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Graypelt

SmiloDan's page

RPG Superstar 2012 Top 32. RPG Superstar 2013 Dedicated Voter, 2014 Star Voter, 2015 Dedicated Voter. 5,775 posts. No reviews. No lists. No wishlists.


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RPG Superstar 2012 Top 32

Charles Scholz wrote:

Haven't had time to read in the past few months. :(

Just finished Prudence by Gail Carriger last week.
Never thought I would like Steampunkish novels. Tried to read them before and could never got into them.

Just started reading Boundery by Eric Flint and Ryk Spoor. First thirty pages have kept me interested. looking foward to the rest.

Have you read the [I]Soulless{/I] series by Gail Carriger?

It's hilarious! A comedy of manners.

The protagonist gets attacked by a vampire, and then scolds him for the impropriety of being with an unchaperoned young lady!!! She kind of deserved it, as she was in the middle of the unladylike activity of perusing a library, of all things!

RPG Superstar 2012 Top 32

In 5th ED, I'm playing a low-Int rogue who is "street-smart" and is wicked fun and hilarious to play. He's so dumb! Hahahaha!!!!

RPG Superstar 2012 Top 32

I suppose.

I think the fact that it's not so much a bonus as the negation of a penalty. But then Furious Focus does that as a feat, too, and I don't hate that. And there is that trait that does the same thing for Combat Expertise, and I actually like that.

Hmmmmmm......

Idk.

I'll have to think about it.

I don't think it's broken or bad design space.

It just irks me for some reason.

And I really like that Improved Tactician spell or whatever it's called that paladins get that increase bonuses for flanking, higher ground, charging, etc.

So I don't know why negating penalties is bothering me so much. Grrr.

Now I'm annoyed with myself.

RPG Superstar 2012 Top 32

I would think a 2-handed fighter with Power Attack, Furious Focus, and Weapon Focus greatsword, Weapon Specialization greatsword, Weapon Training 1 & 2 heavy weapons, Vital Strike, Greater Weapon Focus would be pretty consistent.

Don't know much about Mythic Stuff.

But at 9th level you will be doing 4d6+13+double your Strength score with no penalties to your attack roll, which should be +13 before Strength and magic. With enough Strength and magic, you might be able to consistently hit on natural 2s.

Maybe kind of boring, but consistent.

RPG Superstar 2012 Top 32

Rynjin wrote:

Ohhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh

Missed that bit. Still, nice way to negate Power Attack or TWFing penalties, and to make Fighting Defensively more worthwhile for those classes.

I'm a bit baffled as to why it's on the Sorcerer/Wizard list though...and very disappointed, actually. It would have made an incredible Inquisitor spell instead.

SmiloDan wrote:

Or put it on a Staff of some kind, possibly combined with true strike. Or a custom wondrous device.

It seems like a cheat spell. Those penalties exist for a reason. They're a consequence to a choice you make. It seems like a very mechanical, almost cynical, effect, and not really magical or wondrous or spiritual.

And you are expending a resource to negate those penalties for a short time. One might say "the effects of gravity exist for a reason" and thus Fly is a "cheat spell" and that would make just as much sense.

And really, it's no different than a buff spell of other kinds. Heroism is a +2 to attack (the effect of this sell at CL 10, with the added benefit of it having an effect above and beyond reducing the penalty to 0) among many other things.

I don't know if I'm being clear. Flying is super cool and fun. Superman flies. Dragons fly. Tinkerbell flies. Jet fighters fly.

But negating a penalty like that just seems so meta to me. It's like a spell that lets you ignore the 1.5 movement costs of moving diagonal or lets you keep the die result if it lands on the floor--but only if it's better than the re-roll you did that landed on the table.

I want to like it, but it seems wrong to me for some reason. I think it has some kind of unintended consequences that we just haven't discovered yet.

RPG Superstar 2012 Top 32

Or put it on a Staff of some kind, possibly combined with true strike. Or a custom wondrous device.

It seems like a cheat spell. Those penalties exist for a reason. They're a consequence to a choice you make. It seems like a very mechanical, almost cynical, effect, and not really magical or wondrous or spiritual.

RPG Superstar 2012 Top 32

I played an elf druid archer that was a fugitive prince from the Unseelie Court. That was a fun and versatile character.

RPG Superstar 2012 Top 32

Wow. A wand of that is EEEEEEEvil.

RPG Superstar 2012 Top 32

The Mystery of Grace by Charles De Lint. Urban fantasy in the Southwest.

RPG Superstar 2012 Top 32

For ease of play, I would use normal AC as your chance of missing non-vital areas like arms and legs, and just use DR 10/- or 20/- and have it work once or for 50 hp or 100 hp or something like that.

EDIT: I'm just picturing Zoe getting shot by Patience and her goons, having her vest protect her from the bullet, and then never using that bulletproof vest again. Or just dodging bullets better.

