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Jhoruk the Banaan

demontroll's page

189 posts. 2 reviews. No lists. No wishlists.


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OK, I didn't read any of this, to avoid spoilers, but I recommend you have a TPK and then make the group start at level 1 and re-do the entire campaign.

In a world with gods, they can twist fate in their favor making the improbable probable.

Groundhog Day

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Put the 4 in CON. For class, chose rogue. Dual wield daggers. Give him a name like 'Biff'. Then flank a monster so another monster can move up and flank you, making a 'flank sandwich' so to speak.

Have your next character ready to go (just plug in your newly rolled stats).

If your group lacks ranged attackers, than I'd say Stinking Cloud to shut down ranged opponents (although Obscuring Mist can do this too).

Don't take a second 'pit' spell. The level 2 Create Pit is sufficient.

Slow is great due to the selective targeting, and the Slow spell affects undead, while undead will be immune to the Fort save of the Stinking Cloud. If you are ambushed by a bunch of ghouls, Slow is the better spell.

Flaming Sphere, Ball Lightning, Spiritual Weapon, Spiritual Ally

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Well, if you want to go the passive aggressive route, make the worst possible ineffectual character you can (say: rogue 2, monk 2, sorcerer 1, who uses a whip and has feats that give skill bonuses), and then complain about how overpowered their character is.

Three evil people performed a vile ritual to be more powerful. They got their power, but they became fused together into a single being. Only one of the three is in control at a time, line a Dr Jeckle and Mr. Hyde, along with another facet. The abilities of the 3-fold person changes, depending on who is in charge.

When the rules don't fit the story you want to tell, break the rules.

Late in the story, the player characters may witness the bad guy transform before their eyes, and they get the big reveal that it has been this one menace all along. *cue evil laughter*

Renegadeshepherd wrote:
I propose a human sylvan sorcerer. The animal companion adds even more melee, while you have one of the best faces in the whole game AND the fey part of the arcana adding +2 to DC

Great choice, but I think you lose the +2 to enchantment DC to get the Animal Companion.

By the way, Kitsune have the Favored Class option of: Sorcerer: Add +1/4 to the DC of enchantment spells. Which is nice if you go with the regular Fey bloodline.

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Well, if you are the GM, just make things up to be how you want them to be. You don't need to follow the rules. The rules are for the players.

This is the feat you are looking for: Animal Ally.

I like the prehensile tail tieflings can have. It lets you quickdraw scrolls and such.

Tieflings have a feat they can take for +2 Natural Armor bonus: Armor of the Pit, which is decent.

Darkvision is nice, when the lights go out.

And you have a cool tiefling miniature.

Instead of nerfing the archer, find ways to boost up the other characters. For example, allow melee characters to take an equivalent feat as Point Blank Shot (+1 attack, +1 damage), but with melee weapons. Give melee characters the Rapid Strike feat (+1 extra attack, for -2 to all attacks). Find a way for melee characters to be able to pounce--home-brew magic item: Boots of Pouncing.

Then, boost up the hp of the monsters, and let the characters DPS away at them.

Tactically, force the archer to take a move action to be able to see the target. The main advantage of the archer is being able to full attack every round without having to move. Melee characters have to move into position, so they don't get a full attack as often.

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If the players want to play stupidly, let them. Don't dumb things down or pull punches, though. Tell the players to have a backup character ready (or two), so they can jump back into the action. Who needs healing when you can play a new character at full hp. With the new character's starting money, this can become profitable for the surviving characters, looting the soon to be dead characters.

Buy a few arrows of gunslinger slaying.

Cast Still/Silenced Fog Cloud on the Gunslinger, and then use Bluff to claim the gunslinger is cheating by obscuring the fight with the smoke from their guns, with the intention of getting them disqualified.

Tell your GM that you will all roll up gunslingers for your next character, if the GM doesn't let your current characters win the fight.

Taku Ooka Nin wrote:
demontroll wrote:
I don't want to play the Twilight version of Vampire the Masquerade.
What about
A Terrible Author wrote:
Edward's perfect body[?]"

What is 'Edward's Perfect Body'?

Oh, and if there was a gaming group of cute girls who wanted me to play the 'Twilight version of Vampire the Masquerade' with them, I would be making a character. But it is far from my first choice of what to play.

