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I like to customize my player's magical items by giving their weapons names. One of my players is parting ways with his current magical greatsword (a +1 keen shocking burst adamantine greatsword I had the blacksmith name "Splitstrike") and using his funds to buy a new sword. He is considering either getting a +1 Holy Shocking adamantine greatsword or a +1 Omnious Ghost touch Flaming cold iron greatsword. I'm drawing a blank on naming either of these. Any suggestions?
Now I'm confused. I was asking if it was a good idea to use a medium sized firearm as a small creature given the conditions I've mentioned, or if I should craft my next firearm as an appropriately sized one (small). I thought it was possible to do wield an oversized weapon (as in my character wielding a medium sized weapon) albeit with a -2 penalty. I've looked ta the FAQ and it was my understanding that that was just a clarification on whether or not the -2 penalty per size difference would apply. What you seem to be suggesting is that it's not possible period?
Me and my party are playing through RotR and last session I failed a massive damage save against an outerdimentional overweight lava spewing ... thing. 60 points of lava damage almost cooked off my ammo, and definitely cooked me up.
So the druid in her infinite kindness reincarnated me. Surprise, I'm now a Snirfveblin! None of my clothes fit, nor does my armor and my gun is a size category larger than I am.
I've looked up the rules on oversized firearms and this is where I'm looking for advice. I'd be taking a-2 penalty for using my current gun. Now I was already considering making a new gun once we got out of our current predicament. But I'm seriously considering making my next firearm a medium sized firearm as well, instead of making a small sized version. -2 to attack rolls at level 12, even considering all the other penalties I can choose to tack on (Rapid Shot, Deadly aim), and given that my attack bonus went up by an additional +1 seems like it wouldn't penalize me as much as it might otherwise.
What do you think about it?
(From a character perspective I believe that my character would want to see his appearance and size restored, so it would make sense that he would craft his next weapon as if he's going back to that size. I myself am going to hope that my party members will want to help me find a way to restore my towering stature and rugged good looks, as getting a wish spell seems remote at best and the party's wizard has already scoffed saying there are much better uses of a wish spell.)
I cannot answer the second part of your question. Concerning the first part, the common strategy for Ravenloft is "play smart" Undead, DPR ... all of those things are completely irrelevant if the DM has any clue what he's doing. Honestly it sounds like he's giving you enough rope to hang yourselves with.I'd make sure you have a good will save. Typically Ravenloft calls for a lot of those, not to shrug off spell effects, but to resist going bananas bonkers/catatonic/looking for a ledge to throw yourself off of.
Otherwise, I wouldn't try to play an a-hole. A DM in Ravenloft will make what's known as "Powers checks" whenever you do something a little rough.
Finally don't get cursed. Not as in being affected by the "bestow curse" spell. I mean, if some old lady NPC curses you, you are going to have some very interesting times ahead of you.
I just started a campaign where we were told to make 35 point buy characters and add another 10 skill points to our characters to invest in professions, crafts and all those "lifestyle" skills. This has led to a number of players creating very efficient characters. I chose to play a cleric, opting to try and tone things down so to speak, given my relative ignorance of the class. However, as things have progressed, some of these same players have taken upon themselves to take their newfound power to try and cause trouble by being excessively provocative.
As I lurk around these forums quite a bit and fancy myself to be a well meaning gent, I took the approach most frequently advised in these forums: Talk. Talked to the parties involved, talked to the GM about toning things down and thus far I have been rebuffed in some way or another. I have also considered leaving (another time-tested suggestion around here) but me being involved here is a necessary evil. You'll have to take my word on it.
So, I have been going around and peeking at some of the advice given for clerics; the guides to building one, various optimization questions, and that has helped somewhat but I'd like to push the envelope. Which might help me get my point across (hope flows eternal).
I settled for a melee cleric as the group was lacking anyone who could take a serious hit. I do want to keep doing that. Here is the build so far. I believe I could ask to move some things around, but that's by no means assured.
Hit Points: 32
Experience: 5000 / 9000
Alignment: Neutral Good
Speed: Walk 20 ft.
