The title says it all. I've played a great many games and a great many characters. I'm looking for a stable group hoping to share in a good story. I live in Valrico, but I can travel to Brandon or Tampa. My previous group didn't work anymore cause I work on their game nights (Sun, Wed, and Fridays). Looking to playing again.
Is there a place for Improved Unarmed Combat on a Melee Solarian? I figure if Bare Fist is Bludgeon. Solar Weapon can be Piercing or Slashing. Having an additional type of damage could be helpful. Plus... Improved Unarmed Strike(Combat) You have trained to make your unarmed attacks lethal and strike with kicks, head-butts and similar attacks. Benefit: Your unarmed attack damage increases to 1d6 at 4th level, 2d6 at 8th level, 3d6 at 12th level, 5d6 at 15th level, and 7d6 at 20th level. You threaten squares within your natural reach with your unarmed strikes even when you do not have a hand free for an unarmed strike. If you are immobilized, entangled, or unable to use both legs (or whatever
Normal: You don't threaten any squares with unarmed attacks,
There may be times when you can't use the Solar weapon or use of it may not be optimal. Thoughts?
I too am running this and have RP considerations to deal with. As such, people should think things out logically. In the first adventure, the town just got attacked by goblins. A goblin then walks in and says "We will save...." Goblin dead before he can finish. And a Goblin sneaking around to avoid the mob is going to miss out a lot of things the rest of the party will get to enjoy (mechanically or fluffwise). It's just too much of a hassle. I often restrict my players to the core races. It's just easier that way for Path/Modules. Now for an open sandbox style campaign? Sure go ahead and play your Goblin Paladin. Once everyone starts seeing all the attention the special snowflake is getting, then everyone will want one. Which will in turn defeat the original players purpose. All in all I wish the game the best and if everyone enjoys themselves then what do the rest of us know? :)
I don't allow 3rd party stuff. If it doesn't have Golarian in mind, I'm not interested. Mixing that stuff with Pathfinder is a sure fire way to breed munchkin. Other than that I try not to ban anything outright. I can adapt. I always warn my players, anything they can do so can the bad guys. Sometimes even better.
*Slips on Jack Nicholson hat* This game needs an enema. *Takes off Jack Nicholson hat* I'd suggest a group meeting to sit around the table and do rebuilds with input from everyone on character creation. There is such special snowflake shenanigans going on, its disrupting the party dynamic. With the group knowing what everyone is capable of, it there will hopefully be more interaction. As for the IPAD/Electronics thing? If the GM banned them, stick by the ban. It's better to have no player than a bad player. That's what MMO's are for.
Umbral Reaver wrote:
Because special snowflakes are hard to make mini's for. Plus can you see the Gelantinous Cube Sorc gliding into the shop bargain for supplies and turn out well? Iconics are Iconic for their easy recognition.
Jacob Saltband wrote:
The GM giveth, the GM taketh away. Anything the players can do, everyone else should be able to do as well. Any tactic is valid especially when you give it real world application (as best can be in a fantasy setting).
How would you do it? Think Teclis from Warhammer or Elminster, Khelben Blackstaff, and Vandergast from D&D. They don't have overwhelming god smoting power (though fans might disagree). But they have the wit and skill to stay ahead of their foes. Now, they do have the writer on their side and they don't have to worry about 1's rolling up. But even Elminster was a PC once. How do you go about playing the Man with the Plan. Especially when you're playing a Wizard?
Sleep/Color Spray tie for out in the wilderness. Charm Person in town. Find the biggest Mofo in the bar and make him your buddy. Buy him a drink or two and the affection lasts even after the spell. Poof! You just got a monster summon that will never go a way. Make a habit out of it and you have a loyal following that you can later use to justify getting the Leadership feat.
My group has all but had the town run them out (bad choices and bad rolls a plenty). -They went into the prison on the 2nd night without doing more than cursory research. -Ran into the poltergeist in the infirmary, tried to escape it and instead ran into the room with the furnace. -Had their butts handed to them slunk back off to the Lorimar house and rather than visit the town weren't able to help the town till near the end. -Since they went back into the prison on the same night, they weren't there to help or stop the city hall fire. After coming back out, they decided to 'screw this town'. -The Oracle received a vision of what would happen if they didn't try and stop the five. -Went back to town to get more supplies, found the rest of the survivors holed up at the Inn and got them back to the Lorimar house. -Used the combination of Create Water and Bless to stock up on Holy Water and charged back in. -They took out the Piper and Father Charlatan. Finally, ended up on the bottom level. And all that Holy Water they made? It goes away in an hour... -They also think Kendra is behind it all. Even though she was attacked by her zombie dad and they've never confronted her on it (searched her room while she was out sure, but no face to face). This is why it is important to have those non combat skills useful. They could have prevented half the pain if they put points into the skills that I and the players guide recommended. They for the most part choose to focus on combat. Which really doesn't work, none of them wanted to use a bow, so the Ghost Touch arrows are being used...
MechE_ wrote: I second Fighter due to the feat intensive nature of the build. I'll expand on that a bit and recommend the Two-Weapon Warrior archetype. The versions of weapon training and armor training that you receive for that build are a decent substitute for the real thing, and you get some other nifty tricks along the way. Probably the best part is that since a Whip has a reach of 15 feet, you should be able to full attack much more frequently, giving you those situational weapon training and armor training replacements more frequently. Why Two Weapon Warrior?
So a friend is rolling up (20 point build actually)character with me. He wants to make up a mean mofo (ala Belmont from Lords of Shadows) I told him Scorpion whip would be the way to go. But we're not sure who would be the best user: Fighter, Pally, Magus or Inquisitor? I say Inquisitor. Any thoughts on this? It looks like we're going to be running in the Carrion Crown module, so any help would be great. PF books only. Thanks!
|
