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Organized Play Member. 218 posts (221 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 1 alias.


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I'm rolling up a 5th level Paladin of Erastil. I want to be a switch hitter instead of focusing on either archery or melee.

Str: 16
Dex: 14
Con: 12 +1 lvl 4
Int: 10 +2 Human
Wis: 12
Cha: 16

I'm not sure where to go with the feats. I figure I only really need power attack to be tough in melee. Coupled with a 2 handed weapon I should be able to deal good in damage. I'm just not sure which archery feats I need and can do without. We're using core rulebook only.


I haven't heard the name Vrood. Could be something the DM added, I'm not familiar with the AP.

My mistake but I should have added that the rest of the group does not know of my familial connection yet. I thought it best to keep that quiet for now.

I'm not sure they will mutilate the corpse it's just something I'm afraid could happen due to the chaotic nature of a few of the other players. From what I understand the only prisoners they've taken so far didn't last long. One was killed right off the bat and so the other killed himself rather than talk. I actually get made fun of when I try to subdue. Beheading the corpse seems like something they're capable of.

I don't think a discussion is necessary yet. 2 of the players are brand new to tabletop and are operating with more of a video game mentality. A 3rd is an experienced player but following the lead of the other 2. The 4th is experienced and was in the same boat I was at first, trying to fit square pegs into a round hole. I think they'll realize they have to change some things up when we get run out of a town or have no clue where to go due to no information or getting violent too quickly.

I think I'll just ride this out and use whatever happens as an excuse for the character to leave the group. I knew it was a chaotic bunch when I joined but I underestimated just how chaotic. I'm going to bring in a new character that will be more comfortable with the way they operate.


I came into the current game around book 3. I didn't know what the current group had gone through up to this point and I had no idea who The Retriever was or what he had done to the rest of the group when the DM gave me my mission to find him. I took some creative liberty and decide to make The Retriever my brother.

My character is a LN dwarf fighter. He's a follower of Abadar. The DM didn't give me details on what I was supposed to do with Retriever once I found him so I made my mission to bring my brother home. He's wanted for petty bribery.Nothing worth death.

So, I'm in the group. This group is rather homicidal. I bring up my quarry and immediately I'm told they will kill him on sight and anyone associated with him. There's no negotiating anything and I've resigned myself to the fact that taking Retriever alive isn't happening. What I would like is to bring the body back for proper burial but I'm afraid these people aren't just going to kill him but mutilate the corpse and refuse anything be done with the body that's not feeding it to the crows.

My character will not stand for this. Having been made aware Retriever is a murderer I can handle death as the penalty. I cannot allow these people to desecrate his body and deny my family proper funeral rights.

How should I approach this? I'm worried if I fight I will kill one of them.


Thanks for the replies guys. So far I'm thinking.

1: Improved Initiative
B: Scribe Scroll
3: Arcane Armor training
5: Combat Casting
7: Spell Penetration

With high Dex and Improved Initiative I should be able to go early in the surprise around. I plan on making my Arcane Bond a ring of invisibility, so this should give me plenty of time to activate it. I'll spend any crafting time scribing scrolls. There is a cleric, druid, and ranger in the party so they could use some of the extra divine ones.

I'm going with AA training and combat casting because I'll be up in the thick of it sometimes for heals and buffs that require touch. I won't have to use up a slot on Mage Armor either.

Spell Penetration so I don't have to worry about SR as much.


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Hello all, I have a Gnome Cleric (Desna)/Diviner/Mystic Theurge that I am working on and I'm struggling to come up with good feats. I know this isn't an ideal race/class combination but I've never played a Gnome and this seems like fun.

We're playing with only the core rulebook. Stats I rolled are:

Gnome Cleric 3/Diviner 3/ Mystic Theurge 2

Strength: 12 (14 -2)
Dexterity: 16
Constitution: 12 (10 +2)
Intelligence: 18 (17 +1)
Wisdom: 17(16 +1)
Charisma: 10 (8 +2)

Domains: Travel, Luck

I don't want to take item creation feats because I don't want to slow up the game with too much crafting. Brew potion is the only one I'm considering since they don't take too long to make. I was also thinking about taking the Arcane Armor feats.


I really like the portable fishing hole! That is just genius.

I was thinking about carrying around quite a few folding chairs, foot rests, and a keg for when we encounter travelers on the road. Offer to start a fire, have everyone kick up their feet, enjoy a few brewskies. This is how I plan to get my new party members to like me.

