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Rapthorn2ndform's page
Organized Play Member. 316 posts. No reviews. No lists. No wishlists. 1 Organized Play character. 2 aliases.
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I feel like the only reason this wasn't a waste of money was so I'll be prepared to tell my players "NO" to half o this book.
First I was disappointed with how the book was formatted. Several feats and abilities seem overly wordy. I came across many spelling and grammatical errors, but the only one coming to me now is in the 7th level ability for one of the archetypes that cuts off before it tells you what it replaces.
NEXT, on the subject of archetypes, we only get 1 or 2 for each pre-existing classes. Most are useless. Same problem with feats.
NOW FOR THE REAL PROBLEM. THE NEW CLASSES!
1. The Arcanist- I was very PRO-arcanist when talking to my friends before it came out. The problem is NOT the prep/spontaneous combo. Arcane exploits are amazingly powerful. The ability to add metamagic to spells w/o adjusting level, damaging abilities better then ANY others and many spells, and recharge by spending unneeded spells.They are now #1 on my "never see play in my games" list. (Originally #1 was gunslinger mostly because i just didn't like it.)
2. The Bloodrager- Let's just build a stronger barbarian. The ONLY thing this monstrosity does NOT get from barbarian is trap sense and rage powers. What would you say if i presented an archetype that gave a barbarian spells instead of trap sense and bloodline feats and powers instead of rage powers. You'd laugh me out of the room, but that is what Paizo printed. This is on my ban list.
3. The Brawler- Let me start by saying, I love brawler's flurry. No problem with that, moving on. Martial versatility= I HAVE ANY FEAT I NEED ANY TIME. Martial Training= FIGHTER LEVELS WITH ABSURD SCALING DICE!? Unarmed strike...I HATE SCALING DICE. Close weapon mastery...I HATE SCALING DICE. Ac bonus is mostly pointless because the right answer is shield and fist. NOW i'm flurrying with 2 weapons that deal 2d8 WITH weapon spec, AND with shield master, no penalty for 2 wep fighting. This is on my ban list for the moment, pending some real play experience.
4. The Hunter- OP animal companion by animal companion standards, but other then that mostly okay. I love the teamwork abilities.
5. The investigator- Again mostly fine. I don't LIKE the ability to NOT spend inspiration to add bonuses from certain talents but it's not to bad.
6. The Shaman- In my mind the best class in the book. Not absurdly over powered, but not to weak it can;t stand out. I loved hexes from the beginning but hated the witch. This is what i hoped all the classes would be i this book, blending ideas from 2 classes to make a unique feeling class that neither overshadows or is overshadowed by it's possessors.
7. The Skald- I don't even know...They tried? This thing fails as a barbarian, as a bard and worst of all, it fails as it's own idea. It feels like the cut out the charts for bard and barbarian and just threw them on a page with now rhyme or reason for their blend. Spell kening is an awesome idea for a bard...not this.
8. The Slayer- "Into every generation a slayer is born: one girl in all the world, a chosen one. She alone will wield the strength and skill to fight the vampires, demons, and the forces of darkness; to stop the spread of their evil and the swell of their number. She is the Slayer." Okay, enough joking. This class is pretty good, no major complaints.
9. The Swashbuckler- I can't help but love it. My first character was a dexy, rapier-wielding charming jerk... Now on to legit concerns. Adding level (or 2xLevel) to damage ON TOP OF wep spec and wep training seems like a lot...but that may be because the can't 2-weapon fight and power attack like a fighter could...Parry repose is an amazing and flavorful ability that NORMALY couldn't be obtained until 10th level and requires you to give up one of your attacks for the round but now it's a first level ability...? I can't fairly judge this one...
10. The Warpreist- ...NO! Banned.
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My players are going to be fighting a 7th level old monk soon and they are only about 3rd level.
I want the monk to throw out his back after the first round.
I was thinking -2 Str and Dex, Loses evasion and Staggered for 1 round.
Being a strapping young lad, I have never experienced this so I am looking for input.
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Kaiju are AWESOME! I just wish there was a good way to have them fight.
They are WAY to massive to fight in the traditional way. The map would need to be several tables wide, you ARE in it's reach (50+ feet) and on top of all that, I don't thing that even my colossal red dragon figure could do them justice.
(Although players gaining control of a Kaiju to fend off another would be epic...maybe another time.)
SO HERE IS MY NEW PLAN!
You don't fight the Kaiju, you fight the guy CONTROLLING the Kaiju. In the mean time the Kaiju is destroying the city you're fighting in.
