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Seems way overpowered for pushing over a bookshelf. I'm thinking that the base is a bit bigger than the top, making for a little room at the base that a swift adventurer could jump for in a pinch.
... course, that'd make it tougher to knock over.
I was thinking more of an enlarged creature taking a running jump, or somehow throwing something really heavy at the top. Like a big hammer.
And the closer to the top, the easier to topple. I'll give a +5 circumstantial if a character manages to push/slam the top half of a shelf, rather than the base.
Most library bookshelves are dual sided, so they tend to be wider, at least 2-3ft. Being made of oak, and heavy, you are going to have a serious danger if they fall.
Good point! What do you think should be the damage from one falling on a PC?
First of all there should be a Reflex save to avoid the worst of the damage. 12 sounds appropriate; the first shelf will take a moment to start falling and the subsequent ones will have the warning of the prior shelves.
The party will be 4th level when they hit this encounter; I think 4d6 bludgeoning damage and the pinned condition (35 Strength or 20 Escape Artist to get out of it). Reflex for half and to avoid the pinned condition, but if character is not adjacent to an open (non-shelf) square at time of impact, character will be knocked prone.
As cool as it would be for the PC's to knock over a shelf to flush out the Mites they'll be up against, I don't think any of them will try. Nobody in the party has a strength score over 12 at the moment, I'm pretty sure (though the cleric has two skeleton companions and access to Summon Monster). It will, however, be fun to try and line the PC's up and topple some dominoes with the Spriggan they'll be up against.
EDIT: Actually there is a summoner with a 4-legged beastie and Enlarge Person. It's quite likely the beastie will try and charge a bookshelf before the night is through.
On the map, I have their width taking up about a quarter of a square. Taking into account that no spatial relationships are really exact on a map, they're a little more than two feet wide, I'd say. 30 seems a little high, since it's not lifting or really pushing that's required, it's tipping them over. I'll probably put it at about 25, with a +3 momentum bonus on a charge.
Built a dungeon around a library. It's got twenty or so bookshelves. The bookshelves are twenty feet long. I put them on the border between spaces, assuming they're about three or so feet thick, sort of straddling between five foot spaces. Leaves a nice non-difficult aisle for five foot squares. Twenty feet long, between 8-10 feet high, and loaded with books and scrolls. This is an old emperor's hideout, so let's say the wood is solid oak or something thereabout (but it's been sitting around for 200 years).
What do you think the DC ought to be to knock one over?
I take that to mean that the Eidolon doesn't heal on its own. As in, will not regain HP from a good night's sleep, and by extension will not regain extra HP from a healer's kit/heal check.
But magical healing should work, right? A cleric's channel or CLW should work as normal on an Eidolon. It's the synthetic Eidolons that suffer from temporary Hit Pointitis, far as I knew.
I bring it here because there's some debate about this at actual tables. And if I'm wrong I want to know.
Discarding archetypes, there are exactly three four classes that utilize Intelligence as a power stat. May I recommend not picking one of those?
I would highly recommend putting that dump into Intelligence because it's the least penalizing mechanically and probably the most fun to roleplay.
To my mind, forbid action and murderous command are debuffs. Also, they offer saving throws. My impression of control spells (as taught by Treantmonk) is that the good ones don't offer a save (especially a will save).
For this list I tried to eliminate most straight up buffs, debuffs, heals, and (most) divinations. I also left out spells that have a casting time longer than about two rounds, thinking they aren't much good to be cast on a battlefield. Some debuffs got through by their lack of save or by virtue of multiple uses and/or saving throws. Some utility spells get through by virtue of multi-uses, like locate object.
So, I'd say
Consecrate/Desecrate (Technically a debuff, but it offers no save)
Energy Drain (a debuff, but save isn't allowed for 24 hours)
What kind of Monk?
What kind of Wizard?
What kind of Paladin?
Potentially, all three of these things could be ranged damage. What I see lacking is an divine spellcasting and healing. So I'd go think about going cleric.
If the Paladin is going to be all about healing, then maybe a rogue?
No way to increase BAB? What about True Strike, Bull's Strength, magic weapon built into the class (bladebound).
They can deliver touch spells through melee attacks. They cast spells in the same round as a full attack, and they don't even have to cough up an attack to do it.
Not sure what your problem with a +5 cap on enhanced weapons. Every other class suffers the same penalty.
Can a Magus outdamage a fighter? At level one, maybe. At higher levels? Not unless the fighter is built wrong. Nothing's stopping you from playing a fighter.
To answer your question, a Magus is (arguably) about as close as PF comes to a Jedi.
