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So, I bought the special edition of Rise when it came out, and after many false starts, some gm switching, and a lot of time, last night the party ended the session standing on Karzoug's doorstep.
I think I might cry, because, besides the fact that we've never actually finished a campaign, this one is the one that we've tried the most. I'm the GM, so I've already started writing epilogues for the surviving characters, and I'm just so giddy!
I just had to talk to somebody about it.
Who else has gotten through, and was there anything notable you changed?
There was a weapon in a 3.5 book that had a misprint, I think it was the ninja-to, and it said it had a crit range of 19-29. Obviously a typo, but that didn't stop people from trying to use keen or improved critical on it to get a crit range of 9-29, then add vorpal.
I don't think I ever saw someone actually argue this one outside of theory crafting but it amused me.
I'm calling that a silly argument, because those boys could eat anything with only the lightest of ill effects, I'd say they have great con.
On the other hand they were terrible against fear effects, so maybe somehow low wis on a druid.
For ROTR, classes with spell books make out like kings in terms of loot. I know you are trying to get away from magus though, and leaning towards martial, so how about add something conflicting to the aasimar and be a tiefling warpriest? Good martial stuff, decent divine spells, can really focus on one weapon.
If the army of undead is mindless, you could attempt the reroute idea from walking dead, build walls that lead them in a different direction.
Otherwise, try the tower defense game set up. Build walls in a spiral around the town, requiring the undead to walk through a narrow corridor around the city giving much more time to attack. With only a week to plan this might not work, but choke points are key.
Alternatively, build the same winding path inside the town using existing structures by blocking off road streets in town leading in a spiraling or winding path to the keep,allowing you more time to attack them from above (on buildings and walls) and ensuring maximum aoe damage.
Wouldn't that require weapon finesse?
Also yes thank you I don't know how I forgot bab.
I can't remember her name but the kobold barbarian should have been nothing to my party, but the players just rolled so terribly that I'm leveling her up to be a new fight.
Nobody passed the perception check to find her (which is amazing because some of them have +20 or more to perception) everybody rolled low with a couple 1s when she went last in initiative, the alchemist accidentally tangle Bombed the party, then she got to go.
Natural 20,20 to confirm, almost takes the magus out in one hit. Next time alchemist goes he rolls triple 1s (we use the triple 20 is an insta kill and triple 1s is instant death rule) and blows himself up, splash damage hits the party.
They finally start hitting her, and she runs down small tunnels, but nobody pursues.
A few rooms later, paladin notices a necklace on the ground, magus remembers identifying that the kobold had a necklace of fireballs, and that's when the paladin gets hit by one of the fireballs. She rolls the save since she is holding the necklace, and rolls a 1 causing the rest to explode, paladin dies.
No other monster in the game has successfully killed 2 members of the party, and the single kobold managed to, and almost got a 3rd and 4th.
Alright, so I have the cleric side set up, what I need now is wizard stuff. Few of the archetypes appeal to me so I'm thinking vanilla wizard, does anyone have any favorites they think I should check out?
I'm not too well versed on wizards (I usually play spontaneous casters or martial characters) so what schools do people suggest? I'm thinking maybe universalist for flavor, but I worry I might lose out on something that works well for this that I haven't considered.
As is, I've got 3 levels of ecclesitheurge 3 of wizard, half elf with multi disciplined and bifurcated magic for traits.
Oh and I just remembered, my dm will allow my bonded holy symbol from ecclesitheurge also be my bonded object for wizard of I choose that, but I've often heard people advise against a bonded object on wizard, so thoughts? If I did I was thinking am amulet that is Nethys' mask. Any better bonded objects?
For the sake of already dealing with a less than optimized group, I'm going to avoid any early entry shenanigans, and I'm thinking ecclesitheurge cleric 3/wizard 3 (haven't considered any archetypes for wizard, any I should consider? )into MT at 7th.
Sheepish, I hadn't even thought about rave, but your suggestions look great thank you so much.
Neils, I think he was suggesting using wizard spells for non-somatic, and Cleric spells for everything else, though I could be wrong. I don't know when I'll be able to start this, but I'll try to keep you guys updated.
Also, school suggestions for the wizard side?
Alright, so I'm going to preface this by saying that I know that mystic theurge isn't great, but this is for a character who would be focused on being a support/ buffer, and I'm going into this knowing that the party he's joining is not very optimized so I was trying to pick something less than optimal, but optimized within that restriction.
So basically, how might you build it, and how might you build something similar in flavor who isn't a mystic theurge, preferably single classed. I'm looking for both, not just one or the other.
It was a while back and I was just on the sidelines watching for a bit at the local gaming store, so I don't have the stats, but I watched a dragon hunting party (home brew campaign), and clearly number one was the Trophy Hunter Ranger. I don't recall everything, but he did have dragons as his highest favored enemy, and big game hunter as a trait. Touch attacks out to two range increments vs dragons? Yes please.
Paladin Archetypes: Is the Oath of Vengeance Archetype compatible with the Tempered Champion Archetype?