RPG Superstar 2012 Top 32

jasin wrote:
SmiloDan wrote:
Have you considered paladin? He can be dedicated to Aroden, provide healing, and be built similar to your cavalier idea too. Inquisitor might work too.

I loved paladins in 3E, so the Pathfinder paladin kind of feels like cheating. That's why I'm considering the cavalier: it's a lot like the paladin on hard mode.

My last character was an inquisitor, so I don't want to go there again so soon.

I understand. I played a paladin in a campaign that didn't have a lot of BBEG OR people (humanoids, fey, ginats) to use Diplomacy on, mostly N bags o'hit points, so I was mostly just a healer that didn't suck at hitting. I did decent damage, drew hits, and healed. I wasn't a super smite, super face, machine. So it didn't feel overpowered, but still felt useful.

RPG Superstar 2012 Top 32

Third Mind wrote:
Smilodan wrote:
Maybe an item with the Vest slot that provides a one-time use of DR 10/-. Maybe DR 15/- or DR 20/-.
I like that line of thinking. Going off of that. What about temporary hit-points instead? I wonder what an item of one time temporary hit-points until used would cost.

I thought of temporary hit points, but those would also apply against fire damage, etc., and I'm not sure that's what you are looking for.

RPG Superstar 2012 Top 32

Swimming against shadows. Strength drain makes Swim checks harder.

Sneak attacking archers while climbing (most PCs lose Dex bonus to AC when climbing). Combine with ranged touch attacks, like produce flame, scorching ray, ray of frost, acid splash etc.

Poisonous fungus coating the walls, floors, ramps, etc.

Use lots of conditions, like confused, stunned, nauseous, etc.

And remember to make the fights FUN not just HARD!!!!!

An annoying grudge match with lots of ineffective attacks gets really boring and unfun fast.

Use a lot of variety. Don't make every room a 30 foot cube.

RPG Superstar 2012 Top 32

Maybe an item with the Vest slot that provides a one-time use of DR 10/-. Maybe DR 15/- or DR 20/-.

RPG Superstar 2012 Top 32

Have you considered paladin? He can be dedicated to Aroden, provide healing, and be built similar to your cavalier idea too. Inquisitor might work too.

RPG Superstar 2012 Top 32

I made a Human Paladin with

1. Power Attack
H. Fey Foundling
3. Extra Lay on Hands
5. Mystic Healer (3pp feat that grants scaling increase to healing)
7. Selective Channeling
9. Quicken Channeling

that was really fun. Used longsword and shield, and eventually got a magical longsword of humility, which was +2 merciful, I think.

I was good at melee and excellent at healing, and I had a good AC and Saves. 15 point buy, so 14 14 12 10 10 16. Really bad at athletic stuff, ironically enough, due to armor and stuff.

RPG Superstar 2012 Top 32

Oh, great point!

It could maybe "curse" a nearby creature or ruin the nearby environment.

I don't know how much most PCs care about killing off some grass, or making the land unable to grow crops or whatever. Maybe if it spoiled food and stuff too. Or if the area affected is VERY large (like a 1 mile radius), so all the natives would get upset.

But forcing a creature to make Charisma save or be cursed, just to add a "metamagic" effect to a spell might be REAL fun and interesting. Especially if strangers get Advantage on the save, so it would force the defiler to choose between an ally or an enemy, with different expectations of success.

RPG Superstar 2012 Top 32

Celestial Healer:
Yeah, I've thought it was post-apocalyptic Earth ever since they made it clear in book 1 or 2 that there were no more tides and the moon was dust (the Band). Well... I figured it MIGHT be a super far-future Earth OR a different world where they busted their moon. There didn't seem to be any "corrupted" place names that I could identify. Also, I think some of the "magic" might be super-science, such the way to "re-write" the physics of particles, such as their direction and velocity and charge, etc. I also thought it might be a virtual, or at least augmented, reality or simulation.

RPG Superstar 2012 Top 32

I don't know anything about the 4e defiler, but maybe a mechanic where you can cast spells with a benefit (bonus action, doubled proficiency bonus to Save DC, etc.), but you gain disadvantage on Ability Checks, Attack Rolls, or Saving Throws (defiler's choice) until your next long rest. So you could use it 3 times per day, but suffer Disadvantage on all 3. Maybe at 6th, 10th, and 14th level, you can lose Disadvantage during a short rest.

RPG Superstar 2012 Top 32

Finally finished The Dark Defiles by Richard K. Morgan. What a weak ending for such a great trilogy! It was maybe 100 pages too long, and instead of finishing strongly, left a bunch of loose threads dangling.

I'm now reading M is for Magic by Neil Gaiman, but I think I've read most of the stories in it already.

RPG Superstar 2012 Top 32

I would think it would create a tradition that provides features at levels 2, 6, 10, and 14.