Mechanics
Each turn on the Kaiju's initiative roll a d8 and it does a predetermined attack, many (but not all) will have some effect on the battle such as collapsing buildings creating hindering terrain or needing a save vs part of it's breath weapon.
The controller can spend a full round action to add or subtract 1 from the Kaiju's next die roll (He can direct it but not really control it).
Because of the nature of HOW the enemy is controlling the Kaiju, there would be a way to disrupt it (The one I am specifically thinking of is using music to direct the Kaiju, so a bard's countersong would be one way.)
The Kaiju I plan on using is Dragon Caesar.
What do you guys thing.
I've been running Wrath of the Righteous for a few of my friends (generally novice level) and one of my friend wanted to play a Battle Sorcerer, I suggested a magus but...he and the rest of the party refused, believing they need a 9 lv spell caster. He's been running a dragon bloodline but is really lagging behind (in a party with 2 paladins and a barbarian.)in the hit and damage department. When I asked if he wanted to rebuild he was hesitant but was clearly not enjoying it. I told him I'd try to come up with a way to bump him up a bit.
So here is what I have so far:
Diminished Spellcasting: -1 spell per day per level.
Average Base Attack Bonus
Arcana: You gain light armor proficiency. You can cast spells in light armor without chance of spell failure. At 7th level you gain medium armor proficiency and can cast spells in medium armor without arcane spell failure chance. At 13th level you gain heavy armor proficiency and can cast spells in heavy armor without arcane spell failure chance.
Lv1: After casting a spell as a free action you can gain a +1 bonus to hit and damage with weapons fro a number of rounds equal to the spell level. This bonus increases by 1 at fourth level and every four levels thereafter. This ability can be used 3+cha mod times per day.
3rd: Your spells overcome resistances. You treat a foes elemental resistance as 5 lower. At 9th level, you treat them as 10 lower. At 15th you treat them as 15 lower.
9th: You are treated as a fighter of your level-4 for the purposes of feat prerequisites.
15th: As a standard action you grow one size character. You gain a +6 size bonus to Str, -2 size penalty to Dex, +4 size bonus to Con, an a +4 size bonus to Natural armor. Can be used for up to one minute per level. need not be continuous.
20:????
Bonus feats: Combat Feats (I know it's broad but for something in the hands of someone who looks to the Gm for a bit of guidance won't be game breaking.)
Bonus Spells.
True Strike (3rd), Bulls Str (5th), Haste or Heroism?(7th), Stoneskin (9th), ??? (11th), Transformation (13th), Mage's Sword (15th), ?Form of Dragon III? (17th), ?Time Stop? (19th)
This may seem OP but the payer isn't looking to break a character, just have fun as a gish and isn't experienced enough to make it work.
Thoughts? Feedback? Compliments about my wonderful mustache?
I love Cliches
http://tvtropes.org/pmwiki/pmwiki.php/Main/SingleStrokeBattle
You know the classic scene when the guy slashes, but nothing happens until his opponent sheaths his sword. Hopefully on a critical hit and full power attack.
I want that as an ability for an enemy i'm sending at my players but i have no good idea how to go about it.
Any thoughts internet?
P.S. This character will also have a "I'm done holding back moment" when he's knocked about half-way down. Should be a fun and cinematic fight.
We just began the Mongrel Lair last night. To my player's (2 Paladins, a bard, and Smasho the Barbarian Philosopher) credit, they worked efficiently. They cleared the cultists, the ranger, 6 mongrelmen, the lizard and the rats in one night. There are 3 unfortunate things though.
1. They opened the door to the garbage room (the one with the giant amoeba), winced a little, cast detect magic and closed the door. They don't want to touch that area with a 10-foot pole.
2. The looked down the hole to area 11-b (connects secret room to a lot of magic) determined that it was right behind the garbage room. Immediately assumed it's where the *ahem* excrement drained to and ignored it.
3. They just killed 2/3 of the dungeon with minimal effort at level 1, the only reason they retreated was because they ran out of healing potions (Seriously, Smasho was basically hooked up to an i.v. drip, through a mix of his role as tank and just plain bad luck.) NOW they are level 2 and have already beaten or ignored the some of the harder combats.
So I was wondering how I should reinforce the lair to make it less of a cake walk for them but still manageable. I was thinking 2 more mongrelmen and 1 cultist and the 1 mongrelman they let escape returned giving Hostilla a rundown of what he saw they could do. I gave him a 50/50 shot of being killed or spared by her and rolled he lives. So that leaves 7 mongrels, 1 cultist, 1 tiefling, 2 dretches, and Hostilla herself who they'd likely fight. 2 gars and an amoeba that will just be ignored.