There may come a time and place to play your tweaked out home brew campaign world, and your friends should at least humor you enough to play a few sessions of it, if there is no other game going on. I've played in such a game and it wasn't that bad. The GM ran out of material after 2 sessions, because they spent their time on the setting rather than the story. I'd tell you all about it, but the GM made me sign a NDA so no one could steal his ideas.

Neurophage wrote:
Demontroll, have you considered the possibility that you're letting your prejudice affect your judgment? That your dislike of steam tech and guns in fantasy worlds is causing you to see anything that uses them as automatically without merit?

Well, I don't want to play a 'My Little Pony RPG' because I don't like the setting. Now maybe a really good GM could make it interesting playing cute ponies for a week or two, but I don't see it holding my interest. So yeah, I am biased, I don't like guns in a fantasy setting (they are fine in any other appropriate setting), and I don't like Steampunk, and I don't want to play the Twilight version of Vampire the Masquerade.

Personally, I don't like adventures where there is no adventure, and the GM just talks about all the 'cool original stuff' in their homemade world. I'm also not a fan of Steampunk and guns in a fantasy RPG.

Maybe your players want a more traditional DnD game world. Use your creative energy to make good stories and memorable characters that fit within the more typical fantasy setting.

Well, assuming you are not forced to play a human, a race with darkvision would really help for sneaking around in the dark. Otherwise you need to use a light source to see where you are going, and that will give away your position. Maybe you can get darkvision through another means (other than using up a 2nd level spell).

Amp up the encounter to challenge him. Destroy the other player characters.

Then tell the player that he 'wins', by being the last one standing.

Play a new game next session.

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I recommend buying 8000 badgers at 15 gp each.

I have the same experience (PCs having high AC so monsters can only hit them on a '20'). This starts at level 1 and the monsters never seem to catch up. The game isn't balanced when facing optimized characters.

The easy solution is to give all of your monsters a bonus to hit so they are hitting the highest AC in the group about 20% of the time with their best attack. You can just claim the monsters are 'elite', or give monsters 'bad guy' amulets that give them a huge magical bonus to hit. Anyone who wears a 'bad guy' amulet becomes dominated by the main 'bad guy' in the adventure.

If monsters only ever hit on a '20' the game isn't challenging and isn't fun for the GM.

I've always had my characters tie a cord to the wand and then to my belt, then you can just drop the wand as a free action and it dangles from your belt. Now you wouldn't want a longsword dangling from a string tied to your belt, but I don't see a problem with a little wooden stick.

If that doesn't work: Play a Tiefling with a prehensile tail. Have a familiar pick up your dropped wands. Train a guard dog to 'fetch' your 'sticks', but not chew on them. Trained monkey. Hire a torchbearer to hand you wands.

Best way is just to play the game, and not worry about dropping things. Unless the GM is forcing you to drop things, just ignore it and assume it doesn't happen.

If all the common folk in your kingdom were undead, then they wouldn't need water.

What is the motivation to build something in the dragon filled desert? Why not build in a more hospitable place with fewer dragons and more water?

Thanks, those are both good ideas.

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I don't like the idea of state sanctioned tomb plundering for independent adventuring parties. While rationale is provided in the adventure, I prefer to have the grave robbing illegal, as that makes it more fun and challenging.

My plot hook for the tombs that need raiding in Half-Dead City, would be for one character in the adventuring group, with background ties to the city of Wati, to inherit a run-down property in Wati from a recently deceased uncle. He died from an infected ghoul bite. Turns out, the uncle's house abuts the wall around the City of the Dead, and the uncle built a tunnel under this wall allowing covert access to the necropolis.

The group could find maps and notes in the uncle's house indicating the most promising sites to explore, that is, where the tombs in the adventure are located. Ideally, the more dangerous tombs are placed deeper into the necropolis, so the group starts with the closest/easiest crypt.

Any ideas to improve this alternative way of running the adventure? Or alternative ideas?

Ravingdork wrote:
You can buy trained lions with that much money. Those ought to be good for the first several levels.

Yes, this is very powerful if you let them buy trained lions or a tiger. See this thread.

