Is there a good place to find a local gaming group? We've moved away from our old group and I would really like to play. The old group isn't interested in web based play so I'd like to find a new local group. Are there any good forums to visit to find new groups?
Seems to me that mythic paths are supposed to be more vague than thematic and that adding water/air elements is treading a bit into class territory.
I agree that a shape shifter mythic path seems like it could work pretty well.
A pet focused mythic path maybe? Current paths could be used for this, but it seems like it could work.
Psionic of course if you run psionics.
I'd like to see the reverse of the Marshal. Instead of being all about buffing your friends, be all about demoralizing your opponents...
While reading though mythic adventures I came accross a few class/path combinations that seemed far from typical and could be quite fun.
Sorcerer/Guardian- So one of the main factors in limiting the spell casters are their inability to take large amounts of damage. In comes the guardian to let you shrug off most attacks.
Fighter/Archmage- What? Archmages get a few really neat tricks that do not require you to be an arcane caster at all. Big ones are innate flight and alter self/polymorph at will. At first I was thinking this could be a way to gimp my character (as to let other players shine), but it ended up being really strong. This gets even better if you dip into an arcane class for a few levels, but that's no longer a big suprise.
What did you find that suprised you how interesting/atypical/fun it could be?
I read through the RotR players guide and really didn't find anything all that useful for a character's background. Maybe I need to read through it again.
Going to check out the character background link first.
I want to see some of the prestige classes revamped into core classes. Mystic thurge and arcane archer both fit into the concept of combining 2 classes while having their own unfulfilled niche. Shadow dancer is another fan favorite in my group that I would love to see an official 20 level progression version.
We are going to start WotR soon. My son wants to play summoner. His concept of his eidolon are that it will resemble a griffon. He also said that he wanted to go Archmage as his Mythic Path, not sure how that will work out. Beyond that I'm looking to help him flesh out his character a bit.
Any ideas we could use for character background would be greatly appreciated.
Any suggestions for a similar character to where he's going at this point would probably be helpful too.
point buy is terrible, almost as bad as rolling. use arrays. Just come up with a couple arrays (rolling, point buy, or whatever) then let your players chose them. My favorite array: 18,18,18,18,18,18.
One way I've tried is to give every class and race a point value and go from there. It makes the class and race choice a bit more important.
Let's say I wanted to go with +6 ability modifier points. That gives stats points for each class and race.
Start with 10's everywhere.
You could find other reasons to modify attributes if you wish such as occupation, background, etc. You could treat archtypes as different classes.
When my players are... I no longer feel bad for DMs who hate on whiny players, also i have results about the entire party of wizards thing
I wouldn't go back and redo the senerio letting him play the barbarian instead, but I'd let him play the next session with his barbarian suddenly coming out of nowhere to save the day (as his caster gets knocked out off or something).
Following the laws of the land while you travel would make you chaotic. You can't just willy nilly change how you act due to being in a new area.
Lets say a lawful person is from an area where slavery is against the law. If they, in their travels, went to a place where slavery was allowed, they would not buy a slave (unless to take them out of the land and free them).
If they changed their ideals and decided to get a slave, this would show adaptability and flexibility, two traits of a chaotic person.
Personal, maybe not. But they follow a code that is specific to them, their history, training/heritage, etc.
Lawful characters will show obediance to authority, but to their authority, not some random "laws of the land" that they travel to. If the laws don't conflict with their true authority, they will respect them.
Their authority is open to interpretation. It could be their god, their leige, a parent, or simply an ideal that they follow.
As this guy does.
He doesn't follow a predictable pattern, follows his whims, listens to strange music only he can here.
Just because he is the only one that understands his rules, doesn't mean they aren't there. Once the rules are seen, he is a pretty predictible guy and doesn't follow his own whims at all.
He seems extreemly disciplined to me.
I may not be explaining the angel senerio as I tried, but the starving child one I think is closer to what I was trying to get accross.
Edit: Makaze seems to see the point I was trying to get accross.
I missed Dmitri being an inquisitor, this would make him clearly NE or or CN unless the deity changes as was posted a few posts back. Once it changes to Lilith, he could still be LN.
Moving the goal posts is where one finds where the line is.
I would assume that if the angel comes to me and asks for an item that the angel needs it. Even just being a little religious as I am, I would give it to the angel if I could (the initial comparison was monitary so I would give that).