What do you guys think? Any of ideas how i could encourage them to explore the river area without outright telling them? Are my additions reasonable? Too much? Too little?
Wrath of the Righteous looks like it will be the hardest Adventure Path yet. That being said, the players get mythic tiers as a bonus. So, on a scale of 1-10, how optimized should i be. 10 being Rage-lance-pounce-bs. 1 being a goblin monk with a 14 dex and 12 wis.
Limp Lash
School necromancy; Level sorcerer/wizard 2, witch 2
CASTING
Casting Time 1 standard action
Components V, S, M (a dead wasp)
EFFECT
Range 20 ft.
Target 1 creature
Duration special (see below)
Saving Throw none; Spell Resistance yes
DESCRIPTION
You create a dark whip-shaped field of energy that wraps around an enemy’s neck, leaving everything except his head paralyzed until you let go of the whip or it is destroyed. You must make a ranged touch attack with this spell. If you strike your target, he takes a 1d6 penalty to his Strength, Dexterity, and Constitution each round. This penalty cannot reduce any attribute to less than 1, and once any of these attributes reaches 1 the target collapses and his body, except his head, becomes paralyzed. While paralyzed in this way, the target retains full use of his senses, including the ability to feel pain, and can speak (including casting spells with only verbal components). The whip has a maximum length of 20 feet, 15 hit points, and a hardness of 5. The spell ends immediately if you let go of the whip or it is destroyed. When the spell ends, all penalties the target took from this spell also end.
How do the developers justify this being SECOND LEVEL! This MURDERS a single target.
So...yeah...I bet some of you will want an EXPLANATION for this, right.
While planing my next long running campaign, I needed to make some additions and subtractions to the gods of Golarion. Other additions include many Asgardians, while Rovagug, Irori, Abadar, and Shelyn were removed or changed (Shelyn into Balder and Abadar into Odin). After the edits, I was left short 1 CE deity so i figured "What major race in this game is missing a god...Trolls and Goblins will play a big part in the early part, what could their god be...dam..."
And thus the God of Goblins and Trolls became...David Bowie (Named Bowie).
So now...HELP!
So through out my game the players have been able to go to my super-npc for help when they were stuck. It could have been a missed plot point, leads on current quests, even some combat help every now and again. He' a gestalt Samurai/Gunslinger who is able to summon demons (he is based on Raido Kuzohana from Shin Megami Tensi). Now the players are level 9 and haven;t gone to him for a while. So here is my plan.
Have a big combat in the middle of town where they fight alongside him. they get overwhelmed and split up but they can see him still fighting. After a couple rounds I take out my "Player-really-pissed-me-off" die (a d20 from a game called Formula D) and use it on the NPC until I get a "lucky crit" with the enemy's gun. I give a fairly visceral description of how it went straight through his eye then another enemy IMMEDIATELY teleports away with the corpse. Hopefully seeing this character die will make them realize that now THEY are the most powerful in the area and that they have a responsibility to protect the area even more.
BUT...that's not the end. After a while they'll here about a powerful creature that leveled a town and then vanished. This creature called "The Reaper" will be the toughest enemy they've ever faced (and they've already faced an immortal vampire and [a greatly weakened but still badass] Pazuzu). The reaper is actually the spirit of the NPC corrupted and warped into this form. Destroying him sis the only way to free him.
Upon reading certain Adventure Paths, I have come to the realization that building monsters on a 20-point buy increases their CR by one. This brings me to my several questions.
1. Where in the books is this written?
2. How does this interact with higher power games? Say 25-point buys or 2d6+6 stat spreads. Does ACTUALLY mean 20 points or built on the level of the players?
3. If I were to build an enemy on 25 points in a 20-point game, would that increase the CR by 2?
I want to make Ragnell, the blade wielded by Ike from Fire Emblem: Path of Radiance and Radiant Dawn.
Ragnell is:
-A big two-handed sword, but may be weilded one handed
-Indestructible
-Can only be wielded by a single user
-Can send a shockwave to strike distant foes (At least shortbow range)
I want to use Karusetsu, the Cutting Light (Jade Regent vol.6) as a base:
-+3 nodachi that can, 3/day send a shockwave 60 feet functioning live a thrown weapon using the wielders highest attack bonus. On a hit it deals 4d6+3 force damage with a crit range of 18-20/x2. Creatures struck must make a dc 14 reflex save or be blinded for 1d4 rounds.
