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Having a 'face' in the group isn't really a requirement for RotRL as far as I have seen (your experience may vary). It wouldn't hurt to have a 'face', but the adventure won't grind to a halt if someone fails a diplomacy check.
Wands of Cure Light Wounds or Infernal Healing can be used by the Witch, who does have some divine casting ability.
I'd recommend playing whatever class you feel like playing, without feeling the need to fill a particular 'role'.
Say a player makes a barbarian with rage and power attack and he carries a big two handed hammer. For that character his tool set consists of a big hammer. And to that character, every problem is going to look like a nail that needs to be pounded with his hammer.
I think you can use Pathfinder for what you want to do, but you are going to have to communicate your vision with your players so they can make versatile characters with more than one tool in their toolbox.
The Pathfinder system really focuses characters on combat. You build your character to maximize damage output or to control the combat. There isn't much to designing characters in regards to non-combat actions other than assigning a few meager skill points. Pathfinder is made for combat, and it is a fun system for that.
I think if you are going to do what you are thinking about (having a game not based on combat so much), you are going to need a different game system. The Fate system might work for what you envision.
Zen Archer mostly builds itself. Keep in mind the Rapid Shot and Multishot feats won't stack with their Flurry of Arrows.
You will want wisdom as your highest stat, as Zen Archers may use that instead of DEX for their archery attacks, and WIS adds to your Will save, AC, CMD, and Ki pool. After WIS, you want STR, CON, DEX. Both INT and CHA can be low or dumped.
Bonus feats you want:
At 9th level take Clustered Shots for your feat.
As a zen archer, you get a lot of free feats like Perfect Strike, Weapon Specialization, Weapon Focus, and Point Blank Master. So you can spend your feats from level 1,3,5,7 on whatever suits your fancy, and they don't need to be archery related.
Spending Ki will use up your swift action, so it won't work with Arcane Strike. The extra attack from Ki does stack with Haste.
Get an Adaptive Bow for +1000gp, as it will allow you to use the bow at full STR if you get a STR buff, and without a penalty if your STR gets drained.
Carry a backup bow, as Sunder or Disarm would ruin your day, otherwise. Also lots of arrows and quivers. And spare bow strings.
Monks also have the best saving throws in the game.
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.
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*
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.
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.
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:
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.
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).
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.
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?
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.
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.
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.
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.