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I think it would be neat if there was a feat that let you select a number of weapons equal to your Proficiency Bonus and gain special abilities when using the selected weapon, such as using a flail to negate the AC bonus from a shield, or getting a free trip attempt from a sickle, or the ability to fight like a Spartan with a pike and shield. Stuff like that.
I also think it would be neat to gain half your Proficiency Bonus on saves you are not proficient in.
I'm running a 5th level homebrew campaign for an half-elf alchemist, dwarf inquisitor, elf archer rogue, human gunslinger, half-orc monk, and tiefling dual-wielding kukri rogue.
They're going to a Sigily city to look for a portal to an Aztecky dinosaury area. Instead of other dimensions, there are other flying continents.
I'm thinking a Knight of the Post-like cavalier and assorted street urchins might be fun. Maybe some tengu skulks. Also a luckmonger.
Any other ideas?
My PCs will soon be level 5 in a Planescapy/Firefly-ish campaign, and they'll soon be in an Aztecky area with dinosaurs. What would be some really fun encounters with dinosaurs? I plan on one being a T-Rex vs. Triceratops classic, with the PCs being caught in the action for some reason (maybe environmental mudslide like Goonies or Romancing the Stone?).
A dwarf inquisitor, a half-orc monk, a tiefling two-weapon rogue, an elf archer rogue, and a human gunslinger.
I'm not above re-building the feats and stuff, either. Thinking about a Spring-Attacking T-Rex.
You can use low level magic with ease.
Prerequisite: Quicken Spell, Spellcraft 3 ranks.
Benefit: Select one 0-level spell you can cast. You can cast the selected spell as a swift action. This does not increase the level of the spell slot used to cast the cantrip or orison.
Special: You may select this feat multiple times. Each time you do, you must select a different 0-level spell. Even though the name of the feat is Quicken Cantrip, divine casters may select this feat and apply it to orisons.
So, does this seem too powerful? Spells I imagine might be problematic are acid splash, daze, disrupt undead, guidance, jolt, ray of frost, touch of fatigue. Possibly flare, message, open/close, resistance, spark, virtue.
My 5th level gritty 15 point build party (paladin, dark tapestries oracle/rogue(ninja?)/wannabe shadowdancer, Aldori dueling fighter, nomad psion, utility diviner) has a henchman, Milo the Ruffian, Warrior 2. His main schtick is using a heavy crossbow. He gets half XP, so is now on the cusp of 3rd, and has now qualified to get PC levels. He has Toughness and Iron Will, and his stats are 14, 12, 10, 10, 12, 8, I think.
Should we go Ranger or Fighter for him? I'm leaning towards Ranger.
We started out with an inquisitor (eaten by owlbear, replaced by paladin), dueling fighter, and oracle, with 3 henchmen warriors (2 died spectacularly!). Milo the Ruffian has been a survivor.
My level 4 or 5 PCs (human pistolero gunslinger, dwarf reach/nonreach inquisitor, half-orc grapple monk, and tiefling dual-wielding rogue) are going to go on a journey into the underdark. They are getting there by taking an elevator ride down in a Huge undead/quasi-construct spider's abdomen. It's going to be a 15 foot wide octagon (3 square by 3 square grid, with triangles in the corners, of course). The webbing is going to be the elevator cable, and the 8 legs will be safety anchors in case the web cord is cut.
Anyways, I plan on having some morlocks attack them by forcing themselves in and using their swarming ability to fill up empty squares, etc. (Morlocks can fit 2 of themselves in one 5 by 5 square.) I like to customize monsters, and am thinking of switching Lightning Reflexes for Combat Reflexes or something.
What other nasties can attack them on this trip? I figure they're going to travel 100 or 200 miles down, at about 5 or 10 mph, so for at least 20 or 40 hours.
I'm considering an incorporeal of some kind, but they're going to be encountering a ghost today, and I want to "re-enact" an encounter one of my PCs went through with a shadow in deep water.
I want to challenge them, but I don't want to kill them. They're kind of lacking in healing and AoE stuff.
Essentially, an iron ocean of railroad lines with a war between tyrranical infernal engines and demonically-possessed gunslingers. I'm pretty sure none of my players have read either of the books inspiring this region of my little cosmos.
Are there any rules in Pathfinder for railroads?
Has anyone experimented with Intelligent magical firearms?
Is there a list of creatures that have the earthglide ability? Or a template that provides it? An earth-gliding kraken sounds like a lot of fun...
The party is a dwarf inquisitor, a human gunslinger, a half-orc monk, and a tiefling rogue.
My half-orc inquisitor 3 of Desna fed an owlbear.
Now I need a new PC.
We have a fighter (dueling sword) and Dark Tapestries oracle. Sometimes we have a psion, and we can and often hire player-controlled NPC meatshields.
