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Or has the proficiency by race like an Elf...
Funny, I had a set of triplets, all summoners, as protagonists to a party once...
I look at it this way, 15pt buy fits encounters by the book, stepping up a lvl (20pt buy) adds +1 to parties possibly, definitely if a 25pt buy. If you go with rolled stats, quick comparison is to total all stat +/- on their rolled attributes, average, and compare to the encounter, adjust for gear as needed and you should have a good base line to work with. In my game, party is a little light on magic and they complain at times about it, and while I am trying to correct it, They have one shot a few encounters. Starting stats, gear available, and play style can all factor in.
not an Archer, Bow & Arrow type, but a Goblin Gunslinger/Alchemist might be a worth while range type. Halfling Monk with Shortbow Martial Feat, add weapon finesse and optionally Two Weapon Fighting & Two Weapon Defense if you can squeeze in those two after Point Blank Shot/Precise Shot/Rapid Shot. Halfling tend to be good with throwing weapons, and small size characters in general get that size bonus to Attack and Armor Class.
it means you can use spell completion items with seventh lvl spells.
a Famed adventurer wanders into town and over hears the party in a local bar, get's into an argument that they shouldn't get in his way, fight breaks out and he wipes the floor with the party. Next the party, while recovering, hear that the same Famed adventurer was found in pieces in the remains of a building near the dock next evening...
I'm still trying to get a handle on Geas or perhaps I'm looking at the wrong effect. Looking to this thread for some guidance on an effect on a slave with it's removal being the challenge to a PC party.
My absolute Favorit, Night's Dark Terror, B10 Mod from the old basic set D&D, originally for a party with an average of 4000-5000xp, but completely doable with a lvl 1 party given feats and skills didn't exist back then, and on average, party members should have about as much HP at lvl 1 as a lvl 2-3 did in basic set!
(pirate / aspis town) 'kill the helpless aspis agent or the innocent family dies' what should a paldin do?
Diplomacy is specifically called out as being only for NPCs. A good diplomacy score might change how you present the encounter, but you need magic to force the PCs to act a certain way.
Hmmm, thinking, say diplomacy used to negotiate and the NPC rolls exceptionally well against the PC's, yet they refuse? If there were witnesses to the deal where the NPC negotiated what should have been an acceptable deal and the PC's cant come up with a counter argument as to why they refuse, I'd consider talk of the encounter getting out, putting them in a bad light, perhaps even having rumors spread making future negotiations more difficult. If the PC's decide to later eliminate all witnesses in future negotiations, that in turn could give them an even worse reputation should some one escape...
Something that keeps bugging me, either a red herring or possibly something important, Snarts ring that Heatwave has from when Snart sacrificed himself blowing up the temporal eye, Snart mentioned that as long as he had that ring, he always had a sixth sense of when something wasn't right. I'm wondering if something might happen were the ring and spear come in contact.
Regrowing Harold's finger didn't seem unreasonable. Whatever magic the Hand uses was smart and powerful enough to remove his cancer for his first resurrection. Restoring a lost digit didn't seem like a huge leap from that.
We saw some thing similar in DD, though burns didn't heal well. That villain was also a Resurrected...
Java Man wrote:
Depends on how many HD those Celestial Woodchucks have, if enough to qualify for DR/Evil, then yes
Canadian Bakka wrote:
Well Done! The group I play with sadly, half would miss take that as a challenge and attack, likely a campaign ending encounter...
You could look at one of the realm type classes, like Eagle Knight, Grey Corsair, Hell Knight, Ect. or those presented in the inner sea guide, while they may be weaker in some aspects, there are social gains and some spells/feats may have those as required, just depends on setting and characters background.
Matthew Downie wrote:
I'm sure it's regarding AC enhancement on Armor and shield, Mage Armor and Shield spells are force effects and would count against Brilliant Energy as would bracers of defense. An AC enhancement on a Robe would not.
Gamble? wagers on Darts? Arm Wrestle? Typical Bar room brawls? Shop in the local market, seek out a reasonable smith to fix dents in armor and sharpen blades? Lift up a passing wagon that had a wheel just break, be a hero before a crowd? What is your strong suit stat? is there a carnival in town? get a temp job as a Strongman(str), Trick shooter(dex), deep diver(con/str). Dashing type?(dex/cha).
Personally I had a Sorceress in an Eberron game a few years ago that was part of house Vadalis, I used my house status to make contacts with other houses that had favorable dealings, scoring reduced rates on lodging and travel services, as well as getting the party part time work as caravan guards to get places when we needed to not arouse suspicion. I had the social interactions that the rogues(npc roguge, PC rogue/wizard, PC rogue/ranger, PC rogue/fighter) in party did not have, though they tended to be the steal shiny things types when in town...
Felix Danger wrote:
Am I the only one who seems to see these types of mats as consistently problematic at or near the folds with minis falling over. I've attempted to reverse fold and leave out for a bit but they've never lain completely flat.
I picked up a 2.5 x 3.4ft art portrait carry case just for flip mats, have kept them flat and they store nice under/behind a couch. But yes, constant folds do cause a problem, and a hot iron and moist towel are not always handy to smooth one out.
So she has moved up in rank? well, those under would like to move up as well, and one decided to cause trouble, but direct the blame to get her eliminated, so now it's prove her innocence as well as unmask the real culprit! Even worse, this new succubus has seduced one of the ranking church members inclined to put the aforementioned Succubus and child to the sword!
Brandt Welles wrote:
Should be1st attack: Main hand: +18
1st attack: Off-hand: +18
2nd attack: Main hand: +13
3rd attack: Main hand: +8
Yah it does seem a special circumstance, in the bury zone all take 8d6, save for half, and in the slide zone, take 3d6 or NO damage on save. It's likely meant as an affected area too large to effectively escape from, though considering making the first save in the bury zone saves you from the secondary effect as well, which also makes this different from most Evasion reflex saves, that there is a secondary effect tied in. Really since this is an Environment hazard, it's the GM's call.
I agree with Snowlily on this.
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