Price:67,500 Craft:33,930
Changes I want to make:
-Nodachi to Bastard sword (Minimal price change)
-4d6+3 force damage to Weapon damage (???)
-Crit range from 18-20/x2 to just x2 (-3000?)
-3/day to minimum 5/day preferably infinite (+ OVER 9000!?)
-Remove the blinding effect all together (-???)
The indestructibility and single wielder will be gotten from mythic power.
suggestions?
Well...I'm in DEEP trouble. I managed to PISS OFF Asmodeus...BAD.
Ya see, one of the other players said his character was the son of Asmodeus. He betrayed the party and I killed him. THEN BAD HAPPENED.
The party was in a place that blocked dimensional travel. WE FELT THE ROOM SHAKE. My character made the arcana roll to realize that something powerful was trying to get through. Everybody else panics, I seal the dead characters soul in a gem and ready an action for the moment the dimensional barrier to break. Right before the thing steps out, I create a portal to the middle of the abyss and throw the gem in.
Asmodeus steps out and I shout, "Yeah, you're son's soul is through that portal. You may be able to stop us AND get it, maybe not. Bye." and i plane shift the party to Pharasma's Boneyard.
After LONG debates between the gods (mostly thanks to Iodmea and Sarenrea being on our side and Pharasma demanding that there would be no fighting in her domain) They decided on this.
1. Only I would be punished (My character volunteered this)
2. I would never set foot within 1 km of a city again.
3. I would devote my life to find a way to get his son's soul back.
So, my character built that space station that had floated around the forums a week or two ago. Asmodeus assigned a devil to fetch me materials and texts I need.
So, I've found the only way would be to lure as many of the demon lords and horsemen summit on neutral ground (or lack there of because the location in my space station.) and send a group of high level adventurers to get the soul. My station was chosen by Asmodeus (well, bey the dm in an attempt to throw me off) because it is so distant from the world and it already has massive layers of anti-scrying and anti-teleportataion/planes shifting spell already in place. What i also have in place are dozens of spheres of annihilation with contingency gate cast on them for when 20 or more evil creatures are in the room directly above, the meeting room. Above the room are hundreds of bags of holding suspended above as many portable holes, set to fall the moment the gate spells go off.
So, is this enough? Do i need more? My character still has 6 months to prepare. Will this destroy the world?
So...I've made a few mistakes in a game I've beer running. Firstly, The party level varies form 3rd to 7th because of certain players not being available for a few sessions. Secondly, I have accidentally been sending low treasure encounters for some time. Things like savages, animals and unintelligent undead. So many of the characters are WAY behind.
The first problem will be hand-waved. The second is a bit more difficult. So here is what i'd like. Ideas for High treasure, mid-to-low challenge encounters.
Just ideas, throw as many as you can. Right now, I'm stuck on a bandit lord and his crew hiding out in an abandoned diamond mine.
Chill Metal allows for an item will save. I found the ruling for Magic items but not for mundane ones. Any help.
As I read this:
Shatter Weapons (Ex) Whenever a character strikes a caryatid column with a weapon (magical or nonmagical), the weapon takes 3d6 points of damage. Apply the weapon's hardness normally. Weapons that take any amount of damage in excess of their hardness gain the broken quality.
If a weapon has a hardness of (hypothetically) 5, and a 6 total is rolled on the 3d6, the weapon gains the broken quality.
As compared to the alternative of it having taken 1 dammage (1 < 5) and it is not broken till it takes another 5 damage after hardness.
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Worf-nerd term-origin, Star Trek: The Next Generation- Having a previously established, powerful character be horribly defeated by a new one to show how powerful a new one is.
The campaign name is "Defenders of the Realms". Here is the set up, all the player characters are Asgardians or other higher beings. I've told the players that they will far more powerful than normal 5th level characters but they don't seem to understand just HOW much.
SOOO...My plan is to have the fight 3 adult white dragons right out of the gate. The kicker, the players are going to walk through it with minimal difficulty. I'm custom making all the monsters they are going to fight so they will all be different and unexpected, unlike the standard Midgard Dragons. Also, normal humans will be considered small compared to them.
The execution. Me-"You enter the chamber, it filled to the brim with shining jewels and coin. On the far side of the room are three large white dragons that have corned 5 small warriors, 2 of which are grievously injured.
Player: "Well, what are they? The warriors?"
Me:"Do you have knowledge: the planes?"