Stat Score Mod
STR 16 (+3)
DEX 13 (+1)
CON 14 (+2)
INT 10 (+0)
WIS 18 (+4)
CHA 14 (+2)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics -5 0.0 1 -6
Acrobatics (Jump) -9 0.0 1 -10
Appraise 0 0.0 0 0
Bluff 2 0.0 2 0
Climb -3 0.0 3 -6
Craft (Untrained) 0 0.0 0 0
Diplomacy 2 0.0 2 0
Disguise 2 0.0 2 0
Escape Artist -5 0.0 1 -6
Fly -5 0.0 1 -6
Heal 4 0.0 4 0
Intimidate 2 0.0 2 0
Knowledge (Arcana) 6 3.0 0 3
Knowledge (Geography) 1 1.0 0 0
Knowledge (History) 6 3.0 0 3
Knowledge (Religion) 6 3.0 0 3
Perception 7 3.0 4 0
Perform (Untrained) 2 0.0 2 0
Profession (Soldier) 8 1.0 4 3
Ride -5 0.0 1 -6
Sense Motive 8 1.0 4 3
Spellcraft 4 1.0 0 3
Stealth -5 0.0 1 -6
Survival 4 0.0 4 0
Swim -3 0.0 3 -6
-------------------------- Feats ---------------------------
Armor Proficiency, Medium
Simple Weapon Proficiency
I was thinking of trying to make a holy vindicator, but as I've said, I haven't really played a cleric. Do you have any suggestions to offer with the build and further optimizing it?
My DM is running a homebrew setting in which divine casters are disliked and arcane casters reviled. Last session he gave my character an item with which I could learn any three spells I know of or have heard of and add them to my spellbook as arcane spells. I could do this for any level but it seems that holding onto such an item forever would be a waste, given that we are only level 4. That's why I'm looking at level 3 spells as the selection of good arcane spells available is in of itself worth spending all three "charges" on spells from that list.
I'm liking the feedback so far, but I need to keep in mind that I have to have heard of that spell before attempting to use the item on it.
I've managed to come upon the ability to learn three level 3 spells from any spell list and cast them as if they were on my own spell list (currently playing a wizard). So while I can thank Treantmonk for his advice on wizard spells I'm at a bit of a loss when it comes to evaluating other spells from other spell lists. What spells would complement my wizard ? The spell's level must be 3. And if you could please provide multiple choices and grade their cheese factor; I'd like to minimize my cheese.
So I'm preparing future adventures for my PCs and I wanted to run them through the Tomb of Horrors (because I've run through it and I want them to experience the thrill and possible horror of dying to a booby trapped item). However I just found the excellent X2 Castle Amber conversion that has been put up here by the gracious daemonslye and I'm conflicted as to in what sequence I should run them. The description in the foreword of Castle Amber mentions that the PC's should hit level 11-12 by the time they are done with the module. Tomb of Horrors is intended for level 9 characters according to the WotC conversion available online, but given it's lethality perhaps another level or two couldn't hurt; but where does that leave the sense of trepidation that one has when going through Acererak's tomb?
What do you think? In what sequence should I run these two modules?
Ok, so I'm finally home where I have access to my notes. His (or her as I have in the notes) CMD is a 21. I think the problem is that I have a feeling they will have exhausted a lot of their supplies just exploring, and will not think of resting just prior to "that one guy" . So forget about them being fresh; they will be hurting. So I'm thinking perhaps I should instead go for a skeletal champion as described above and save the Graveknight for a later day. It's not like there wont be other opportunities to slip that one into the story.
I wish I could answer your questions about the party's resources, but I have only looked at their sheets once so far. I would have a better idea if, as I had asked, they had sent me a copy of their sheets, but they didn't which has led me to prepare ... well ... a CR6 monstrosity with 31 AC. Which I suspected after last session's encounter would eat them alive. Thank you for confirming that.
By the way, noone answered if this was in fact correct; is this a "legal" CR6 opponent? (forget about him being beatable, and go over my numbers.)
Spells, bombs and combat maneuvers. Is there something you aren't telling us?
If I'm not, it isn't intentional. As I said I want to give them a challenge, and a good sized one, but not a TPK. But I also want to introduce them to "thinking on their feet" and going beyond standard tactics.
I think it all stems from the fact that this is a lizardman graveknight.
Lizardmen have a +5 bonus to natural armor. (+5)
Adds up to 31 AC
I wouldn't mind switching to an alternate template, such as the skeletal champion for a total CR of 5, but it will still be a lizardfolk base as that is the theme I'm going for (Plot reasons).
The party I'm DM'ing is about to encounter a BBEG with an AC of 31 (a Graveknight lizardfolk Fighter 3 with Dex 12 and a ring of protection +1). Now while that might not be a problem for certain parties, This party is made of two fighters (both of whom are two-handed weapon fighters), an alchemist and a wizard (whom in this particular instance decided to leave his spellbook somewhere he cannot access it prior to the encounter).
You're right, some details might be needed here.
Currently we are on the ground searching for something, but we will doubtlessly board the airship at least one more time for a trip lasting anywhere between 2days to a week +.
This is a custom setting: here, gnomes have access to a mix of technology and arcane magic beyond that of the rest of the world, as the rest of the world is domineered by an empire who believes that arcane magic is devil-magic. The gnomes also have access to guns and gunpowder. So I would imagine that we can find on board our ship anything that would be gun-related or ship-related. Oh and the airship is held aloft by a big bladder of gas. Should I mention the ship's name is the Hindenburg?