Does he receive power from her?
Craig Frankum wrote:
But the angel came for something your friend was unwilling to give. Then the angel reacted harshly, leading to the physical altercation. Now you have sided with the trouble-maker over your friend and ally.
No my friend was acting harshly by not giving the ANGEL what it was asking for.
his sadism is stemmed. He doesn't go out to hurt people. He gets permission or waits till he is crossed/attacked. If someone attacked me, I would enjoy inflicting pain on them. Let me be clear if someone hurts me or someone I love, I enjoy seeing them hurt.
Nothing evil with taking pleasure from your own pain...
manipulation of men like tools
Good manipulates people all the same...
worship of demon lords
chosing to worship someone you don't like is evil, interesting.
bloodletting and caring not from where the blood flows
curing people of illness or disease is evil? (look up bloodletting)
Willingness to destroy and dispoil that which he doesn't like, which happens to include things that are usually neutral, government, and normal interactions in some cultures.
Good heros are often "willing" to destroy and "dispoil" evil, something they don't like. In fact this game is kind of based on that idea...
It's all about context, he clearly and avidly does not randomly attack/destroy/kill anything that he doesn't "need" to.
Ok, let's say you are a highly religious person who reguards angels as godly beings, and very important to you. You are out with your friend who knows this clearly about you, an angel shows up to take something from him. Your friend choses not to give it and creates an altercation in which he gets cut and manages to knock said angel out. You get furious with your friend and yell at him for attacking the angel and not just giving it the item. You appoligise to the angel on his behalf and give the angel what it came for.
This makes you evil?
Because it's not confirmed that he's evil any more than it is he is lawful.
On a scale I'd say he's around 55% towards evil. Clearly in the neutral range.
Law chaos axis is much less definite. I'd say he's about 65-75% lawful which means he's borderline neutral or lawful.
But he doesn't go out of his way to create pain nor kill. Nothing about him looks evil to me. It actually seems to me that he leans towards good. Protecter/defender of others, even only half of the population, is points towards good. I wouldn't call him good though due to the way he would go about it. Willingness to torture and excessive violent attacks bring him back down into neutral.
On the Law/Chaos axis, this has nothing to do with the "Laws of the land". This is why I've always said it should be disciplined/chaotic, lawful is a stupid term. If they want an option that included law of the land they should call it law/criminal or rebel. For example, if a paladin would go into a land where something against his code was required by law and he followed it, he would fall due to breaking his discipline. Following said law would make him "unlawful" due to breaking his own code.
This guy on the other hand seems to have a very specific code, which gives him a strong tilt towards "lawful". Now that I think about it he forces his beliefs on others, this pushes him further into lawful. The only things he does that seem chaotic are in responce to someone breaking his code, this pushes him further into lawful in my opionion.
My new vote is Neutral/Lawful, with a tilt towards Lawful/Good.
I have a few characters who show up in multiple games. Some times they will be bad guys, some times DMPC's for the night, or they may be quest givers.
The inquisitor sounds like a good option. I don't know much about gorzeh.
I could see him showing up as a druid at times, but he would not be your standard druid.
The sword idea could be fun, but for the character's concept he'd still need to be in control.
Yes he needs to be true neutral. The concept of this is somewhat hard to grasp. How does he justify being outright anti good without becoming evil? I guess that's my question when it comes to alignment.
James Jacobs wrote:
Not that I'm selective about what I buy, but I'd buy this.
This character started with the base concept of wielding 2 weapons, one a Holy/Axiomatic the other an Unholy/Anarchic. Obviously his alignment would have to be true neutral. Other than that I'm not sure what I want to do with him.
I was thinking that he would be a demon/angel/devil/(whats the CG equivilant?) hunter, possibly a hatred stemming from a side effect of them warring. Maybe just hating outsiders in general.
What I'm looking for:
Alignemnt focus (how is he neutral)
I kind of want one of his builds to be an alternate paladin, which would have to completely done (as far as I know) from scratch. Sometimes I run gestalt campaigns and am looking forward to mythic (but should probably wait to flush that build completely).
Looking forward to some creative suggestions.
James Jacobs wrote:
each path more or less corresponds to one of the 6 ability scores, after all.
I dont see it...
Arcane magic can come from int or cha.