Different Player: "Oh, I do" *rolls* "Oh, not so good. Only a 13"
Me: "Don't worry it was an easy check. They are the dominant race on This world. They are Humans"
*Players go nuts*
What are your thoughts?
One of my players is asking about a half-celestial Pegasus cohort. I'm thinking ninth. Thoughts? It fits with her character, she wants to play a mounted valkyrie. I don't think it will change things to much as she already has a normal Pegasus. On a related note, the other party members include a Magus wielding a throwing/returning warhammer and his half giant illusionist brother. Keep in mind they never met before the game an decided on the brother part after seeing each others character.
Okay, I need to get my players to stop resting as often. The players are young so I've cut them some slack in the past, but most have been playing for over a year and it just got absurd recently.
So they go into a dungeon and have a decent fight at the entrance(only a cleric, ranger, and fighter are present.)
Then they have an ABSURDLY long and drawn out fight with 2 mimics due to bad luck (Nearly the entire party is there EXCEPT for the fighter from earlier.)
And lastly they have a very difficult fight with twice the number of enemies that they should have because a player opened the door to the next room where more enemies were sleeping. (Only a summoner, a DIFFERENT fighter and the same cleric.)
I have no problem with them wanting to rest after this (especially the cleric who had been running on fumes keeping everybody up), but their is a large door ominously off the the side in an earlier area that the ignored and instead decided to sleep in the enemies beds before their bodies had even cooled.
I punished this by having them ambushed while the were resting. The enemies were weaker then what they had already fought but without spells, they had a hard time.
I though i had taught them NOT to just sleep in any random place...BUT THEY DID IT AGAIN!
They are close to the end of the dungeon, and have only had ONE fight from their last rest. The Big Bad of the area appears in a fire burning in the room and taunts them to come and get him through the UNLOCKED door (opens in towards his room). Their reaction...better sleep.
I just want him and his contingent of guards to ambush them while they sleep, but i also don't want to be a complete jerk to them.
Okay, what i want is an ominous sounding prophecy, saying that in order to defeat Asmodeous, the adventurers must face death. NOW THE KICKER! I want it to sound vague and interpretative. BUT they are going to fight Thanatos (An ancient death god) literally.
What i really hope is that they horribly misinterpret the story. And when the time comes that the Npc says nope, go kill death. *POOF* In combat.
http://images.wikia.com/megamitensei/images/archive/9/94/20090404020309!Tha natos-Concept.jpg
A few of my friends want to play to get into Pathfinder (they've all played a couple times before, but nothing long term), so I've decided to run a game at my house on Thursday. The problem is I'll have a MAX of four players, and will probably only get two reliably. I have a story in mind, but i fear that players playing multiple characters will screw up the rp sections but I've also heard some horror stories about Gestalt characters.
I'm not sure what i should do. I considered running normally and adjusting encounters, but two players is...difficult. It will make things seem less exciting if it's two characters vs. tree or four enemies. I've had HORRIBLE experiences with DMPCs, and don't really want to mess with how the other characters will behave.
So at this point I only see those two solutions. Any tips my online buddies?/)
Forelegs (Working on name)
You need your arms to help you move around. When you move more than 5' on your turn, you take a -2 penalty to all attack rolls with non-natural weapons until the start of your next turn.
This next part could also use better wording
This penalty only applies if the movement is on land.
Any better wording? Better name? RP Cost?
Made for 3 dragon-like races for a home game (one with wings, two without) that could conceivably use a weapon but because their front legs are also used for movement it's not as easy to do. They could still use their claws but a sword might be difficult.
If you have a better way to implement entirely, i'm open to suggestions.
Thanks in advance /)
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I saw in the Paizo Blog about all the racial stuff and wanted a reason to play something other than a Human. So i decided on an alternate class called the Elven Knight. Requires you to be an elf or half-elf. This felt to big to be an archetype because it replaces almost everything. And it's sorta made to be a switch hitter. Able to go from bow to two-weapon, to larger weapon.
HD: D10
BAB: Good
Skills: 4+Int per Level (Figured that was worth Med. Armor Prof.)
Fort: Bad
Ref: Good
Will: Bad
Weapons: Simple, Martial, and Elven Curve Blade.
Armor: Light, Bucklers
Bonus Combat Feats: 1st, 2nd and every even level.