Or would a defiler be more of a sorcerer or warlock type of thing? Or even a particularly evil druid Circle?

I can see a defiler providing metamagic-like benefits, but with a cost paid to the environment.

RPG Superstar 2012 Top 32

Dual Wielder is a good feat because it also gives you a +1 to AC, which should lessen the damage you take, which should reduce the number of Con saves you should have to make to keep hunters mark up.

:-D

RPG Superstar 2012 Top 32

I'm reading Richard K. Morgan's The Dark Defiles and the character that uses throwing knives has attuned them so she can call them back to her after she throws them. Maybe allow the knifeslinger to attune herself to a number of thrown weapons equal to her Charisma (or Wisdom or Dexterity) modifier and grant them the Returning magical weapon quality?

I can almost see the knifeslinger as a quasi-psionic class that uses telekinesis to guide and/or retrieve her throwing weapons.

RPG Superstar 2012 Top 32

Mechanically, are you keeping the PCs the same size and scaling up the monsters and other effects?

Maybe reducing everything by a factor of 12, linearly, so a human has a speed of 30 inches, can take a 5 inch step, their longbows have a range of 100 inches, fireball with a 20 inch radius, etc.?

And then just make Colossal-sized bunnies? Terrible, terrible bunnies of death?

Or are the PCs going to be 6 inches high and still have to worry about 20 foot radius fireballs?

Midge swarms would be terrifying!!!

RPG Superstar 2012 Top 32

I think I read Please Don't Tell My Parents I'm A Supervillain!!! Is the POV dude a big jerk and nerd?

It was surprisingly good, considering how unpleasant the POV is.

RPG Superstar 2012 Top 32

Seems like a neat concept. Have you seen Land of the Giants? A 1950s or 1960s TV show about normal folk trapped in a world where everyone else is Giant-sized.

RPG Superstar 2012 Top 32

A non-magical battlefield controller would be interesting.

Also, a battlefield commander would be cool. Someone who gets both immediate actions and swift actions, and can use them to buff and debuff in major and minor ways.

RPG Superstar 2012 Top 32

Hudax wrote:
SmiloDan wrote:
I found rangers underwhelming when I read it, but I've seen one in action, and it's pretty amazing. Glad he's on my side!
Is it a hunter ranger or a seeing eye dog ranger?

Hunter.

He uses Hoard Breaker and hunters mark A LOT, and has saved our tuckuses when he used pass without trace, spike growth, and once used cure wounds on my cleric so I could then heal everyone else...

RPG Superstar 2012 Top 32

Maybe go reach and Combat Reflexes? Then you can use the fun melee teamwork feats too.

RPG Superstar 2012 Top 32

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Pathfinder Warlock:

BAB: +3/4
Good Saves: Will
Hit Dice: 1d8

Class Skills: Acrobatics, Appraise, Bluff, Craft, Disguise, Fly, Intimidate, Knowledge arcana, Knowledge planes, Knowledge religion, Profession, Sense Motive, Spellcraft, Use Magic Device.
Skill Ranks Per Level: 4 + Int modifier

Warlocks are proficient in all Simple Weapons, Light Armor, but no shields.

LEVEL ABILITY
1. Eldritch Blast 1d6, Hex Pool, Least Invocations, Pact, Warlock's Curse.
2. Hex, Detect Magic
3. Eldritch Blast 2d6, Pact Defense 1
4. Hex, Deceive Item
5. Eldritch Blast 3d6, Arcane Sight
6. Hex, Lesser Invocations
7. Eldritch Blast 4d6, Improved Warlock's Curse, Pact Defense 2
8. Hex, Pact Ward 1, Two Eldritch Blasts
9. Eldritch Blast 5d6, Baleful Luck
10. Hex, Pact Resistance
11. Eldritch Blast 6d6, Greater Invocations, Pact Defense 3
12. Hex, Imbue Item
13. Eldritch Blast 7d6, Greater Warlock's Curse
14. Hex, Greater Arcane Sight
15. Eldritch Blast 8d6, Pact Defense 4, Three Eldritch Blasts
16. Hex, Dark Invocations
17. Eldritch Blast 9d6, Mindblank
18. Hex, Pact Warding 5
19. Eldritch Blast 10d6, Pact Defense 5, Dire Warlock's Curse
20. Hex, Greater Pact Resistance

Eldritch Blast (Su). As standard warlock's eldritch blast, but supernatural instead of spell-like.

Hex Pool (Su). A Warlock has a Hex Pool equal to his Charisma bonus (minimum 1) multiplied by his class level. His Hex Pool is replenished each day at dawn. The Warlock spends points from his Hex Pool to power his Warlock's Curse and Hex Power abilities.