I'm considering a paladin, a fire cleric, and an alchemist. We need lots of healing and some area effect damage. I don't really like arcane casters. Will consider a half-orc scarred witch doctor.
15 point buy, 3rd level, standard wealth by level, 2 traits.
Houserules is no AoOs, 20s autocrit, and if you can explain it, it trumps skill checks.
One of my players (half-elf alchemist) is leaving, so the remaining 2 players may have to double up and play two PCs each.
One is a LN dwarf inquisitor with a dorn-dergar. The other is a CN human gunslinger/pistorelo.
Any suggestions of what suggestions I should make to the players? Level 3.
Any tips on increasing the longevity of a BBEG? Or just a rival NPC?
I'm running a 2nd level campaign, and I want to introduce a party of rivals. My PCs are an alchemist, fighter, and gunslinger.
Since they're low on healing and condition removal magic, or even detect magic, I want to give them an allied church, but with rivals within the church. The rivals will be a party of "brethren"--cleric, inquisitor, monk, paladin, possibly oracle and Order of the Staff cavalier, maybe ranger, evangelical bard, and/or "white" necromancer.
I'm thinking of making the leader-type a Sunder specialist, and the paladin a half-elf Bludgeoner/Enforcer-type.
I'm thinking of the church being LN, so there will be LG good-guy allies/healers/sages, but also LE scoundrels.
But what do you do to keep NPC and PC rivals from killing each other?
I'm running a homebrew kinda-Weird Western-themed campaign. Level 2. The party is a human gunslinger, half-elf alchemist, and dwarf reach fighter (re-trained from inquisitor), 25 point builds. All level 2. They also "acquired" a ratfolk 15 point buy alchemist 2. So plenty of potions.
But not a lot of magic. Not even detect magic. All Cha-dumps, so not even UMD is likely.
What kind of problems will being low magic have for this party? They're all smart and imaginative players, but new to PF.
We might run a "classic style" campaign. 15 point buy.
I made a half-orc inquisitor 1.
I plan on being a switch hitter with longbow and greataxe.
I'm trying to determine what feat to take at 1st level. I'm thinking of Improved Initiative (with it, I can get +11 to initiative at 2nd level: +4 for feat, +2 for trait, +2 for Dex, +3 for Wisdom/Cunning Initiative), Diehard (since I have Endurance), and Point Blank Shot.
Initiative seems generally useful for both melee and ranged combat, and for spellchucking later on when I get more attacky spells. Diehard seems like it would let me pretty much double my hit points at 1st level, and it sounds like the campaign might be old school 1st Edition AD&D gritty and brutal. Point Blank Shot will obviously be good at archery, and I can take Power Attack at 3rd level for melee.
I don't know what the other PCs will be. One is usually a tricksy magic-user or swashbuckler type. The other is usually a ranger type or support type.
Hi. Just hit 7th level.
Real basic combat gear. AC 20, 63 hp (77 when raging).
1. Power Attack
I'm not sure what order to take the feats for levels 11-19. Also, any other suggestions? I've looked over the Magus Guide.
I usually self-buff (enlarge person and shield), and then use either spell combat with shocking grasp or rage and two-hand wield my dwarven waraxe with Arcane Strike.
Arcane Accuracy and Empowered Magic are my arcana.
What is the best anti-undead class? Say, 20 point buy, around 6th level?
Cleric? Life Oracle? Paladin? Ranger with undead as favored enemy?
Something cool I'm not thinking of?
Some kind of obscure archetype?
Undead Scourge paladin archetype looks pretty good, maybe with 2-Weapon Fighting and/or Power Attack and Cleave?
I'm starting a 3.5 campaign soon. Gonna be a human cleric of Kord, Luck and Strength domains.
Skills: Concentration, Diplomacy, Knowledge Religion, Spellcraft.
I plan on using a longspear and acting like a Reach Cleric, mostly casting and relying on AoOs to do melee. Will probably use domain granted enlarge person to get some 2d6+6 spear attacks.
I plan on preparing cause fear, comprehend languages, enlarge person at 1st level.
Any advice? Any really great 1st level spells I should be considering?
We can use any 3.5 material.
I'm going to be playing a Two-Weapon Fighting Rogue (Swordmaster archetype) in a PbP. I plan on wielding twin wakazashi and eventually going for Butterfly Sting. 20 point buy.
1. Two-Weapon Fighting
Anyways, any idea what traits I should take?
We're playing the Kingmaker campaign, about to begin the 2nd chapter. It looks like our regular healer (aasimar cleric of Erastil, archer build) might have difficulty making sessions.
I GMed the 1st chapter, so I'm going to be a new PC. I was going to play a dwarf barbarian 1/magus 3, but if the party needs healing, I can step in. We have a cavalier, so I don't want to play a paladin. We also have a ranger (archer) and a rogue/witch, both with wands of CLW.