Style Feat: Must be one of three. Weapon Finesse, Two-Weapon Fighting, or Point Blank Shot. Replaces Heavy Armor Proficiency, Shield Proficiency, and Tower Shield Proficiency. (I just like feats and this puts is on the same track as a human fighter. I don't THINK this is overpowered)
Elven Swiftness: +5 foot move speed, +1 Acrobatics. Levels 2,6,10,14,18. Replaces Bravery. (This is the Ability I'm most shaky on, it is exactly the flavor I WANT, but...)
Evasion: Lv. 3, becomes Improved Evasion at Lv. 11,replaces armor training 1 and 3. (Gets the abilities later than almost any class but I've considered moving them back to replace trainings 2 and 4)
Elven Arts: As Weapon training but may only select Light Blades (including Elven Curve blade) or Bows, Replacing Weapon Training 1 and 2. (Fixed this from Bows AND Light Blades AND Elven Curve Blades AND Longswords, but replaced EVERY weapon training.)
Still need replacements for Armor Training 2 and 4 (or 1 and 3), possibly Weapon Training 3 and 4, Armor Mastery, and Weapon Mastery.
ANY FEEDBACK IS BENEFICIAL!
Alternate Classes...what does that really mean. What i am REALLY aiming at is this. Hypothetical Alternate Fighter Class.
Could this character take "fighter specific feats."
Are they TECHNICALLY a fighter?
Are they TECHNICALLY not a fighter?
I originally thought of this back during the UC play-test. When the Gunslinger was an alternate fighter class. When it was changed to it's own class, that problem was put to the back of my mind. Now I am trying to make an alternate fighter, and it's coming along (i'll post it later maybe), but i'm worried about it being overpowered because of weapon focus and specialization.
I'm in a Pickle. Any answers?
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Jade regent spoilers below
I don't know how to do spoiler tags so have a fish
I>( , *)
My party is in the second book going to the fortified farm house.
We see a party within.
Our (pathetically built) goblin monk scouts on side while the ranger scouts the other. Our cleric hangs back, and I, the social character (high cha magus) along with the other magus (dressed as a servant) decide we'll walk up and i'd pretend to belong there.
While we're still together i walk up and set off the trap, a circle of posts that, when crossed, summons 2 lions. We tell our 2 scouts to continue with the plan. After a lack-luster fight w/ the 2 lions. we leave the circle and get healed up, i blunder right back across, thinking that the trap expended...NOPE. 2 more lions. kill them. me being tough and the other magus being an archer. the the other magus needs to cross. so we ready to fight another 2 lions. IN THE MEAN TIME. Our ranger sets off the trap and kills his 2 lions after a fairly brutal fight and the monk nearly dies in one round due to bad luck (and horrible creation). Actually that happens so much, that leaving some one with one hit point is called a modified carol (missing by one is called a carol)
We find out later that we needed the armbands we found earlier.
The dm wasn't sure weather to reward our combat skills or penalize our stupidity.
I run a game on the weekends for kids. One of the parents wants me to run a game for his kids birthday.
I've got everything ready.
I've spent 2 hours preping, and will be running for 3-3 1/2 hours with 7 kids playing.
how much do i charge. I felt gulity when i thought about charging 50 dollars, but my parents say i shouldn't accept less than 100.
I HATE money, i don't want to rip them off,but i don't want to be ripped off either. What do you guys think?
I recent played a paladin focused on healing with a healing-focused cleric cohort. I LOVED these characters and had an absolute blast playing them. HOWEVER they were forced to leave the party (not by force) because I missed one week, 2 characters died (one of the rouges who was raised by me the next week and other paladin who decided not to be raised) and the other rouge became a vampire. And the party voted to keep the vampire rouge (and i was very tolerant not destroying them immediately i have another whole thread about this where it was mostly agreed i was not the jerk) and my paladin left the party with most of his magic items to help them.
NOW i can't stand any characters i play in that group and am just not having any fun. I'm still a little bitter to the group for this utter betrayal (my pali was with the group for a real-time year, while the rouge was with the party for 3 sessions even though the player has played for about a year too). so then i got to thinking, i probably won't enjoy another character while this my pali still could come back (if i completely beak character) Now i'm going to be a jerk, A HUGE JERK. (yet to clear it with the dm but)
What i am thinking was that he is saddened by failure, it's his fault that his best friend is dead, that another ally died and the other given a fate worse than death. THEN his group decides to allow that beast into the group with open arms actively kicking him out. he tried to part with no hard feelings but he was breaking his paladin code by lieing to himself. gets a teleport back to the city where they started and bumps RIGHT INTO the main villain (who happens to be a vampire, not the vamp that turned the party) and up to that point he hadn't realized he lot his paladin powers and is slammed int the ground with little to no effort and the cleric cohort that (trough flavor was the one in charge) was turned into a vampire, with that he has lost the last thin he had, his duty and has a COMPLETE mental break. Having fallen to this low of a point, he is easily convinced the best way to continue was to start fresh, and the only way to do that is to wipe out his past failures and become an Anti-paladin. So now what he plans to do is raise his friend as a juju zombie or skeletal champion and destroy the vampire rouge.