Least Invocations (Sp). At 1st level, the warlock gains the ability to use least invocations. In addition to the normal number of invocations a standard warlock gets, a Pathfinder Warlock gains a bonus eldritch shape or eldritch essense invocation each time he gains a new level of invocations (at levels 1, 6, 11, and 16).

Pact (Su). Each Pathfinder Warlock makes a pact with some kind of otherworldly entity. Depending on the kind entity the warlock is bound to influences his Pact Defenses, Pact Wards, and Pact Resistances. Each Pact also grants the Warlock a bonus class Skill.

Warlock's Curse (Su). As a swift action, the Warlock can target an opponent within 60 feet with his Warlock's Curse. The Warlock must spend at least 1 point from his Hex Pool to activate this power; the duration of the Warlock's Curse is 1 round per point spent from the Hex Pool. The opponent is allowed a Will save with a DC of 10 + 1/2 the Warlock's class level + his Charisma modifier to avoid the Warlock's Curse. If the opponent fails the Will Save, the opponent takes a -2 luck penalty to its Ability Checks, AC, Attack Rolls, Damage Rolls, Caster Level Checks, Saving Throws, and Skill Checks for the duration of the Warlock's Curse.
At 7th level, the luck penalty increases to -4. At 13th level, it increases to -6, and at 19th level, it increases to -8.

Hex (Su). The Warlock is adept at using power of luck to hinder his enemies and aid himself. At 2nd level, and every 2 levels thereafter, the Warlock selects one of the following abilities. Using a Hex Power is an immediate action unless otherwise stated.

Hexed Ability. The Warlock can force an opponent to re-roll an ability check by spending 1 point from his Hex Pool, or the Warlock can re-roll his own ability check by spending 2 points from his Hex Pool.

Hexed Attack. The Warlock can force an opponent to re-roll an attack roll by spending 2 points from his Hex Pool, or the Warlock can re-roll his own attack roll by spending 4 points from his Hex Pool.

Hexed Magic Damage. The Warlock can force an opponent to re-roll a spell's, spell-like ability, or supernatual ability's damage roll by spending 3 points from his Hex Pool, or the Warlock can re-roll his own spell's, spell-like ability's, or supernatural ability's damage roll by spending 6 points from his Hex Pool.

Hexed Weapon Damage. The Warlock can force an opponent to re-roll a weapon's damage roll by spending 2 points from his Hex Pool, or the Warlock can re-roll his own weapon damage roll by spending 4 points from his Hex Pool.

Hexed Save. The Warlock can force an opponent to re-roll a saving throw by spending 2 points from his Hex Pool, or the Warlock can re-roll his own saving throw by spending 4 points from his Hex Pool.

Hexed Caster. The Warlock can force an opponent to re-roll a caster level check by spending 3 points from his Hex Pool, or the Warlock can re-roll his own caster level check by spending 6 points from his Hex Pool.

Hexed Skill. The Warlock can force an opponent to re-roll a skill check by spending 1 point from his Hex Pool, or the Warlock can re-roll his own skill check by spending 2 points from his Hex Pool.

Hexed Reaction. The Warlock can force an opponent to re-roll an initiative check by spending 2 points from his Hex Pool, or the Warlock can re-roll his own initiative check by spending 4 points from his Hex Pool. This use of Hex Power does not take an action; it occurs prior to actions being taken.

Hexed Prowess. The Warlock can force an opponent to re-roll a Combat Manuver Check by spending 2 point from his Hex Pool, or the Warlock can re-roll his own Combat Manuver Check by spending 4 points from his Hex Pool.

Detect Magic (Sp). At 2nd level, the Warlock can use Detect Magic at will as a spell-like ability.

Pact Defense (Su). At 3rd level, depending on the type of Pact the Warlock made, he gains DR 1/-, DR 2/cold iron, DR 2/silver, DR 2/magic, DR 2/good, DR 2/chaotic, DR 2/evil, DR 2/evil, DR 2/adamantium, DR 2/piercing, DR 2/slashing, DR 2/bludgeoning, or Natural Armor +1. This benefit is multiplied by the increases in the Pact Defenses at levels 7, 11, 15, and 19.

Deceive Item (Ex). At 4th level, the Warlock can take 10 on Use Magic Device skill checks.

Arcane Sight (Sp). At 5th level, the Warlock's Detect Magic ability improves. The Warlock can use Arcane Sight at will as a Spell-like ability.

Pact Ward (Su). At 8th level, depending on the type of Pact the Warlock made, he gains the ability to spend points from his Hex Pool to Ward himself. As a free action, he can spend 1 Hex Point and gain Fast Healing for 1 round equal to the value of Pact Ward, gain an energy shield that does 1d6 points of damage per point of the Ward for 1 round, gain a deflection bonus to AC equal to the amount of the Ward for 1 round, etc.

