with a minimum of ???? training requirements. SuperHeroic Preperation: PREREQUISITES: Heroic preparation, BAB +9 BENEFITS: +1 vs "favoured enemy" , +2 vs organization. +3 vs BBEG Rationale: This feat chain is meant to duplicate the "Montage" effect in movies where by hard earned experience translates into a tangible benefit. I would like the benfits to apply to all possible avenues and to be powerful. Does the +1/+2 benefits seem reasonable with regard to feat cost and encounter aspect? I feel that the feat while powerful would allow good role-playing opportunities. So a party with a disatrous encounter with trolls or Vordakai for example could learn by bitter experience and come back stronger for a second attempt. I am thinking of Rocky (or perhaps Team America lol ) here.
Well tell that to the soldiers of the Great Turk fighting the Knights Hospitaller at Malta. if you read accounts of the general ability of those knights to take damage and keep fighting in full-plate your worries will be laid to rest! The knights, for example, kept troughs of water near the walls they were fighting on so that if hit by a flaming 'bomb' they could jump into the trough to douse the fire and then back to the fray! Full Plate ability methinks!
A cut scene: "Do you surrender in [insert god's name here] name? Do you swear to convert fully to, and follow the precepts of [insert god's name here]? If the Goblin agrees, then state "Know then that your crimes against [insert gods name here] have been judged and are unforgiveable. Rejoice however that even as your physical body is destroyed, you have saved your immortal soul!' if Goblin refuses then he's not really surredndering and so deserves death, and obviously following the scenario above is worthy of a Hard-Case Paladin who takes religion and misdeeds VERY seriously. What measure mere physical destruction versus saving the spirit/soul of the Goblin. Either way dead Goblin but I think the provided scenario is quite legimate for a Paladin,(remember to pick your god carefully)..perhaps Ragathiel??
This spell specifies that both characters use a shared initiative roll, and then if attacking the same opponent share attack rolls as well. Great, a very useful way to crit-seek and obtain more hits in general. The weird thing is that the 2 characters involved are unlikely to have identical initiatives so one will always?? act first.So imagine that both characters are full attacking a foe, 2 rolls are made and a crit results...the foe is dropped (magine that the second character has not even taken his 5 foot step yet but certainly intends to attack the 'same' foe. This process could concievably repeat before the second character can make any attacks!?
As far as SLA's: get Quicken SLA and then you could power up a spell like ability [swift] then Rage [free] and finally charge [full round action].Orc Bloodline 'Touch of Rage' I am thinking of you.... [I dont think you can empower this unfortunately!] "A full-round action consumes all your effort during a round. The only movement you can take during a full-round action is a 5-foot step before, during, or after the action. You can also perform free actions and swift actions (see below). See Table: Actions in Combat for a list of full-round actions"
This is a question out of curiousity.... What would the pricing on a Staff of Healing (that actually only casts the Heal Spell be??) I get somewhat north of 26000gp for 10 charges at level 11 but points raised here make me wonder if I am wrong! {This is not meant to derail but i do wonder at the absence of such a potentially useful Staff}
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