so i sort of want the gm to let me run this encounter in the near future, it will give me closure and let me get out my frustration with the other characters. YES i am am very aware this IS childish, passive aggressive, yadayadayada. So just dont keep repeating that i'm a jerk, i am well aware, don't just harp on that.
i miss ONE WEEK (playing on valentines day) and in that time 2 party members died and one got turned into a vampire WILLINGLY!!!
Now the next week i return and find this out (playing a lawful good paladin and our parties only healer) when she rises from the grave, walks into the town tavern with a juju zombie guard where our party is and attempts to rejoin the group. My initial idea was "take scroll from handy haversack as she approaches party, when she gets there roll init, get surprise round, cast heal off scroll destroying her save or not she would be destroyed because she only has 50ish hp and the dm for some reason the dm always gives 15th lv scrolls of heal. but i thought this would cause to many out of character problems.
so i wait for an explanation, she refuses to speak to me (being a chaotic evil vampire thief) and decides to speak to the caviler she says how she wants to change to chaotic neutral "so she can stay with her friends) which is complete B***S*** because the same dm ruled in an earlier game (much earlier) that after my character's alignment was changed i couldn't wish to change his alignment back because in his mind he was okay with losing all of his paladin powers, eventually through intervention of the other party paladin (now dead and replaced with the alchemist DR. Jack Hill) i was able to turn back. but this happens and i am supposed to accept the chaotic neutral vampire thief back immediately.
We had a party meeting and the caviler said how the vampire has changed her alignment with magic and was just curious about the power that comes from being a vampire.
My counter argument was that she volunteered willingly and that if i had been curious about the powers of a demon and decided to summon one right then that'd be A BAD IDEA, also that i was the only one who truly cared about the character and that the thing walking around there was not her it was a soulless abomination against life and that the right thing to do would be to destroy her and use True resurrection to bring her back. And i said my terms were non-negotiable. in the end the party vote turned against me and the character left.
what i want to know is, did i cross the line form playing the character to being a jerk who whines i he doesn't get his way?
so Rangers they are a full BAB d10 warrior with minor spell casting.
So basically what good are they? Every time i go to build one and say " I want a archer with spells and skills, first though. Ranger, nah, i'll go with a bard, i get party buffs and more spells, a little feat starved but once i have precises shot...not to shabby.
Or if i just want to make a 2-weapon fighter, ranger....nah... FIGHTER more feats (no archetype or maybe 2-weapon or mobility) more feats and the bonus damage and weapon spec. OR barbarian rage powers maybe do that horribly broken thing where i get pounce (just because ONE of the developers says it doesn't work with extra weapon attacks does not mean that there was an errata AND Beastry 3 has come opt and pounce has not been changed) and i get the auto bonus speed and uncanny dodge.
so i ask again "Why ranger?"
Favored Enemy? Yeah it's good but a little limited
Combat Style? The feats seem too spread out
Hunters bond? if i liked the first ability i'd probably like the option to spread it, but the animal companion...it's a VERY limited selection and it's 3 levels lower than you so it's not very effective.
Evasion? well i love this ability, but it's at level 9, REALLY LATE
i don't dislike them but i just don't get them.
I'm trying to make campaign traits to encourage role play with my younger gamers (i run a game for 7-11 year olds and they're having a hard time getting into the role play aspect) kinda give them an idea where to start.
I've decided that the game will start in the central city and there are 6 other cities where they can be from (7 total including the main)
I've been making regional traits...how many should each place have. Originally i was going to make 10 for each place (2 were always the same, City Noble, and City Hero) i was trying to make 1 OBVIOUS combat trait and one OBVIOUS spell-casting trait for each city. But then i did the math, do i really need 70 campaign traits... HELP
Alright heres what i wanna know, How would YOU build BATMAN
Rules
-10 times wealth per level
-102 point buy (so all 18s)
-10th lv
GO
Munchkin, weenie, cheese
these all sound like insults but i have NO IDEA what they mean, and i know these are not purely the board lingo. A dm in a game i'm joining warned all the players he hates munchkins and my first thought was "Those doughnut holes from dunkin' doughnuts? How can anybody hate them?
what do these mean?