Does food spoil in a BoH? I was thinking of storing some decent food in there so I don't have to rely on rations or hunting/fishing as much.


I'm curious if anyone out there fills their BoH with mundane, situational items, and what exactly they put in there. Im thinking of things that don't fit in your Handy Haversack due to size or your HH being full, like a portable ram.

I'm curious because I'm creating a character with both a Handy Haversack and a BoH who is a bit of a collector as well as obsessed with having the right tool for the job. I want to see if the community puts anything in their bag that I haven't thought of or would just be cool and fun to have out in the field.

So, what do you have in your Bag of Holding?


Alright, I spent most of yesterday working on this character and this is what I've got so far:

Dwarf Fighter 8

Str: 18 (17 +1 level)
Dex: 15
Con: 16 (13 +2 race, +1 level)
Int: 14
Wis: 12 (10 +2 race)
Cha: 7 (9 -2 race)

1: Power attack
bonus: two weapon fighting
2: shield focus
3: iron will
4: Improved shield bash
5: toughness
6: Shield slam
7: dodge
8: combat reflexes

I swapped out greater shield focus and skill focus for dodge and combat reflexes. Dodge gives me an AC bonus I can use with or without a shield. Combat reflexes gives me an extra AoO. I'm considering moving a stat boost from Constitution to Dex for a third AoO and all the other benefits of Dex.

I also picked my magic items if anyone would like to critique my choices. I went with:

+1 Dwarven war axe
MW Silver warhammer
MW Cold Iron Dwarven war axe
+1 Bashing spiked light steel shield
+1 full plate
Handy Haversack
Bag of Holding I
Eyes of the Eagle
Boots of Striding and Springing
Rope of Climbing
Amulet of Natural Armor +1
Cloak of Resistance +1
Belt of Giant Strength +2


Thanks for the replies guys. I think I'm going to go with the Dwarf Fighter. I'm not sure what feats the ranger has taken but since one of the other player's original character was a barbarian I'm going to assume the ranger went archery first. Being a melee guy will give him some freedom in combat. So far I have my stats and feats as:

8th level Dwarf Fighter:

Str: 18 (17 +1 level)
Dex: 15
Con: 16 (13 +2 race, +1 level)
Int: 14
Wis: 12 (10 +2 race)
Cha: 7 (9 -2 race)

1: Power attack
Bonus: Two weapon fighting
2: Shield Focus
3: Skill Focus (perception)
4: Improved Shield Bash
5: Iron Will
6: Shield Slam
7: Toughness
8: Greater Shield Focus

Not the most optimal. I'm hesitant to go with weapon specialization for focus because I don't know how available a given weapon would be in the campaign. I'm considering replacing the shield focus feats with the Bull Rush feats to maximize my bull rush attempts. I figure bull rush will give me the ability to push enemies away from the vulnerable players.


Hello all, I am joining a new group in a couple weeks but I'm not sure what to bring to the table. Party composition is:

Half-orc Ranger (switch hitter from what I've been told)
Elf wizard (I'm not sure the focus. I'm told he finds himself in a lot of trouble)
Half-elf cleric
Halfling rogue (This player is optimized for stealth and I'm not sure he does much fighting)

This is the Ranger and the Wizard's first ever campaign and I've played with the cleric and rogue before. My main concern is not wanting to step on the new guys' toes and absorb their role. Paladin is out of the question as the group gets that "chaotic neutral means I can do anything" mindset at times.

It's Core rulebook only and we're playing Carrion Crown. I start at level 8 and I equip myself according to the standard WBL guidelines. The stats I rolled are:

17
13
15
10
14
9

I've been thinking a dwarven axe and board fighter to give some more muscle and allow the ranger more archery opportunities. I've also thought about doing one of reach weapon tripping builds I see on the board but I'm not sure how available magic polearms will be. I also thought about a Druid to cover another spell list and focus on battlefield control. Thoughts?


I made the mistake of buying D&D: Daggerdale. It has a lot of bugs and glitches that were never patched. The most gamebreaking glitch was the first skill on your skills page would no longer be useable once you reached the last level.

DO NOT BUY.


I know I'm seeing this late but I might be interested depending on the schedule you guys have.


Is the Pale Orc from the movie supposed to be there? I know he wasn't in the book. I looked him up in my Tolkien encyclopedia and it didn't give much of a background on him.


