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widuj's page
23 posts. No reviews. No lists. No wishlists.
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Magus / Arcane Archer sounds cool.
I am not sure, take a race with a spell-like ability to skip the level dipping for the dragon disciple
Maybe Magus, it is one of my favorite concepts, a magic-wielding swordsman.
Str-14, Dex-12, Con-16, Int-16, Wis-17, Cha-11 (stats form the test^^)
7th level human Magus with Arcane Strike, Craft Wonderous Item, Craft Magic Arms and Armor
Maybe the first Magus dabbling with Summoning and Spell Development, i really love magic and its possibilities.
thanks.
the glove, the coin and the boots are a magic item set.
i forget to mention weapon finesse.
with fast learner you can get potentially 5 arcane pool points, so better than extra arcane pool points.
twf was suggested by the gm and this is the way he thinks it works, i'm fine with that.

Hi,
i need a bit of help for my magus, but it is heavy houseruled.
Zyx
Male human magus 4 (bladebound)
CG Medium humanoid
Init +4; Senses Perception +7
Languages Common, Draconic, Dwarven, Sylvan
DEFENSE
AC 22, touch 14, flat-footed 18 (+4 armor, +4 Dex, +4 shield)
hp 39 (4 HD)
Fort +6, Ref +5, Will +4
Defensive Abilities none
OFFENSE
Speed 30 ft. (6 squares)
Melee +1 scimitar +8 (1d6+5)
Ranged longbow +7 (1d8/×3)
Special Attacks arcane pool (4 points, +1 bonus), spell combat, spellstrike
Magus Spells Prepared (CL 4; Concentration +7)
2nd-level (2/day), 1st-level (4/day), 0-level (4 at will)
STATISTICS
Abilities Str 12 (+1), Dex 18 (+4), Con 14 (+2), Int 16 (+3), Wis 10 (+0), Cha 7 (–2)
Base Atk +3; CMB +9 ; CMD 19
Feats: Power Attack (house rule), Combat Expertise (house rule), Deft Maneuvers (house rule, this feat includes Improved Dirty Trick, Improved Disarm, Improved Feint, Improved Trip, Improved Steal, Improved Reposition), Toughness, Dervish Dance, Vicious Stomp (magic item)
Skills: Acrobatics +5, Climb +5, Knowledge (arcana) +8, Knowledge (dungeoneering) +7, Knowledge (local) +5, Knowledge (planes) +7, Perception +7, Perfom (Dance) +0, Ride +8, Spellcraft +8, Stealth +7, Survival +2, Swim +5
SQ magus arcana (black blade), spell recall
Combat Gear arrows (20), potions of cure light wounds (3); Other Gear longbow, +1 scimitar (blackblade, house ruled, see below), coin of luck (see below), blade boot (see below), magic glove (see below)
SPECIAL ABILITIES
Black Blade: +1 cold iron scimitar; Alternate Black Blade Strike: for 1 arcane pool point, the weapon deals 1 +1 point of strength damage for 5 levels and counts as ominous weapon for 1 minute; no awareness ability
Magical Glove: +2 CMB; ignore 1 fumble per day on a melee attack
Coin of Luck: thrown weapon (10 ft. Touch attack); target must reroll every d20 and take the worse for 1d6 rounds, during this time you can reroll anyone d20 roll
magical blade boot: +1 gruel blade boot; extendable for free action, grant the feat: vicious stomp
Traits: Noble Born (Orlovsky), Armor Expert, Awareness (house rule, perception is a class skill)
I'm playing around with feats and equipment like:
-enchanting the boot with agile ability
-getting mithral chain shirt (maybe +1)
-combat reflexes
-arcane strike
-two weapon fighting
-greater trip
-wand wielder (main reason: wand of true strike)
-fast learner
-intensified spell (around level 9)
-improved initiative
-maximized spellstrike (around level 9)
The combo of gruel blade boot and ominous scimitar is very lame, right? Want should I do?
Erdenstern - Into the Gold
or Erdenstern - Into the (some other color)
please ask google for more information^^
In "Legacy of Fire" we got three wishes, which i can remember.
1. turning the human wife of our elven player into an elf
2. splitting the mystic theurge of nethys into two characters
3. transforming the dragon disciple into a real dragon
the last two wishes were made at the end of the campaign to make the characters unplayable for future sessions etc.
Long ago, in a campaign far away, we called our adventurer's guild: The Adventurer's Guild.
Our motto was: We are doing almost everything. For almost everyone. Almost always legal.
Back to topic: "Travelers in Scarlet" sounds really cool. Sounds grim, but not too much like a military company.
on my wishlist:
-the balancing is ok, not prefect, but it works
-keep lawful and chaotic
-i hated synergy rules in 3.5, please
-clarifing craft skills and maybe profession skills, how they work
-the exotic weapon idea is great, make them "normal" and add mastery feats for them
-the harder you hit the more damage you make
-a working develop-your-own-spell-system
-an option to create your own character class
-killing weapon finesse
-make combat expertise, power attack and deadly aim a normal combat option
-killing HD, make fixed HP per level
this could be interesting.
http://paizo.com/threads/rzs2m6kx?My-solution-to-the-Christmas-Tree-Effect# 1
but i like the idea of not using the big six.
get same round bases for movement, lay them next to each other, to form the path for the miniature.
reach is equal of the diameter of the miniature's base or two times for reach weapons.
flanking: two minis must draw a straight line trough the mini they are trying to flank.
get some different colored shapes of paper for different terrain types to be prepared.
gridless, done.