Maybe you're right. I'm thinking of focusing more on the ranged now anyway. Toying with:
1 Deadly Aim
Basically this focuses on ranged for the first five levels; melee would seem to have less of a feat/power tax. Putting Controlled Anger's bonus into Dex will help keep me alive while the Hit Points catch up.
Manyshot will have to wait until level 9, since I don't have 17 Dex to start with and can't justify pushing it there at level 4 when Strength is 15.
Luckily, my first session netted me a little over 1000gp, so I can afford a masterwork composite longbow +2, MW Greatsword, and MW Leather Armor, all ready for enhancement when I can afford it.
Roused Anger sounds pretty good as a one-man army, but my thinking now is that it will be a rare instance when a Society group actually needs a switch hitter to fill both roles in the same encounter; most of the time either ranged or melee will be sufficiently covered and I can fill whatever gap is needed.
I assume you mean urban barbarian. You know I already picked that, right?
Went with Nicos' list, but I reversed Deadly Aim and Power Attack. And guess what? I was being a complete rage miser and still ran out before we even got to the end of the adventure (this was a 4-5 mod, however). He only got dropped once, which probably wouldn't have happened with more rage.
Def going to rework it with Extra Rage as the 1st level feat, and Roused Anger as the first RP, and see what needs fixin' before level 3.
You really don't think I need Extra Rage? In that case I might go with Nicos' list. I think you're both right; there's really no switch hitting without rapid and many.
You're probably right about Cleave; the idea was to get something to put a little icing on the Urban Barbarian's crowd control. I had thought Combat Reflexes would go well with both the high dex and No Escape. Of course, that's a feat and a rage power devoted to melee.
Vital Strike I liked because it can apply to either melee or ranged. So can Witch Hunter and so can Spell Sunder.
Basically the idea is to pump up the Dex with Focused anger for the initial round, and then end rage as a free action and switch to regular rage for melee via Roused Anger. Alternatively, if the combat begins in melee, the reverse can be done after the adjacent threat is dealt with and additional opponents are beyond melee range (flying, for example).
The third level feat will probably be Deadly Aim, unless I'm constantly finding myself wanting/needing to take more opportunity attacks.
I'm also tempted to squeeze Combat Reflexes and Cleave in there somewhere, since the urban barbarian gets a bonus to attacks against multiple adjacent enemies. If I went this way as of third level, I'd consider dumping Superstition for No Escape.
This is for Society Play.
Probably the first advice people will give me is that I shouldn't build a barbarian out of an elf. Elf barbarian is kind of the challenge I'm giving myself.
Zero the Elf:
Male Elf Barbarian (Urban) 1
AC 15, Touch 13, FF 12
Extra Rage (12/day)
Savage Elf Alt Racial Traits
This is for Society Play.
Basically the feat/Rage Power tree I have planned out is:
1 Extra Rage
I considered a two level dip into Ranger to get rapid shot for free, but I'm afraid of nerfing the Barb's power. Also, I'll need the extra HP with a racial Con penalty.
Wind Chime wrote:
Synthesist summoner all the way why have lousy stats when you can replace them with good stats instead, switch out the 14 into charisma so you will have full spell-casting by the later levels and your set.
Put the 14 into Charisma and the 12 into Constitution. Play a Gnome, so that those become 16/14.
If you want to get really crazy, take a level dip into Paladin (not to start with, though). Two levels will boost your saving throws forever, give you weapon proficiencies (if you want to play something with arms that uses weapons, which is recommended if you want to be able to cast spells), and a few good skills, like diplomacy. And the ability to heal yourself as a swift action.
It shouldn't be too complicated.
If you want the reason behind the "no:" acid flasks and alchemist fire are not "bombs" they are "splash weapons." A bomb is a specific weapon (bomb is to splash weapon as rapier is to martial weapon). However you do get to add your intelligence modifier to damage with all splash weapons.
I would define lawful as adhering to codes that exist beyond oneself. I am certain that many a chaotic neutral, neutral evil, chaotic evil character behaves in a way that adheres to a strict moral and/or behavioral standard that they set for themselves. Like "always look out for numero uno" or "it is my duty to eat the rude."
And the two gunslingers are, of course, gunless, which certainly falls under the purview of "lacking basic equipment to use class abilities".
Of course, part of the purpose of the sniper is to provide said gunslingers with firearms, paper cartridges, and a wondrous item. So I do want him to go down, but not too easy. I would like the encounter to take at least an hour, which is why I spent so much time on the environment. I suppose this is why I might be tempted to keep the ghost bard's grease spell in reserve, since she can use it on the enemy musket when he's got a PC in his crosshairs.