Madokar Valortouched wrote:
Literally everything can be left to GM discretion, so it doesn't help by the rules. These two unfortunately don't stack.
Very festive with the holiday season coming up.
But on topic, I agree that it shouldn't be able to use the cannon arm to fire and slam.
Honestly, I would be fairly disappointed in a party with an anti slavery theme, as you said, if they offered up a slave in exchange.
Have you considered the idea of the Efreeti being a shrewd business outsider, and have him explain that he needs something in exchange for his time, and if it's not the children, something else? I mean know it's not a devil, but it seems in line to me that an Efreeti would be great for a deal with the devil type thing.
Doesn't have to be souls, could be favors, a percent of future acquisitions (ie, party loot, cut of a business ventures etc.) Or just money, that could be a great moral situation, what's more important you're wealth, or 3 children. Maybe have them make an offer, so he can balk if it's too low, or if it's higher than what he would accept, still balk to try to negotiate higher.
Now I want to put an Efreeti in a dungeon in a business suit, just looking for deals it can make.
you do get a feat at third lvl and again at fifth lvl from Character Advancement these are not class based bonus feats but they are bonus feats everyone gets. so in a sense a fighter does get a bonus feat at 3rd lvl and 5th lvl as does everyone else. just look at Character Advancement you will see the feats they are talking about.
I'm sure we are all aware of the fact that you get feats at those levels, however they are not bonus feats, nor are they affected by class.
Honestly, I feel like his abilities are really simple. Just be a ninja and you take vanish (decieve), invest in traps, invest in poisons (the knife throw ability is called Two-Shiv Poison, and has a passive alongside the knife throw) just throw the knife as normal (since it has a pretty short range in game). For his ultimate, take the shadow clone trick. Sure it can't attack, but flavor wise this gets you Shaco. His passive is called backstab, and is of course handled by sneak attack.
I feel like it will never quite work properly, because I just feel that traps aren't really worth it in pathfinder, and getting an entire new character to flank with seems really powerful, but I mean the abilities are all found in one class.
Hmm, maybe its just us then, there are certain things we got that I know were powerful magic items, but we haven't sold them.
I am a player not a DM, and I was looking for in character ways to work on wealth. As amusing as I found the WBL suicide machine, not quite what I was looking for.
I'll discuss some my concerns with the DM and probably deal with some BP, thanks guys.
Ragechemist is a trap, don't do it. As for Krieg, I would change the decisions based on how you play him in Borderlands. Each tree would play differently, but as Sundakan said, Alchemist would probably do well for it. He morphs in one tree, throws a lot of explosives in the next and fire fire fire in the last one.
However, I feel I should note, Master Chymist would not be ideal, though it might look good at first, because Krieg as portrayed in the games is always the psycho. He just has a sane voice in his head. Master Chymist switches between the personalities.
This also means that Barbarian could actually work well for it, it would just be a matter of fluffing your character and abilities to match Krieg. Don't really get explosives, but personally I don't feel thats really core to the character.
Reading this topic, I realize I have no idea what's more common here in Los Angeles. I play pathfinder with a group that is 5 people I went to high school with, 2 who went to my high school after I graduated (but went with the younger classmates that I did) and 1 person who was recommended to us by friends of friends.
We play pathfinder because we have the stuff, we know it, and for what we don't have there's the prd/d20pfsrd/archives of nethys.
Non- magic: Barbarian, I love the variety rage powers give (granted some are definitely better than others)
Arcane: Sorcerer, again variety is a huge bonus, and an offhand remark referencing another sorcerer I played snowballed and now all of my sorcerers and bloodrager characters are related in our games. Mechanically this does almost nothing, but flavor wise it's been great.
Divine: This one is tough for me, but I think I'm gonna go with cleric, they've got what you need just a day away at most and can be combat and support.
Nature: Gotta be druid, but I haven't played hunter yet. I really like animal companions, so hunter is definitely interesting.
Occult: Haven't played any, but I'm going with Kineticist, because I like avatar.
I get not liking arcane, but can I ask why Bard deserves such ire?
Here in Los Angeles it got to 95 degrees F on Christmas a couple years ago, so sub 100 never really seems too hot to me (I also grew up without air conditioning, so even here I know that's not entirely the norm).
But even I was able to go up north and acclimate pretty quickly to working in the rain without a jacket in Washington on the Canadian border. Maybe it's just a matter of assumed lack of acclimation time.
Or just an abstract of assuming adventuring is more strenuous?
The Sideromancer wrote:
The first one just sounds like a puppetry fluffed summoner to me.
As for the second one, can't the psychic bloodline sorcerer do this? I mean technically he's no longer arcane, but he keeps his spell list.
This reminds me, one of my players when I ran Iron Gods has Aspergers and I've never seen her happier or more able to connect with her character than when I introduced her to the android race. She even had the same haircut as Meyanda.
This is why I have a problem with limiting people based on how well they roleplay, not every one is capable of getting inside the head of another race.