Two Eldritch Blasts (Su). At 8th level, the Warlock can use a full round action to use 2 eldritch blasts in the same round. The second eldritch blast takes a -5 penalty to its attack roll. Both eldritch blasts must have the same shape and essence, if any. They can target the same or different opponents.

Baleful Luck (Su). At 9th level, when using his Hex Power against an opponent, the Warlock applies a luck penalty equal to his Charisma bonus (if any) to his opponent's reroll. When using his Hex Power to benefit from a re-roll himself, the Warlock may spend 1 additional point from his Hex Pool to add his Charisma bonus (if any) as a luck bonus to the results of the reroll.

Pact Resistance (Su). At 10th level, depending on the Pact the Warlock made, he gains energy resistance 10 to two energy types or energy resistance 20 to one energy type. Certain Pacts may provide a bonus against a certain type of special attack, such as paralysis, petrification, or poison.

Imbue Item (Ex). At 12th level, the Pathfinder Warlock gets the same ability as the standard Warlock ability to use the Use Magic Device skill to enchant magic items.

Greater Arcane Sight (Sp). At 14th level, the Warlock can use Greater Arcane Sight as a spell-like effect at will.

Three Eldritch Blasts (Su). At 15th level, the Warlock can use a full round action to use 3 eldritch blasts in the same round. The second eldritch blast takes a -5 penalty to its attack roll and the third eldritch blast takes a -10 penalty to its attack roll. All three eldritch blasts must have the same shape and essence, if any. They can target the same or different opponents.

Mindblank (Sp). At 17th level, the Warlock gains the benefits of the Mindblank spell. He can re-activate it as a standard action if it is somehow dispelled or suppressed.

Greater Pact Resistance (Su). At 20th level, the resistances from the Pact Resistance ability double.

RPG Superstar 2012 Top 32

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One of the good things about the inquisitor is that you can choose to know the inflict light wounds spell so you can heal yourself as a dhamphir.

Also, the Charisma bonus from the dhamphir race helps with a lot of the class skills inquisitors get, like Bluff, Disguise, Diplomacy, and (especially) Diplomacy. Dhamphir also get a Dexterity bonus, which is useful for archery (crossbows, longbows, thrown weapons) and fencing (like rapiers, shortswords, handaxes, daggers). Many weapon finesse weapons are not on the list of inquisitor weapons, but they might be the favored weapon of your deity, which inquisitors get.

You will want to look at the list of available deities (which can vary depending on if it is a Golarian game, Dragonlance, Forgotten Realms, or a homebrew campaign). Deities grant you a favored weapon, domain, and your basic morality, ethics, and ethos.

You get a limited number of spells known as an inquisitor. You want to select them with care. Work with your friend to see what would be useful in the types of games they play. Spells can be used to make you better at fighting, gathering information, utility, healing, hurting opponents, and many other things. Think about what you want to do with your magic.

Judgment is the main combat ability of the inquisitor. It can only for 1 fight per day at low levels, so you might want to save it for an important fight. Judgment can also grant a wide variety of effects, like healing yourself, making you harder to hit, making you hit harder, and making you resistant to different type of attacks, etc.

Inquisitors are really fun, but they require a lot of knowledge on how the rules work. Also, lots of gaming groups use houserules, so you will need to check to see how those houserules interact with all the rules that inquisitors use.

RPG Superstar 2012 Top 32

Summoners are complex to set up (design an eidolon, pre-write-up your favored summoned monsters, pick spells known), but inquisitors are complex to play (which judgment to use, when to use it, which spell to cast, when to cast it, when to use bane, which Teamwork feat to pick, when to change it, how best to use it, etc.). Inquisitors have lots of little circumstantial bonuses that can add up in the right circumstances, but it takes a not insignificant amount of game mastery to set up consistently.

RPG Superstar 2012 Top 32

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Too late to edit, but I have played with an inexperienced player who tried to play an inquisitor, and she pretty much treated it like a fighter without the Base Attack Bonus, Bonus Feats, or Hit Points.

I've also played with new players who played rangers, and it worked out really really well.

Rangers are good at fighting and get lots of useful skills, like Perception, Stealth, Climb, Survival, Ride, Swim. They're really good at hiding, noticing things, and being mobile. You can also learn Handle Animal, Heal, a bunch of Knowledges, and some other stuff. You also get favored enemy, which is useful in certain circumstances.

At 2nd level, they get a Combat Style, which lets you choose what kind of fighting you're going to do (archery, two-handed fighting, etc.). It also gives you a nice list of bonus feats that you can select from. The lists are pretty tightly focused, so you won't be overwhelmed with choices. You can also ignore the prerequisites, which is REALLY nice.

At 3rd level, you get Endurance and a Favored Terrain, and you'll also be rich enough to afford a wand of cure light wounds by then, so you can help heal your friends (not yourself if you go dhampir).