The stats I rolled are: 12,9,13,15,17,17

We're using just the core rulebook with some tweaks to the racial stat adjustments, which are:

Dwarf: +2 Wisdom, +2 Constitution, -1 Charisma
Elf: +2 Intelligence, +1 Dexterity, -1 Consitution
Gnome: +2 Charisma, +2 Constitution, +1 Intelligence, -1 Strength
Half-Elf: +1 Intelligence, +1 Wisdom
Half-Orc: +1 Strength, +1 Constitution, -2 Charisma
Halfling: +2 Dexterity, +2 Dexterity, +1 Constitution, -2 Strength
Human: +2 to any stat.

We have a group that has 5-6 players at a given session and I can count on the major roles being filled, so I have some flexibility on my class choice. I'm mostly just looking for some interesting class and race combos and would like to have a solid number of skills.


Could my war oxen pull double duty as farm animals?

What about Dire Wolf cavalry? Would it be possible to just steal the Dire Wolves from any raiders we might come across?


As for the raiders, I should've specified that they're not just roving bandits. The orcs tend to be a part of a neighboring nation that fights over the region. The region our town is in is a wild land that has not been claimed by any nation. There are a few towns that function as colonies for a nation, but the region as a whole has no ruler.

Seeking and destroying raiders could spark a large war that nobody is prepared for quite yet.


I'm gathering more information from my group and DM about the exact layout of the town, population, and that stuff. Then I'll bring up some of these suggestions for defense.

I don't think we'll be training the townspeople as militia or be posting heads on pikes. The other players tend towards the good side of things and view dislaying enemy remains as leaning towards evil and wouldn't want to put the towns people on the front lines like that. Making sure they are trained in firefighting is possible though.

Providing for animals like dogs and oxen shouldn't be too difficult. The oxen could double as farm help I suppose and dogs don't require much feed.

There is a neighboring Elven nation that breeds Hippogriffs. They are isolationist at the moment but campaign events will (hopefully) change that and we can see about getting a few for scouting.

I like the trap idea but that's not going to work with the surrounding farmland. Investing in some sort of early warning system will be preferable.


Good stuff guys, I never would have thought to label my potions.

For overcoming material or alignment based DR, is it more cost effective to carry around extra weapons or consumables?

I know PFS scenarios tend not to be too difficult, can I get away with being more utilitarian with my item purchases or do I need to be devoting the majority of my cash to my primary weapon, armor, and items like that?


Since you rarely play with the same characters every scenario, what is the must have equipment? I'm not asking about weapons or armor necessarily but rather about mundane equipment or minor magic items that are useful if you're group is lacking in a certain area.


Richard Leonhart wrote:

so you have no arcane caster ...

anyhow, alter self your warrior as an orc, let him challenge the orc boss to a duel, (win), be master of orcs, (enslave/employ them to work in the mines)..

We've been doing ok without one. We have made friends with several NPC wizards though and one will be living in the town.


VRMH wrote:
lalallaalal wrote:
What kind of war beasts other than oxen did you have in mind?

Dogs spring to mind, they're easily trained. And a commoner with a crossbow on horseback may be ineffective as an actual damage dealer, but it makes for a decent harrier.

Alternatively: flee. Pack up everything of value, and evacuate the whole town. Being a refugee sucks, but being dead sucks worse.

I thought it would be cool to give every guard a dog as their own personal flanking buddy. They would be good for guard duty as well.


Good stuff so far. Pirahna moats might be my favorite idea so far, that is just awesome.

If I were to use an Awaken spell on a war animal, could that animal serve as a squad leader of sorts? I was thinking we could use the Awaken spell on some trees as early warning, but I don't know if that would work based on the spell's wording.

We have an escape tunnel of sorts. The well in the town actually leads to an cavern complex that houses the town's quartz mine. At the moment only the dwarves and the party know about the other entrance.

In these tunnels there is a giant ant colony, would there be a way to form an alliance or domesticate them?


@VRMH: What kind of war beasts other than oxen did you have in mind?

@darkwarrior: We have made friends with a goblin who has recently formed his own tribe made up of former goblin slaves of orcs and is on crusade to kill all orcs. Right now he is based hundreds of miles away though and I don't think we could convince him to settle in our area.


My characters are a 3rd level fighter and a 3rd level druid. Others are all 5th level with 2 fighters, a ranger, rogue, and cleric. We won't be able to craft any magic items.

Right now I believe there are 50 town guards.


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Our group has a home base that is situated in a no man's land of sorts. Orc and goblin raids are a pretty common thing.