Deadmanwalking wrote:
Kazumetsa Raijin wrote:
demontroll wrote:

Register your fists as deadly weapons with the local authorities, then you can get them enchanted, because they now count as weapons.
Is that pfs legal? Or some kind of houserule?
House Rule. Or a joke. Not an official rule in any case.

Yes, it was meant to be a joke. You could still try to role play this scenario--it might be good for a laugh, even if the GM doesn't allow it.

Drink a Potion of Heroism.

Obtain a Bard Henchman (or Evangelist Cleric Henchman).

Register your fists as deadly weapons with the local authorities, then you can get them enchanted, because they now count as weapons.

There is a Cave Druid build that takes advantage of the crystal ooze's powerful slam attack that can do ridiculous melee damage at 10th level. Conquerer Ooze

Otherwise, a Gunslinger is pretty cheesy targeting touch AC for massive DPR. And, Synthesist Summoner combines being overpowered with complex and confusing rules.

Slumber Witch who spends her 600gp on three trained lions at 200gp each.

Be sure to give your goat familiar a Charisma boosting item, I mean, after all, you want her to look good when you


Well, if your character's AC wasn't so high, the GM might not feel compelled to throw so many swarms at you. The GM probably isn't having fun when they can only hit your character when they roll a '20'. If you look at any of the multiple posts by GMs complaining about characters with high AC, one of the easy solutions is to use more swarms.

Once you get good at defeating swarms, I'm guessing the GM will change tactics. Do you want the game to have real challenges? Or do you want to automatically win because you built a well designed character?

Edit: Oops, just noticed this is an old thread that was brought back to life. Moral of the story: if your character has really high AC, expect to see some swarms and plan accordingly, but don't blame the GM for trying to challenge you.

I did some digging, and James Jacobs says rays can affect swarms.

Tels wrote:
demontroll wrote:
The 1d3 energy cantrips can damage a spider swarm, whereas a crossbow bolt would be useless against the diminutive swarm.

No they can't.

Swarm traits wrote:
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) if the swarm has an Intelligence score and a hive mind.
The 1d3 cantrips target one creature or object and therefore are useless against swarms.

You may be right, but that's not how I interpret these spells. Acid Splash has 'Effect one missile of acid', and Ray of Frost has 'Effect ray'. They don't specify a "target" in their stat block. Now a spell like Blindness specifies 'Target one living creature' and this wouldn't affect a swarm.

I see an Acid Splash spell to be roughly equivalent to an alchemical flask of acid, but with less damage, and no actual splash damage. Both can damage a swarm. Likewise, a sword that magically drips acid, can do acid damage to the swarm, even if the weapon itself doesn't do weapon damage. Essentially, diminutive swarms take damage from energy.

The 1d3 energy cantrips can damage a spider swarm, whereas a crossbow bolt would be useless against the diminutive swarm.

If being a vampire makes the characters powerful, they are going to need a good reason why they would want to be cured. You may want to think of a plot other than looking for a cure.

A cliche personality is better than no personality. As long as the barbarian isn't too disruptive, it could be fun.

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I do the opposite. I let players dump their stats all the way down to 3. A base stat min of 7 is just too confining for proper 3/18 min/max.

3 ..... -16
4 ..... -12
5 ..... -9
6 ..... -6
7 ..... -4
8 ..... -2
9 ..... -1
10 .... 0
11 .... +1
12 .... +2

If the players have essentially won the fight and just need to mop a few mooks, as GM, I say that they win the fight, rather than rolling it out. This speeds things up greatly.

Also, if an encounter is super easy, I let the players describe one thing their character does (with automatic success), and then I describe how they win the fight.

This way, there is more time for the plot important encounters and the drag-out knock-down fights.

Have ranged attackers all target the wizard and do enough damage to kill him in one round. He can't teleport away if he is dead. Let the cleric use their Breath of Life spell they never get to use.

A Zen Archer ignores all cover penalties by taking Improved Precise Shot at level 6 as a bonus feat.

To defeat obscuring mist, step up, prone targets, and underwater penalties, the Zen Archer moves all the way up to their target and takes advantage of their level 3 bonus feat Point Blank Master which allows them to use their bow without provoking attacks of opportunity.