At 4th level, you can begin to cast a few spells, and you can choose to have an animal companion (which can fight for you, scout for you, or carry you) or can learn how to help your allies fight against your favored enemy.

RPG Superstar 2012 Top 32

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Rangers are similar to Inquisitors (6 skill points, fight a lot, can be dedicated to a cause, they have spells, but don't rely on them).

Inquisitors are VERY complex to run. You have to keep track of Judgements, Spells, Bane, other things.

Rangers, on the other hand, are almost perfectly designed to introduce new players to the game.

I would suggest archery. It's very effective and relatively easy to do. You don't have to worry about a lot of melee rules.

Are you starting at level one?

RPG Superstar 2012 Top 32

Maybe beetles or mice instead of gems? Maybe you have to feed a guardian to open a door instead of a lock and key?

Or maybe a mental or emotional state used as a key for a psychic-golem-lock? Or a specially shaped shadow that requires specific light sources AND specific bodily contortions?

Also, beware of using doors as barriers. I once had a druid PC bypass an entire puzzle challenge by summoning a thoqqua or something to melt a passage through the door.

RPG Superstar 2012 Top 32

I LOVED the scout in 3.5!!!

Full BAB and 1d10 HD might be a bit much when combined with skirmish damage and AC might be a bit much. But the one I played had a magic axe that gave an additional +4 to attack rolls when flanking. Maybe a scaling bonus to attack rolls when flanking, on higher ground, etc.

You may not need d10 HD since you will probably spring attacking a lot.

But the increase in BAB would make qualifying for feats like Spring Attack a lot easier. Especially if the bonus feats are given out at 4, 8, 12, 16, and 20.

RPG Superstar 2012 Top 32

I don't have the DMG, and initially kid-gloved the encounters I was planning. But recently, I had my 3rd level PCs (dragonborn paladin grappler, tiefling rogue archer, dwarf druid, elf wizard evoker) fight yuan-ti monks, a troglodyte druid 4 (occasionally as an allorsaurus), dragonborn warlocks, and 5th or 6th level sorcerers. And won with relative ease.

RPG Superstar 2012 Top 32

2 people marked this as a favorite.

I found rangers underwhelming when I read it, but I've seen one in action, and it's pretty amazing. Glad he's on my side!

RPG Superstar 2012 Top 32

Energy Shield is like fire shield, based on the dragon shaman in PH2.

I never playtested this, but I did play a high level dragon shaman
(levels 1 through 15-ish).

RPG Superstar 2012 Top 32

Here is an old conversion I made before Teamwork Feats were a thing. I would probably throw in some swift action 1 round buffs and immediate action 1 round defenses into it too. Maybe even some healing surges and stuff. And maybe even 3 mental combat styles, one each for Int, Wis, and Cha. But I don't want it to be overwhelming.

Old conversion of Marshal:

Marshal

BAB: +3/4
Good Saves: Fortitude and Will
Hit Dice: 1d8

Class Skills: Bluff, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Survival, Swim.

Skill Ranks per Level: 4 + Int modifier.

Marshals are proficient in all Simple and Martial Weapons, Light, Medium, and Heavy Armor, and Shields (but not tower shields).

LEVEL ABILITY
1. Minor Auras, Project 1 Minor Aura, Skill Focus
2. Major Aura, Major Aura +1, Project 1 Major Aura
3. Grant Extra Action 1/day
4. Great Ally +3
5. Major Aura +2
6. Grant Extra Action 2/day
7. 2 Minor Auras
8. Great Ally, +4 Improved Aid Another (move action)
9. Grant Extra Action 3/day
10. Major Aura +3
11. Project 2 Major Auras
12. Grant Extra Action 4/day, Great Ally +5
13. Project 3 Minor Auras
14. Widen Aura
15. Grant Extra Action 5/day, Major Aura +4
16. Great Ally + 6, Improved Aid Another (swift action)
17. Free Auras
18. Grant Extra Action 6/day
19. Project 4 Minor Auras
20. Project 3 Major Auras, Major Aura +5, Great Ally +7

Minor Auras (Ex). At 1st level, the Marshal knows 2 minor auras. He learns 1 additional minor aura each class level. Each aura affects all allies within 60 feet. Minor Auras provide a bonus equal to the Marshal's Charisma bonus (minimum +1). Each aura provides a bonus to something different.
Projecting an aura is a swift action, and the aura persists until the Marshal takes another swift action to change the aura or a free action to cease projecting the aura.
At 7th level, the Marshal can project 2 Minor Auras simultaneously.
At 13th level, the Marshal can project 3 Minor Auras simultaneously.
At 19th level, the Marshal can project 4 Minor Auras simultaneously.