One my characters has retired to the town and is Captain of the Guard. There is not a whole lot of manpower available for defense so I'm trying to come up with some creative and relatively cheap ways to aid in defense from raids. The first thing I thought of was a company of war oxen. Slap some barding on them and they would be formidable opponents. We will have a wall around the town.

There is a mine underneath the town that will provide a steady source of income so we should be able to afford anything not completely depending on magic.


I see, but with javelins I'm still missing out on a lot of bonuses. At 12th level I would be missing out on a total of +4 to attack and +6 to damage from feats and class features.


Throwing from 20' would only be a -2 penalty wouldn't it? That's not too bad and I think it would be worth it for the axemaster idea I have going through my head. Weapon Focus, training, and point blank shot would help cancel it out as well.

I could charge up to 20' away, throw 2 axes, and then have the enemy step up to me and then I full attack from melee. With Charging Hurler the charging bonus would cancel out the ranged penalty.

Also, javelins are considered ammunition and can break after they're thrown, right? If so I could save money on javelins and just keep a few axes on me.

Edit: with javelins I'm also missing out on all the bonuses I would be getting with Weapon Focus, Training, and Specialization in axes.


Hmmm I guess I thought of a switch hitter as someone who was simply good at either option. I would still like to dedicate some feats to ranged though because they would help with ranged combat aside from the throwing. I would also be able to take some lesser minions before closing in melee. A situation like getting into a fight with a few orcs and throwing a couple axes to drop 1 or 2 and then close to finish off the others.

Maybe go with a set up like:

Human Fighter

Str: 16
Dex: 15+2
Con: 14
Int: 12
Wis: 10
Cha: 7

I would put level 4 bonus in Dex and the other 2 into strength.

1: Weapon Focus (handaxe), Two Weapon Fighting, Quick Draw
2: Point Blank Shot
3: Charging Hurler
4: Weapon Specialization (handaxe)
5: Power Attack
6: Improved Two Weapon Fighting
7: Two Weapon Defense
8: Greater Weapon Focus (handaxe)
9: Double Slice
12: Greater Weapon Specialization (handaxe)

That's what I have so far. I'm thinking of fitting Deadly Aim in there somewhere. I didn't take Precise Shot as I don't expect to being throwing into melee very often.


Do I need Rapid Shot to throw 2 axes? I know I would need quick draw if I wanted to make more than 2 throws, but what if I'm already holding 2 in my hands?

This build would be more melee focused.


I have an idea for a switch hitter for PFS but I'm not exactly sure how to make it work. Instead of going the usual bow/two-handed weapon route I would like to mix two-weapon fighting with throwing weapons.

I was thinking hand axes would be a good weapon to focus on since they can be thrown and are not destroyed after being thrown. Weapon focus, specialization, and training should all apply to both the melee and ranged unless I'm mistaken. I think I could use weapon finesse with them as well since they are light.

Stat wise I'm thinking:

Str: 14
Dex: 16 +2
Con: 14
Int: 12
Wis: 12
Cha: 7

With this character I'm just not sure what the necessary ranged feats would be to make it effective. I would like to open battle by throwing 2 axes and then drawing 2 more to close in with melee. I think there's a feat that allows you to trip with a thrown axe.

Any advice on feats and/or archetypes would be helpful.


Yes, I joined the google group The Collective. I really liked the game I played with maptools.

I looked at FantasyGrounds and will probably download it to expand my options. If I'm not planning on being a GM can I get by with the free version?

Canis, I would be interested in anything that can get me playing more Pathfinder.


Hello, I'm looking to join a virtual table top campaign or group that runs society scenarios. It looks like the recruitment section here is for play by posts and that's not really what I'm looking for.


I'm just wondering where the best places to find online PFS events would be? I'm a member of a google group but there aren't a lot of events that are posted.


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Spells aren't good enough?


Invest in something. Help build a boom town in some remote corner of the world. Acquire unusual mounts to help your party get from A to B faster. Hire a small army to protect your animals while you delve into the pit of doom. Get in good with underground networks for inside info.

Tons of stuff to do with money.


Aren't you required to have a deity for Society play?


I used this spell to keep about 20 orcs out of a battle and I just want to make sure the effects of the spell were correct.

Entangle wrote:

This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.

If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.

My understanding is that if an orc makes their save they're able to mover normally, but since the area is considered difficult terrain they are still limited to half speed. So 30' movement becomes 15'.

If an orc fails their save they gain the entangle condition, which limits them to half speed. Since the area of the spell is difficult terrain, does an entangled orc's speed go from 30' to 5'? Or is an orc that has failed their save immobile until they break free?