My character is Rogue (Scout) 3 / Fighter (Weapon Master) 2 and has the following miscellaneous items:
Let me know if you need me to mention weapons and armor.
So we are on board this airship crewed by a bunch of playful gnomes. A bucket filled with water fell on another character, another prank happened to someone else and my character got hot-footed during his sleep. Now, given my current surroundings, do you have any suggestions as to pranking them back?
He also just described me. >.>
I think I'll go cry in the corner over there.
I've been looking at an old copy of the World's LArgest Dungeon and I'd like to get some people's thoughts on it. Back in 3.0/3.5 how was it? Enjoyable? Did it have any problems? Pitfalls? Issues easily corrected?
Do you think it is a good candidate for a conversion? Would it retain, or gain any enjoyment?
Ok, how much conversion are we talking about here? I have the pdf, and I have run through it myself once as a player character. Even at 9th level it was a party wipe. A fun one, with long-standing characters going "I'm out" mid-way through, and their replacements suffering soul sucking or explosive deaths, but fun nonetheless. I would like to bring this fun to a group but within the parameters of E6, as the store I will be running this at has a "tradition" of games in the E6 format. So, to get back on topic, what if we were talking about an E6 party with a great deal of experience under their belt? Say, maybe 10+ extra feats (6th level +50000 xp) ?
Perhaps I should have been clearer. E6 is short for Epic 6 where leveling stops after level 6 and a new ruleset takes over. More on those rules here: http://e6pf.wikidot.com/
I'm planning on starting a group that will use this ruleset and I've been told that they have not run through the Tomb of Horrors. Since I have and loved it I wish to share my experience of it. Thing is, can they take on the challenges of the tomb under these rules?
I have tried to keep up with the thread, so if I am mentioning something that has already been stated please ignore me.
Give her the blade. And let her die. You've said so yourself, she has been close to dying multiple times now hasn't she? Well then. And she has told you multiple times she will not heal you? How amusing. Let her have the sword. Let her try and fight it out. Let her die and reroll. Meanwhile you can take the blade and she has no valid RP claim to the blade. The trick here will be to ensure that you live through the encounter yourself, along with your summoner friend. I do not know if you have any way of turning invisible, or hiding away, but in all those ninja movies, the ninja can disappear like Batman, so I trust you can vanish away. Or you can arrange combat so that your party prevails, but she's dead (trickier to pull off to be sure, but less of a chance of losing her remains to some snarky undead with a taxidermy fetish).
Should she complain, you can tell her that you not pulling her ass out of the fire is the equivalent of "not healing". And remind her that words have power.
Now that I have given my take on the "solution" to this, I would also like to point out that you surely realise two things: That this argument is pretty damn stupid (extremely so in fact, effectiveness and survivability be damned) and that your DM, after a few months of this banter should have taken care of things aside. Seriously /months/ of arguing over scribblings on a piece of paper? I'd show up to game drunk if I knew that was going to be in my ears while I'm trying to DM.
Many people here have suggested many (if not all) of the loot tracking solutions I would suggest to you.
Concerning the DM's unwillingness to figure out what your gold share is: He is in your home. You are doing at least two of his players a /favor/ by being willing to host. Point out (respectfully) that you have had trouble for hosting the game and that you feel that it would only be a reciprocated courtesy if he figured out what your share of gold is.
Concerning Psycho the Banshee's attitude: This is your house. As such, while you are doing your friends a favor, you do not need to extend that favor to her. I will predict that killing her character will satisfy you for 3.5 seconds, until she starts, shattering windows and piercing eardrums with her... enthusiasm. You need to make it very clear TO HER that you will not accept any out of character name calling or hostility from her. You should also make it clear that should she threaten you again, you will be calling 911. Oh and the next time she acts in the way you described to us? Call 911. Seriously. Don't even stop to think. Call 911.
Her psychological issues are not your problem. You can certainly empathize, but when all is said and done it is. Not. Your. Problem. And you should not have to deal with it.
Good point on the wigger/bro thing. Yes, he's not the annoying, trying to be a raper guy. The "bro" thing got tagged on by the DM when I first pitched the guy. And with a 14 in both his Dex and Con, he could pull some of it off. The bad Str score is the one thing that makes him "that" guy. The one scrawny guy that hangs with the big overly boisterous bros, dresses like them, emulates their ways. But at the core, I'm really going for the dilettante Trust Fund kid with noble parents and a ton of money; a spirited, brash, easygoing young man with a taste for freedom and the ability to do whatever he wants.