Me and my friend are sort of planing on making 2 characters made to support the other. Their tactic is to delay to one after the other.
The first is a 2-Weapon fighting Knife Master Rouge that Duel Wields Kukris and uses the 18-20 crit range and a feat from "Faiths of Purity" called Butterfly Sting to pass the crits on to the next character to hit the enemy.
The second (mine) is a 2-Handed Fighter wielding a Scythe and using power attack, high strength and eventually the burst magic properties to take advantage of the X4 damage when he hits after his friends crit threats.
I want to know, is this clever or cruel?
I run Pathfinder at my local game shop for newer players ages 7-12.
-they MOSTLY understand the rules, and understand the new ones as they come up
-they DON'T really understand the role-playing aspect quite yet
I want to try and fix that
as a current campaign wraps up i would like some ideas for a good starting point to get some role-playing and some combat in the first session
I need to wrap up a quest, and i want to have an epic fetch quest of at least 10 epic items to craft a spell to destroy an ancient evil (well over character level).
1. A Sea Serpent Heart (From the bestiary they are immune to divination and dont leave a trail in water so they are near impossible to track)
2. An Elder Minotaur Horn (Big labyrinth)
So first off Troll-Like regeneration, how would you price that
B) Same question but fast healing
C) How would you price this "This race heals extremely fast, after a full nights rest they recover 4 hit points per HD. If they undergo complete bed rest for an entire day and night, they recover 8 hit points per HD.
D) May ignore the "lawful" alignment restriction on any class they take, they must still at-hear to the the paladin code of conduct if they take levels in paladin.
Also, is there a way to increase flight MANEUVERABILITY without increasing speed.
Oops forgot one
E)by spending four consecutive standard actions concentrating, this creature may regrow lost body parts as if they had regeneration. This ability only functions as long as the creatures head is mostly intact.
well...while bored (very VERY bored)
I whipped up a custom class for pathfinder
It's an average BAB, mid-range combat and support class who must be Lawful good or lawful neutral
It get's abilities based off of wisdom and can use it's will on occasion in place of other saves
they can create barriers, chains, weapons, armor, even summoned creatures from light focused through their ring
if you haven't gotten it yet, it's called the Green Lantern class
I've also had character write ups for
-Batman
-Thor
-Capitan America
-Wolverine
-Superman
-and MANY OTHERS
i've even gotten to play a Lawful Good Gestalt Rouge/Zen Archer Monk
who used trick arrows and didn't kill named Oliver Harper
is this wrong or just fun on occasion
So a few weeks ago our group was fighting a fairly large group when the cleric looked at our rouge and said "Though you are my parties bane, in that spot you shall remain" and had our rouge fail a dc 16 will save vs hold person
so now our parties wizard and myself (a cleric) have decided that i'ts just fun to come up with incantations for each spell.
ones like
"Cowards flee, Heroes fight
in your heart you know whats right" for remove fear
or
"Ripping pain cause your fall,
Negetive Energy, DESTROY IT ALL" for inflict spells
i mainly want to know if we're are the only peope who enjoy doing this
1 person marked this as FAQ candidate.
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My gm runs illusions as, until you actively stop to disbelieve, then they are real. The problem is our gm isnt using an actual spell, he just has us fight an illusion taking full damage, spending ALL of our spells and abilities.
This wounldnt be NEARLY as bad if we would EVR have any reasn to think the group of 2 ogres, 6 hobgoblins and a demon were an illusion and not the NEXT group of 2 ogres at leaste a dozen bugbears are not. so please if you know where the rules for illusions are, please, tell me
In a recent game a friend of mine wanted to slaughter the hob goblins we encountered.
There were 4, the "leader" was lawful neutral the other 3 were lawful evil. the Lawful neutral claimed he was trying to change them (confirmed by zone of truth and sense motive). And was even willing to get all of his men out of the area so the we could go to HIS boss and fight him and keep his men out of the fight.
BUT because he was stood by and did not stop his boss from keeping and torturing prisoners, he deserves to die as well. (She says this is because she is a caviler of the dragon order, this is an entirely different issue)
HOWEVER earlier in the game (4 or 5 sessions) she herself took goblin prisoners and they eventual converted to neutral and good.
Is it wrong to side with the Hobgoblins over a party member.
i'm thinking the next time we play, i am going to say that if she is so insistent on killing them that she should also go kill her goblins.
(I also know that at least 2/3s of the party is on my side)
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