The way we handled it was that the orcs that failed their save were able to take 5' steps and those that made their save were limited to half speed.


What was the second movie?


Our most recent campaign started with all of us graduating from an adventurer's school and given a mission to get us all started on our careers. Everything went on from there.


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Our group doesn't use attacks of opportunity and I think it has sped the game up a lot


I don't think I can take power attack at first level since it requires a +1 to BAB. I'm not sure if cornugon smash is PFS legal so I think I'll scratch that.

Stats:
Str: 16+2
Dex: 14
Con: 14
Int: 11
Wis: 13
Cha: 7

For feats I'm thinking:

1st: Toughness
3rd: Weapon Focus (great axe), Outflank
5th: Power Attack
6th: Precise Strike
7th: Iron Will
9th:
11th:
12th:

I'm not sure what to do with the rest of the feats. Maybe lightning reflexes. For traits I was going to go for one that raises Will save and one that grants acrobatics as a class skill.

For spells known at 1st I'm thinking cure light wounds and protection from X.


I was going to do a summoner for PFS but since it will be my first time playing online I thought it would be a bad idea with all the bookkeeping it would require. I've decided on an Inquisitor instead. I don't want to be a face, I was thinking more of a melee brute. Stats I'm thinking of going with:

Str: 16 +2
Dex: 14
Con: 13
Int: 11
Wis: 13
Cha:8

I was going to put 4th level point in constitution, 8th in wisdom, and 12th in intelligence since I'm not sure what to do with it.

What I really need help with is picking feats and spells. I'm going to be a half-orc with the Travel domain and I'm pretty dead set on wielding a great axe.

What are the must have spells and feats? I thought a power attack and cornugon smash combo might be fun, despite my -1 from charisma.


Why do people hate gnomes?


I would love to play in a kingmaker game if the schedules worked out.


Alright, I've revised my stats. I figured since I don't need a 14 in charisma until character level 11 I'll just put my level 8 boost in charisma.

Str:15+2
Dex:14
Con:13
Int:12
Wis:10
Cha:13

I'm thinking I'll boost Constitution at level 4, charisma at level 8, and strength at level 12.

For feats I'm thinking:

1st: Weapon Focus(Great Axe)
Bonus: Toughness
3rd: Arcane Strike
Bonus: Augment Summoning
5th: Superior Summoning


ossian666 wrote:
You could dip 1 level fighter to get the weapon and armor proficiencies (plus at first level a feat and higher hit die). Personally since you are going Master summoner and your summons are a spell like ability that would be what I'd do and probably go human for the extra feat since the only benefit for Half Orc would be the bite attack which lets be honest meh.

That's a good suggestion. I think I'll go with a level of lore warden for a couple extra skill ranks that I would put into spellcraft and knowledge anyway and I'm not going to be missing the armor or shield proficiencies.


Alright, I don't think the diminished spell casting of the Crusader is worth it and Divine Strategist isn't very melee-oriented.

I'm thinking a Half-Orc Master Summoner. I can use a great axe and have my eidolon hang in the back and use a wand of shield on me. I'd like to get the Toothy trait to get an extra attack.

Stats would be:

Str: 15+2
Dex: 14
Con: 13
Int: 11
Wis: 10
Cha: 14

I would put 4th level ability bump into Constitution, 8th into Strength, and 12th into Intelligence. Feats would be:

1st: Arcane Strike
Bonus: Augment Summoning
3rd: Weapon Focus (Great Axe)
5th: Superior Summon

I'm not sure where to go from there. I'm on the fence about the ability scores too, there are a couple points that I'm not sure where to put them.


I'd like to be able to hit reliably and be able to take some hits. He doesn't have to be able to do tons of damage on his own, I'd just like him to hit more often than not.

I was thinking a Dwarven Crusader or Divine Strategist might be good. Crusader gets some bonus combat feats that are nice.


I'm going to be creating a character for PFS and I'm wanting to do a melee build that summons creatures on the first round of combat and then fights alongside his summons. I'm thinking something like the Necromancer from Diablo 2, except using mostly weapons. I know a Druid would be a good class but I want more of a warrior feel rather than shapeshifting.

Any suggestions on how to go about it? I'd also like to know the possible ways to summon as a standard action, aside from the Summoner's ability.


Thanks for the additional website options Benoc. Are most people looking to do PFS or modules? How often are people looking to start up and adventure path or campaign?

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