Confirm Critical Hits
Combat Manuver Bonus
Combat Manuver Defense
Fortitude Saves
Reflex Saves
Will Saves
Caster Level Checks and Concentration checks
AC vs AoOs
Attack rolls on AoOs
Damage rolls on AoOs
Damage rolls when flanking
Charisma checks
Constitution checks
Dexterity checks
Intelligence checks
Strength checks
Wisdom checks
Damage when charging
AC vs Charge
Added to Cure spells and Channel Energy
Damage Reduction against non-lethal damage
x5 to speed when using the withdrawl action
x5 to speed when charging
Initiative and Perception checks

Skill Focus. The Marshal gets Skill Focus as a bonus feat at 1st level.

Major Aura (Ex). Beginning at 2nd level, the Marshal can project a Major Aura. The bonus granted by a Major Aura is +1. At 5th level, and every 5 levels thereafter, the amount of the Major Aura increases by +1. A Major Aura affects all allies within 60 feet of the Marshal.
The Marshall learns 1 Major Aura at 2nd level, and 1 additional Major Aura at every even level thereafter.
Projecting a Major Aura is a swift action. A Major Aura persists until the Marshal takes a swift action to change the aura, or he takes a free action to cease projecting the aura.
At 11th level, the Marshal can project 2 Major Auras simultaneously.
At 20th level, the Marshal can project 3 Major Auras simultaneously.
Each Major Aura provides its bonus to one of the following.

DR 1/-
Damage rolls
Attack Rolls
AC
Saving Throws
Speed increases by 5 feet per bonus
Energy Resistance (acid, cold, electrical, fire, or sonic) 5 x bonus
Fast Healing (up to one half the ally's maximum hit points)
Energy Shield 2 x bonus
Spell Resistance 5 + 5 per bonus
Ability Damage and Ability Drain Resistance
Negative Level Resistance

Grant Extra Action (Ex). Beginning at 3rd level, the Marshal can grant all allies within 60 feet an extra move action once per day. Each ally must use this extra move action immediately.
At 6th level, and every 3 levels thereafter, the Marshal gains an additional daily use of this ability.
At 6th level, the Marshal can spend 2 of his daily uses of Grant Extra Action and grant an extra standard action to all his allies within 60 feet. Each ally must use this extra standard action immediately.
At 9th level, the Marshal can spend 3 of his daily uses of Grant Extra Action and grant an extra full round action to all his allies within 60 feet. Each ally must use this extra full round action immediately.

Great Ally (Ex). Beginning at 4th level, whenever the Marshal uses or benefits from the Aid Another action or flanking, he provides or receives a +3 bonus instead of +2. This increases to +4 at 8th level, +5 at 12th level, +6 at 16th level, and +7 at 20th level.

Improved Aid Another (Ex). At 8th level, the Marshal can use the Aid Another action as a move action instead of a standard action.
At 16th level, he can use Aid Another as a swift action.

Widen Aura (Ex). At 14th level, the Marshal can choose to use 1 less than the maximum number of one type (Major or Minor) of aura he can project and double the range of the other auras of that type.

Free Auras (Ex). At 17th level, the Marshal can project a new aura as a free action instead of a swift action. This allows him to project or change multiple auras in the same round.

RPG Superstar 2012 Top 32

I was playing a paladin for a while. I think I went human, so I had Fey-Touched and Power Attack at 1st level, and then took Extra Lay On Hands at 3rd, and a 3rd party feat that adds extra scaling dice to healing, from 1d4 at 1st to 5d6 at 20th. Mystic Healer? It was a very dedicated healer who could also tank. Sword and board. I was going to take Selective Channel and Quicken Channel as soon as I could.

Maybe your wife could check out paladin? They can front line, heal, and have some nifty social skills.

I know mine was a source of humor because heavy armor + no ranks in Climb and/or Swim can lead to some epic physical fails.

RPG Superstar 2012 Top 32

I made a fun dwarf barbarian 1/magus X. Used a dwarven waraxe, so I wasn't crit-fishing, but I did a lot of damage while enlarged and raging and two-handed power attacking. I mostly took the barbarian level for the speed, but the extra hit points and rage (especially with the Berserker of the Society trait) were nice too, as were the extra skill points and class skills, like Acrobatics, Perception, and Survival.

I was probably eventually going to take a 2nd level in barbarian for the uncanny dodge (or DR 1/- if I went invulnerable) and especially for the rage power Moment of Clarity or whatever, so I could pause my rage to cast. But we only got to 8th level. Now I'm rebuilding him as a Mountain Dwarf Wizard with the Abjuration Arcane Tradition and the Outlander background and the Tough feat in 5th Edition. Pretty boss.

RPG Superstar 2012 Top 32

A lesser rod of extend spell combined with greater magic fang can be used in place of an amulet of mighty fists. And other fun, long-term buffs.

RPG Superstar 2012 Top 32

My best friend has been reading Don Quixote since I met him. :-P

RPG Superstar 2012 Top 32

bugleyman wrote:
I'm a little surprised not to see any feats, especially something that allows conversion of energy types for attack spells (which seemed like a no-brainer given the theme). Oh well, easy enough to make if desired.