I suppose I should point out that I'm fairly new to GMing, at least at Pathfinder, and it's hard to know where to draw the line when planning out an encounter.
The Fox wrote:
No apology needed. I posted so that I could be challenged.
The Fox wrote:
Interesting, but a couple of points:
The sniper killed the gnome because she has something important (plot hook).
The party is fairly well equipped and armored. When they were thrown in jail, it was with most of their gear, sans obvious weapons. Despite not having their firearms, the cleric has a switchscythe that she's letting the bloody skeleton use, the gun tank has a breastplate and longsword, and the fetchling was in the process of pulling a branch off a tree to turn it into a club when the gunshot happened. They tore through a giant spider and a crocodile in the sewers like they were paper.
Do you think a ghost bard giving you a +1 to your attack and damage rolls translates into "why am I even playing?"
Still, tracking down the sniper would actually make for an interesting arc. Thank you for the suggestion.
I'm running a homebrew campaign, 15 point buy. PC's are at level 2. I ended the last session on a cliffhanger; dropped a PC with a sneak attack from a musket-wielding sniper gunslinger/rogue. Why did I do this? Because said player just played her last session. It was always my plan to kill her at the end of the third session, which she knew from the start. Really PC is kind of an NPC, except that she was played by a live player for three sessions.
The party just got through a pretty brief dungeon crawl after having escaped from prison
Gnome Sorcerer: focuses on illusion spells. With Spell Focus, he's got the illusion DCs up to 15, which isn't too bad for a second level character. Newb player; despite my advice he's got a 10 Dex and an 11 AC.
Fetchling Ninja: Probably the strongest player of the group, mechanically. Picked Ray of Frost magical talent as a SLA so that he can make a ranged sneak attack vs. touch AC once per day. Unfortunately he doesn't have a proper weapon at the moment.
Human Undead Lord Cleric: Has an undead skeleton companion, wrapped up like the invisible man. I think she's nearly out of spells, but she has a few negative channels yet. The undead companion has a switchscythe.
Human Buccaneer: Has alchohol, but no firearm.
Human Gun Tank: In the dungeon crawl, I provided him with a breastplate and longsword.
The PC's traveled through a sewer to escape from prison. At the exit tunnel into a swamp, the gnome bard was shot in the head and killed. Next session will begin with initiative. As far as I know, the party doesn't have HP damage.
Here's what they're up against:
Ruggles the Rat
Rogue 2 (fav class)
Beneficial bandolier 1000
Base Fort 2=4
AC 14 (18 prone vs. ranged), Touch 14
Stealth (camouflaged) 19
The "Medium firearms feat" is a custom feat I offered the PC's for this campaign. Basically it's "Goblin Gunslinger", with the prereqs of Small size, BAB 1, and Grit class feature.
In addition to the MW musket, the sniper has a plain pistol in place of the battered one that a gunslinger gets for free, the idea being that both the gunslingers will get a weapon from defeating him.
So I'm a bit worried about dropping another PC with this guy. I spent yesterday creating a pretty big swamp battlefield for the encounter, with various areas of tall grass that can act as improved cover/concealment. It's already established that this takes place at night during the full moon, with thick cloud cover intermittently passing overhead. So in other words, the light will alternate between low light (fetchling and gnome) and dark (fetchling, undead companion, sniper). The gnome is also used to spamming dancing lights.
My thinking is that if the party gets into serious trouble, the gnome bard who was killed to kick off the encounter can help them out... as a ghost.
Ghost template - there's nothing in the rules about the amount of time it takes for a living creature can become a ghost. As this was a particularly violent and sudden death, I think it's pretty fitting that killing this sniper could count as her "unfinished business".
Can a ghost bard sing to give the PC's a bardic performance bonus?
Can a ghost arcane caster cast spells with physical effects on the living? (like grease)
How would you stat up the elements of the first two evil dead films?
So, we're talking:
Invisible, incorporeal malevolent entities.
Who possess the living and turn them into demons/ undead types. That are, you know, Evil.
The potential for getting better after said possession.
Living vines that grapple and strangle people (and, optionally, are quite rude to female people)
Zombies that talk and mock the living (the PC's). Which, optionally, can transform their bodies and sometimes fly.
A crawling hand. (okay, that one's a freebie).
Portals in time/space?
Broken Zenith wrote:
Unless you rethink your approach. Flight, healing, ward, fortune, water lung are not debuffs.
Area damage? You got burning hands at level one. And, um....
Okay, so the witch doesn't rock at area damage. But how much are the four melee dudes going to mind it if the thing they're surrounding is dealing with debuffs?
At level one, battlefield control seems more like the druid's gig. He's at least got entangle. The witch will eventually have access to things like stinking cloud and black tentacles.