I realize I should perhaps give some background as to what seeds I'm currently working with. I've played many melee types over the years and always wanted to try my hand at a spellcaster. So I decided to play a human wizard. Having randomly determined his age (19), I decided to have him be a bit of a prodigy. As I wanted him to have a varied assortment of craft and profession skills, I figured he would be /that/ kid. The one that always skips out of school, always out doing something else. Runs away once from the wizard academy: decides he wants to be a carpenter for a theater troupe. Gets caught by parents/school/law enforcement. Runs away again. Decides this time he's going to try his hand at architecture, with maybe a particular focus on stained glass for temples, churches and cathedrals. Rinse and repeat. He was bullied a lot as a child, and has rich parents (considering it's a low magic world, probably VERY rich parents). He's a dilettante trust-fund kid. He's also a "bro" or more accurately given his physical stats, more of a wigger (and I apologize if that's not an appropriate word to use here). He's that scrawny kid that hangs out with the bros. And he's an illusionist. Because nothing is more mischief-inducing than some well placed illusion, as well as being a great way to get out of trouble. Or postpone trouble.
This would be fine in my eyes for a level one character, but as I sit down to write more about this guy, I can't fit in the extra 8 levels he has.
So I've just retired an old character of mine and came back into play with a new, level 9 character. From a mechanical standpoint, he is pretty solid, but I want to give him some depth, a past, some background and some personality beyond his current quirks and quips. Which brings me to the following question:
How much adventuring has a level 9 character done without gaining too much renown for it? I'm not getting any good ideas from the old character, despite having played him from lowly level one.
So I turn to you; Does anyone have any ideas or experience on the subject matter?
I've always been enamored with making a duelist, and I've been trying to build one in a campaign I've been playing in. The DM has told us that characters would likely be 12th level by the time the game finishes (starting at level 1) but I would like to have hit my "peak" at about 10th level. I've started with 2 levels of rogue so far, but now that I am about to reach third level, a number of choices are available and I'm not sure what direction to go in.
Now I was going to take one more level of rogue, and some levels of fighter, taking the free-hand fighter archetype. But the free-hand fighter seems to be very focused on disarming. So far, our opponents have all wielded weapons, but the campaign does not seem to be an urban one (although since the world is low magic, perhaps we will only face humanoids?). Another option is to take some regular levels of fighter, and have the character dual-wield, foregoing the off-hand attack to use precise strike, but this almost sounds like spring attack. And I'm not sure if I like spring attack at all.
So if you could please give me some input, I would appreciate that very much.
Hi. For a couple weeks now I have been playing in a campaign in which half of the players are under eighteen (specifically 14 and 16) While I am not the DM I would like to find ways to involve them more in roleplay (they are both ok when it comes to combat). So how do I draw them in and make them feel more passionate about the various scenes and settings we find ourselves in?
Any thoughts or advice on achieving that?
To me a group that "avoids" an encounter because they are playing smart rather than playing "Hulk SMASH" deserve not only the XP that you would have given for defeating the entire village, but even an additional 10% of that total on top of that. Playing smart is a behavior that should be encouraged in all groups.
Jeranimus Rex wrote:
I think I've been hitting my opponent's ACs without too much trouble (when I can actually roll something above a 7; our table has been cursed with some of the worst die rolls I have ever seen. However the past couple sessions have had some decent die rolls). My major gripe at the moment is the damage output. granted, I do feel like I'm doing slightly more damage than the twf ranger and the summoner's eidolon, but I like to set my sights up high.
Other than that, my AC is pretty high and my hp is over 100, so I can't complain.
My thinking at the time of creation was that two attacks for less damage were better than just one that can miss ( I wasn't solid on the two handed fighting mechanics as well). And while I still think that, I'm not as convinced of the validity of that statement.
I don't think I can retcon anything at all, as some of this stuff has been on the sheet for over 6 months.
This might turn out to be "How can we salvage this" but anyway I have been playing a Half Elf Fighter5/Bard(Arcane Duelist)1/Dragon Disciple2 for about 6+ months now from level 1. I have been trying to come up with an optimal build but I'm having trouble wrapping my mind around it. So here are the character's current stats:
Attack: The character dual wields a Bastard sword/Short sword, the following are the stats when in that situation
Bastard Sword +2=> +12/+7 / 1d10+9
Feats:TW Fighting, Exotic Weap Prof (Bastard Sword), Weapon Focus (B. Sword), Dodge, Weapon Spec (B.Sword), Double Slice, Toughness, Step Up
Weapon Training I (blades, heavy)
The things that I liked about the Dragon Disciple were:
Now, I also wanted the fighter part of this to be a Two-weapon fighter, without going with the path presented in the APG.
Now, I'm trying to maximize weapon damage, and while I hope the campaign keeps going I would like the character to be as good as it can be by level 13. Also, our DM has some sort of dungeon in store for us when we hit level 10, so I would like to have something solid going on by then.
I know this board has some pretty serious optimizers. I'm hoping they can take a look at this and give me some options.