There is actually a race-specific feat for the deep gnome race.

I actually like the idea of race-specific feats. It seems like a real good design space.

And the word actually, actually. :-P

RPG Superstar 2012 Top 32

My level 7 5th edition group (my dwarf cleric of life, elf arcane trickster archer, human hunter ranger archer, human diviner blaster, and human eldritch knight) just fought a coven of hags, 5 ogres, 5 ogre fighters, a stone giant, and a rune giant necromancer--all while we were trying to rest. It was brutal, it was tense, but we survived. Hags can be tough because they're pretty tanky, but also spell chuckers with lots of big tough allies.

It looks like the GM put out some clues, and then over-challenged the party. That can happen, and it can be fun and exciting. Hopefully the GM also occasionally throws some easier than average encounters at the PCs.

RPG Superstar 2012 Top 32

Big Lemon wrote:

A legitimate way to play Bilbo Baggins.

Not magical, not particularly skilled at combat, but sort of... happens to get things right at the right time.

A few archetypes of existing classes get close, but never quite there. As long as the build has access to spells (the archaeologist bard, for instance) it in't right IMO.

An Expert with Action Points?

RPG Superstar 2012 Top 32

If the group is 5 or more, I would suggest at least 2 healers.

Druids are REALLY fun and versatile. Especially if you are going for slow progression, each session you can play differently: summoner, blaster, buffer, tank, battle field controller, scout, etc.
Go elf, and you can also be an archer.

I had fun with an inquisitor, too. I went half-orc, so I could use a great axe. d12s are fun!

And rangers are always great.

Paladins and Oracles of Life are great healers.

RPG Superstar 2012 Top 32

They sort of did this in 5th Edition. "BAB" begins at +2 and maxes at +6 at 17th level, and is the same for every class. But AC is reduced a great deal, as well. So are max ability scores (20, +5 modifier).

But hit points are increased a LOT. One CR 5 might have 18 HD!

At 1st level, most PCs have a +4 to +6 on their attack roll, and most ACs are around 8 to 13, so you are hitting 75% to 50% of the time. Which is really fun. Some mooks die after 1 or 2 hits, max, but bosses can need 5 or 6 hits, so fights are pretty exciting, but still pretty quick.

But Pathfinder is a really different game.

Why do you want to change BAB? Is it because Medium BAB are missing too much and Full BAB are hitting too much? If so, there might be better ways to bring equity to the situation, such granting rogues a scaling bonus to attack rolls while flanking?

RPG Superstar 2012 Top 32

1 person marked this as a favorite.
Matthew Koelbl wrote:
SmiloDan wrote:
Hmmmm.... I'll check out those cantrips, but clerics get some Divine Channeling (or whatever it's called nowadays) boosts with a short rest, and the Wizard gets Arcane Recovery.

One of my favorite things about 5E is that everyone seems to be jealous of what other classes get. I think I've seen players of every single spellcasting class complain about how much better other class's spell lists are. (And that includes a bard who can pick and choose from everywhere.)

I'm running a high-level Fey warlock. We converted our campaign from 3.5 to 5E, in part because we had hit the point in 3.5 where players either died instantly or won fights without every being challenged. My warlock obviously took a big step down in power - I know longer was constantly flying and invisible and dropping maximized empowered chained eldritch blasts on people.

But in return, suddenly, I find each round I am actually making choices. Sure, I only have 3 spell slots per rest. But I also have a couple actions from being a fey warlock - like frightening nearby enemies, or trapping a foe in an illusory world that I entirely control. And of my spells, I have tough choices to make - do I focus on buffing and cast Greater Invis on our Rogue? Do I just try to shut down enemies by Banishing a few to another plane or ensaring them in Confusion? Do I polymorph myself into a T-Rex and wade into the fight? Or do I just hex an enemy and unload Eldritch Blasts into them for damage? Or do I instead use those Eldritch Blasts to knock an enemy away so it has to waste its next turn running back to the fight? Or maybe, before the fight, I summoned up a spirit Mammoth and I'm riding it into battle.

The power level may have gone down, but the fights are more interesting. And I'm sure that is true for other casters, who also have plenty of versatility of their own. Still, the Warlock has felt pretty good at being able to bring big effects to each fight, and worst case, being able to simply deal quite a bit of...

Yeah, I really like how every fight is really different!

In some fights, my dwarf cleric tanks, in others, he blasts, or buffs, or de-buffs. Sometimes he just hits things with axes, in others, he uses the Dodge action and relies on spiritual guardians to cause damage. Sometimes, he just runs around healing.

Even our archers sometimes pull out rapiers and go stabbity stab, especially with the changes to finesse and Dex to damage.

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