Obtain an improved familiar with use magical device (or somehow gain a witch follower) to always cast Ill Omen from a wand on your next target. This makes the target roll their saving throw twice and use the worse of the two d20 results. The best part, there is no save for the bad luck effect. For example, if there was a 20% chance the big bad guy would fail their save, with Ill Omen, you have now increased the chance to 36% that they fail their save.

Melee classes need to move to get adjacent to their target, negating their ability to full attack. Archers can full attack almost all of the time.

Zen archers can get Point Blank Shot (ignore shooting in melee range), Improved Precise Shot (ignore cover), and Clustered Shots (ignore damage reduction) which lets them overcome most of the weaknesses of archery. Yet, there are no feats to allow melee classes to pounce, or a melee version of Clustered Shots, in order to overcome their weakness.

Maybe not allow some of the archery feats, or instead allow melee classes to get houserule feats that allow pounce and clustered attacks.

There is Incendiary Cloud. Perhaps it could be activated as a trap, filling the golem's room with smoke and fire. It only lasts 17 or so rounds, but that is effectively permanent, especially if the trap resets every minute.

But if you are the GM, you can just make something up that fits what you want.

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For throwing character, best if character is small sized. One can toss a gnome much farther than a human.

Wait for the group to be clustered together, and then seven wizards step out and they all cast an optimized area effect damage spell. Give them Improved Initiative and a trait like Reactionary for an additional +2 to initiative. Even with no optimization, that would be up to 7*7*3.5 = 171.5 damage per round, and 84 damage per round if they make all seven of their saves. The wizards would each have mirror image cast on themselves, along with appropriate resist energy to avoid friendly fire. If the monk and rogue have evasion, they can laugh at their dead teammates.

Seven Zen Archer Monks can all focus fire on one PC at a time. Of course, start with the healer. They have Improved Precise Shot, so they don't have to worry about cover.

Seven Summoners with seven eidolons. Take the feat where the eidolon can keep fighting for 7 rounds if their master dies. This would give you roughly twice the action economy of the PCs. Seventh level summoners can cast 3rd level spells like Black Tentacles, Displacement, Stoneskin, and 2nd level spells like Create Pit and Haste.

For my group, I need to house rule in order to make humans more powerful, otherwise no one will play them, and even then, it is rare for them to be selected.

When using point buy, +2/+2/-2 for stats is much better than a single +2, especially if the two +2 bonuses go into your primary stats. Having Darkvision is extremely helpful in a lot of situations, and 12000gp is pretty hard to come by and would be better spent on other items. Humans lack good saves and have no immunities, the halfling luck bonus of +1 to all saves is easily worth more than a feat.

Humans are also perceived as boring, as the players 'play' a human in real life.

It sounds like the players want to play chaotic-stupid characters. Unless you want to run a very silly campaign, there should be consequences for their misdeeds. For example, if townsfolk are wronged, they are good at recruiting powerful do-gooders to come to their aid and bring the miscreant player characters to justice.

Cap. Darling wrote:
demontroll wrote:

If you don't plan to deal damage, you can wear heavy armor and use a tower shield without proficiency in either. Non-proficiency only gives you a penalty to your attack, which you don't care about as a pure caster cleric.

I am sorry if i sound rude, but this is horrible advice. You will get in to situations where having -13 to hit in mithril gear is gonna stink.

This works because the character starts at level 8 and will have plenty of spells to cast. They could have -30 to attack, and not be bothered by that in the least, because they are busy casting spells not swinging a mace. The OP didn't want to make a melee cleric, they wanted to make a healer/caster cleric. Low level clerics need to be viable in combat for when they run out of spells. It takes a while for high level clerics to run out of spells, and when they do, the group needs to rest.

Obviously, everyone can make their own choices about what is good or bad for the character they want to play. I was just giving an idea that I thought would help, and the OP can choose whether or not to use it. If you can explain why an extra +5 AC without the normal feat expenditure is bad, it may help the OP decide in your favor. For example, one drawback is that touch attack spells will not be viable, but spells like Spiritual Weapon will still work fine.

Another idea for the caster cleric, get the Scribe Scroll feat, so you have the right condition removal spell at all times. Memorizing Remove Paralysis is usually a poor choice, but having it on a scroll or two can save the party when it comes up at some point.

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