As a melee it can come from str or dex (strength more likely intended).
Guardian: None can get past the impervious guardian—none can threaten what this devout hero protects.
Seems to be the most con focused, but dex and str can play a role for this character too...
Hierophant: Drawing on power that goes beyond the gods, the hierophant is an inviolate vessel for the divine.
Clearly more wis than any other.
Marshal: Inspiration and courage make the marshal the greatest leader, capable of leading troops to victory over any challenge.
If I had to guess I'd go with charisma.
Trickster: Skill, training, and savvy make the trickster the master of the impossible—defying unbeatable obstacles and traps, tricking the wise, and hitting unattainable targets.
Clearly int based... probably what was chosen for the dex stat though...
It seems to me that these are much more pointing at class and even more so at character role.
Archmage: Sorcerer, Wizard, witch, ... Caster
I think if you were to take away the notion that they are based on a particular skill and focus on the rolls you could come up with some more paths that people would want to pursue.
Currently there doesn't appear to be a choice for many classes. Take a sorcerer for example, there will rarely be anyone who picks anything other than archmage as their path for their sorcerer...
A highly regarded expert wrote:
Fighter combines about the same with any melee combatist, not just full BAB characters. I feel it's even better with the 3/4 attack bonus chars like rogue, monk, inquisitor as they tend to have abilities that make up for the lower attack bonus. That means when they have the make up ability +5 BAB they get a bit extra power rather than just the extra damage from fighter trainings.
For example monk would get an extra attack on flurry of blows and +5 attack on top of that.
A PDF will be fine for letting me play it, but I need this for the collection. Even if I did do that it would be a place holder until I can find a hard copy of it.
Signed up at noble knight games to send me an e-mail if they get a copy. Thanks for that suggestion.
On ebay or amazon these are being listed for way too much ($200+). According to ebay the last one sold was months ago for 15...
I'm looking to buy one, does anyone have suggestions on where I can find one?
This is the only adventure path I need to complete the set, so frusterating not being able to find a reasonably priced one.
10 con should be fine. Rangers have 10 health per level and toughness is not out of reach if you feel you need it, since rangers get so many bonus feats. Besides you aren't a melee, you are an archer that can melee.
His character concept as I've read doesn't support a low strength stat lineup. He is going to have high dex as well.
Why is under 17 starting dex bad? In my experience my archers only miss when I role poorly. I don't see an extra 5% hit being as important as the extra 2 damage. What I mean is +1 dex mod is not better than +2 str mod. Once they are even increasing either is just as good as the other. I wouldn't leave either at 14 to get the other to 17.
And that is just for archery. Once you get into melee str becomes clearly more important as it increases both hit and damage without costing a feat or trying to find an agile weapon nor does it force you to wield a weapon you don't want to.
As archery is the core point in this build I'd still keep str and dex as even and high as possible without completely dumping other stats.
Finess build is not giving much bang for the feat in my opinion. Even if you run 14 str and 18 dex finess only gives you + 2 to attack while limiting your weapon choice.
Anything, seriously anything, can work. One of my first characters was a 13/13/13/13/13/14 sorcerer who ended up stealing the show by stabbing things with his spear...
But if you want a stronger character you want str more than dex. If that fails your character concept then don't take that advise, I wouldn't...
The extra damage for 2handed is usually better than the extra armor from a shield.
I'm not 100% sure on the current ruling, but you may not need such high wisdom. In d&d you could use buffs to hit the needed 14 to cast max level spells. Dumping wisdom was a common strategy in ddo. Talk to your DM and find how they translate the rule. Even if you cant 13 wisdom + 1 @ 12 will still let you cast level 4's in time. This will let you put charisma up a little.
When it comes to counting on buffs- remember that bull's strength will take 18 to 22. It will only take a 16 with a +2 str belt to 20. Also @ 20 you want 20 str and a + 6 str belt, if you are planning for 20.
Every 4 points of str is 3 points melee damage and 2 points range. Average bow shot is 4.5 damage. 14 str means 6.5 damage per hit, 18 = 8.5. That's 30% more damage
This % gets lower later in the game but it's always going to be there.
Now let's look at a melee weapon. 1 does 2d8 damage. This is 5 ave. 14 str = 8, 18 str = 11 or 37.5% more damage. Not to mention either better chance to hit or saving a feat.