So I was thinking of playing an oracle archer, or maybe an elf druid archer. Possibly a bard, since there are 4 PCs, 2 animal companions (horse and leopard), and a familiar, so there is a lot of buffing bang for the buck.
Does anyone know anything about this locale? I'm going to be playing a dragon-hating dwarven barbarian 1/magus 3 in Kingmaker chapter 2, and I was thinking of having him come from there. Or maybe the Golushkin Mountains of Brevoy, like Grayhaven or Highdelve. Or maybe even both. I imagine his barbarian tribe got killed by some dragons, and he took on the path of the magus so he could use magic to fight dragons. I plan on taking the Wyrmscourged and Lore Keeper alternate race features. I figure he could be starting small and try to rid the Stolen Lands of tatzlwyrms.
But what's the deal with Sunder Horn? I couldn't find anything about it in the Inner Sea Guide or the Pathfinder Wiki.
I'm thinking of focusing on stat boosters, a ring of +5, and a cloak of +5, a cirlet of persuasion, and a few belts of battle. Probably a handy haversack, filled with some low-level weapons I get temporary proficiency in.
Any other ideas?
As a binder, I can summon +4 heavy fortification armor, have at will mindblank, swift summon a Large +3 anarchic warhammer, etc. etc.
I'm playing an elf barbarian in a PbP. He has Power Attack and Pushing Assault. His rage p owers are Auspicious Mark and Raging Leaper, working on Bestial Leaper so he can combine it with Vital Strike (eventually). He's been using the elven racial option for his favored class ability (+1 foot of speed per level).
It's not a terribly tactical-movementy campaign.
Any suggestions for my 5th level feat? I was going to take Shield of Swings, but now I'm questioning it.
I'm seriously considering re-mapping the Stag Lord's Keep.
My PCs should not read this!:
I think the official map is kind of cramped. Especially for an archer BBEG. I'm thinking of throwing in a big gallery, with a narrow ladder/bridge leading to the Stag Lord's area. The bridge would be over a pit with the owlbear in it. I want to include the 3 big goons too. Probably with the rogue teamed up with some thugs (for flanky goodness), the pal/bar off to the side near some useful equipment (ropes, grappling hooks, poles, etc.), where he can come in, fight, betray, join the PCs, etc. I think I want put the big dummy near the main entrance, and throw in some oubliettes for him to throw PCs into (I re-built him to be a Bludgeoner/Enforcer/Intimidating Prowess-type with a greatclub).
I also re-built the Stag Lord to be a ranger 3/rogue 6 (sniper), CR 7 with his drunkeness. The PCs are pretty competent, and get 3 Hero Points per session.
I'm also giving the major NPCs a Hero Point or 2, I think.
My PCs are 4th level already: A cavalier/fighter, a rogue/witch, an archer cleric, and an archer ranger.
Does this sound like a good idea?
Can a raging barbarian/magus use Arcane Strike?
"While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration."
What abilities exist that do not require patience or concentration?
I'm playing in a PbP. I have an elven Destined sorcerer 4 with a longspear, Combat Reflexes and Toughness. Spells include alarm, burning hands, color spray, grease, create pit.
Str 14, Dex 16, Con 12, Int 10, Wis 9, Cha 18
The rest of the party is an elven barbarian with a curveblade, an elven rogue archer, and a DMPC healer dog of some kind.
I'm thinking of taking my martial level next. Should I go Cavalier or Fighter? Are there any interesting Mount-less archetypes of Cavalier?
I'm using the Reach Cleric Guide as a....guide....for my build.
I'm going to have an intro session with only a couple players. I plan on having it take place on the road (trail?) from Restov to Oleg's.
Any ideas? I was thinking maybe some pyromaniac goblins. I was thinking one encounter with multiple little opponents (maybe 1 goblin alchemist and some warriors) and one with a single powerful opponent (something CR 1 or 2 at the most).
I think the PCs will be a magus and a cavalier or fighter. Eventually a 3rd PC will be a cleric or druid archer.
You didn't make the top 32, but you made a great item! You've gotten lots of advice and critiques. Has this inspired you to revise your item? Tweak it to follow the advice you got? Fix that fatal flaw that changed it from kind of neat to really awesome?
Well I've sure been inspired.
Here's my revised item!
Bracers of Daring Exploits
Aura moderate abjuration; CL 10th
Is there a design reason why Spring Attack is a special full-round action that lets you move, make a single melee attack, and move again, up to your speed?
Is there a design reason why it does not let you move, make a melee attack as a standard action, then move again during your turn, up to your speed?
The whole Spring Attack + Vital Strike combo seems like it would be a real fun combo. It's pretty feat and requirement intensive (Dodge, Mobility, Spring Attack, Vital Strike, BAB 6+, Dex 13+), so a character would have to be pretty dedicated to get a neat combat combo.
It doesn't seem that over-powered to me. What am I missing?