Moin.
also falls du noch umschwenken kannst mache aus dem krieger einen waldläufer, das würde dir die sache ziemlich vereinfachen.
ich fasse mal alle möglichen stile zusammen.
scimitar + scimitar = mehr schaden, seltener treffen
scimitar + kukri = ausgeglichen, probleme mit waffenfokus, weil unterschiedlich
kukri + kukri = weniger schaden, öfter treffen
scimitar + schild = mehr schutz, weniger treffen, mit nem schild kann man auch zuschlagen
mein persönlicher favorit ist immer noch scimitar + leichtes stachel-schild.
nochmal zum waldläufer, das besondere wäre das du weniger dex bräuchst um einen fähigen zwei-waffen-fechter zubauen, da waldläufer halt ihr besonderes training dafür hätten. aber mit einem normalen krieger funktioniert das alles auch sehr gut.
Krieger 4te stufe
str 16
dex 18
con 14
int 13
wis 12
cha 8
talente:
Two-Weapon-Fighting, weapon focus (your favored weapon), weapon specialization (your favored weapon), power attack, combat expertise
andere interessante Talente:
improved shield bash, shield master, shield slam, improved bull rush, greater bull rush, combat reflexes, improved trip, greater trip, tripping strike
build an intelligent construct or awaken animal, like the flying skull in planescape torment or this awaken familiar
or
a helper build, like halfling pathfinder chronicler with helpful trait, the pc are still the heroes and you chronicle their epic jounrey
or
once i designed a deaf dumb monk, hindering communication (no potential face, but you can deliver hints)
Why do you need a Coup de Grace? Hit yourself, drain your own lifeforce, get your ki/arcane pool.
Usually, after a fight is enough time to hit yourself.
And for bodyparts you can't reach, ask a buddy to hit you there.
Now it becomes freaky.
i suggest diminutive constructs with special abilities like fire breathing or shooting lightning bolts created by wizards for entertainment and competition
catch em all to build a swarm of them
answer to question 1: yes, i am talking about p...
answer to question 2: no, this ist not a joke
answer to question 3: maybe, ask cthulhu
15 minutes playing an adventure: get a dungeon-crawler card game, 15 minutes are not enough time for getting the whole experience/fun of playing
15 minutes preparing an adventure: get an adventure generator, there are enough out there, or here http://www.dungeonslayers.com/?page_id=236 (simple, fast and fun with few work)
i would say yes, it is possible to enchant a mwk crowbar, it is some kind of odd club, but the problem is: is a +1 "tool" an improvised weapon any longer?
every thing can be used as an improvised weapon even a rapier, hold the pointy end and hit your enemies with the hilt. this is awkward, but it might work.
my solution: make a compromise, use weapon oils for your "tools".
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rolling a die for hp. Yeah, my fighter has fewer hit points than the wizard.
Try a different game to get your players back to "reality".
Or...
Make a few houserules to make the game dealier
- Each attack that deals more damage than their constitution score causes a "wound" (negative level)
- cut down the Hit points, maybe to HD12=+3 per level, HD10=+2 per level, HD8=+1 per level, HD6=+0 per level, lvl 1to4=6hp, lvl 5to8=5hp, lvl 9to12=4hp, lvl 13to16=3hp, lvl 17to20=2hp
(example:fighter lvl5 hp=39+5*con)
- use the critical hit deck
- use monster with a higher challenge rating
Or...
Your players like this style of game when they are "immortal", leave it this way, it is possible that your players getting frustated and have no fun.
1. dimension door + silence + acid pit = dissolved king
2. necklace of fire fireballs + alchemist's fire = king of ashes
3. create water + sealed room = drowned king
This thread is a kind of funny.
IMO: The nations of Golarion are more inspired by ancient cultures than modern cultures/nations/whatever.
Make your villian a human with azlantean heritage, put the belief of being a upper class being, because of his ancestors, on top and it is perfect. Add a dash of insanity and megalomania.
Maybe exchange "Azlanti" with "Irrisen", "Hermea" or something that fits for you and your players.
Bake for 30 to 40 minutes in the preheated oven. "Nazi" is done when it springs back to the touch.
---> To be honest, it doesn't matter matter where are you from to be an insane megalomaniac a@$##$#.
By the way, I'm german and the comparison of the dwarves made me laugh.
+1 weapon property for favored weapons
when it is the favored weapon of a deity and the user is a follower (or only divine magic user) of this deity then you can use WIS instead of STR or DEX for attack and damage
this makes it very specific, but with more flavor
Hi.
Would you like to see a Book in which you can tinker with the rules of the game itself? Much like UA back at 3.5. I'm talking about things like a house rule compendium in which you can alter the basic mechanics of the game to build a system that suits your style of play better.
A book with options like a natural 20 on an attack is always a critical hit(no confirmation roll) that do max damage and so on.
All with a big chart to tick which option is used in the game.
I'm just curious about it?
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