I only see three spells known at first level. Personally, I think the best use of Protection from E is to give a buddy a mulligan on a failed will save (not all of them, but plenty). Which, by the way, stays relevant at higher levels. You're not going to afford a wand at first level and you can retrain PfE at fourth level.
The Chort wrote:
In that case I suggest cure light and protection from evil.
I don't see anything in Glitterdust to indicate that it negates the 50% miss chance. I do, however, see a -40 penalty to stealth.
I am VERY suspicious of the paradoxical situation in which the GM
a) provided items that the campaign can't continue without, and
b) can't remember what those items are, and must hound a former player to get access to the magical character sheet containing said items.
If both a and b are true, I think the game needs to start over with a new GM. But that seems like a real stretch, and I suspect that either GM can't take no for an answer or is simply engaging in some RL griefing, or some combination of both.
Seems to me that the player probably stopped coming to games because he (she?) had such a lousy GM. As a GM, I can't imagine stalking such a player to a Paizo forum and harassing him (or her) for leaving my game.
I find players to be notoriously unreliable at keeping track of their sheets and remembering to bring them to a game. If I'm running the game and hosting, I ask for the sheets to be handed in at the end of every session.
Works the other way, too. If I'm playing a regular home game at the GM's house, I prefer to turn my sheet in to said GM at the end of the game. One less thing to worry about bringing.
I should add that I typically run a character's stats by Paizo messageboards before I play it, so it's pretty easy for me to work on a character between sessions without having the sheet in front of me.
The rules seem awfully vague about what actually goes into using the bluff skill to feint. There's nothing explicitly stating that it only works for melee, which leads me to believe that feinting works for ranged attacks.
But how would this work in practice? Does the archer act like he's going to shoot his intended target, forcing him to flinch? And how would that make said target easier to hit?
Would it work on targets that can't actually see their attacker? Take a sniper. Can he use feint to, say, chuck a rock and distract his target?
Is it a moot point if the target can't actually see the attacker? Meaning, if the attacker is successfully using stealth, does the target lose his/her Dex bonus to stealth anyway, despite being past the first round of combat? (can't find the rule that addresses this)
Mystically Inclined wrote:
1 - I plan on making a speech to this effect at the start of the next session.
2 - A modified version of this will also be part of said speech.
3 - Done. I emailed the kid last night and he conceded to my polite request that he not be evil and pick a mystery power other than raising the dead.
4 - This actually took care of itself. Player, uh D, took new guy under his wing and invited him to D's house pre-game (D lives two blocks from me) to give him a crash course on fundamentals. The item reward is a good idea.
5 - One player is moving away after next session. I'm going to try and smooth things over; I suspect that either A and Son or B are going to drop out within a month anyway. Not so much from hard feelings; in a group of six, somebody's going to drop out. (and A has a history of consecutive last minute no-shows from time to time)
Instead of entering a normal rage, the urban ranger can get a +4 morale bonus to one physical ability score, or divide that in +2 increments.
Question 1: Can he still rage normally?
Question 2: While in a controlled rage, can he shift that bonus around, or must he decide what the bonus is when he enters the rage, and keep it till he's done raging?
Hugo Rune wrote:
Respectfully disagree. With that last statement, anyway.
This pretty much was my impression of the scene. To provide more context, the cleric burned up all his channels to heal one guy earlier in the day, negated a hostile lion by healing said lion's wounds and helping the bard with her handle animal check, and used healer's kits to heal wounded party members and bystander NPC's.
Along the way, there was some friction between the cleric and the gun tank, in which the cleric "threatened" (teasing, really) to withhold healing next time the gun tank went down.
As to 1 - there may be some truth to this. But also, I have no idea how a particular character is going to play out. I've certainly seen many PvP and near-PvP incidents come about with no evil PC involved (at least not on paper).
And even CE characters can be a good fun, in the right company.
Nothing... yet. I have asked him privately if he would consider switching to a non-evil alignment (he's straight up NE on his sheet) and picking a mystery that isn't resurrecting dead critters.
Undead Slayer cleric never showed up, and I haven't heard from him since (or ever met him, for that matter). So after what seemed like a pretty successful first session, I thought the matter solved.
Lord Tsarkon wrote:
So, Cleric just got Swift Channel for free?
I'm going to go with my first instinct, but announce that it's a houserule that only applies to this ability, and the rules are being bent for the purpose of healing PC's (and NPC's)
Bear in mind that Player A was completely out of Spells and Channels and has negative Dex and Str scores. So she probably wouldn't have been much help.
... except that her Knowledge would totally have helped.
... yeah, I guess I might be guilty of that.