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Ailtar's page
Organized Play Member. 23 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.
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I agree, in this specific example, he got lucky as far as the crit goes, but even when he doesn't crit, he's doing an average of about 25 damage. Now, that may not kill everything that they come across in one hit, but it'll take out a good chunk of its HP. Using an Ankyosaurus as an example, it's got 75 HP. 3 hits from this lvl 3 character and the CR 6 monster is dead. Obviously it would take a little more because of it's stun ability, but you see my point.
A similar thing happened earlier in the night, too. A lvl. 5 hobgoblin fighter with 2 hobgoblin guards. The PCs managed to talk the guards out of the room, so they only had to deal with big hobgoblin, which is great. Once the fight actually started, one hit from Bar/Fight had him over half dead.
Me and a few other people have all checke out his math and char sheet to make sure everything is right, and it checks out. I understand that there will always be someone who makes a character like this. The thing that bugs me the most isn't taht he can kill anything, but that he doesn't role-play the 7 or 8 Int and Cha that he took to get a high Str. Sure, his skills take a penalty, but he barely has any skills, and none that depend on those stats.
First and foremost, I apologize for taking so long to respond to you guys. I had a busy weekend, and this is the first chance I got to post.
For anyone who wanted to know how the fight actually went, here it is:
bard went first, playing his inspire courage song. Second, cleric fires a firebolt (fire domain power) and does 6 damage. Sorcerer goes next, firing an acidic ray doing 5 damage. Paladin moves forward, taking AoO from anklyosaurus (who missed), and he also misses. Fighter/Barbarian attacks, crits, does 60 damage. Dino attacks, hitting F/B, doing a little damage, and next round is killed by cleric.
For his actual build, i dont have his char sheet in front of me, so i can't give exact numbers. But when he rages and is large, i think he has 24 Str. And of course, he has power attack and other feats like that.
OK, we just finished our 4th session if this campaign, and as game master i've come across a little problem. For the most part, the PCs enjoy the game, but in combat, everyone finds it kind of annoying. One of the players has completely min-maxed his character. He is a Fighter/Barbarian, wields a large-sized bastard sword, and carries around a stache of potions of enlarge potion. In one of the last fights, as a 3rd lvl character, he pretty much soloed an ankleosaurus, a CR 6 creature. The rest of the PCs are frustrated because they dont have any fun because they feel inferior. I as GM feel frustrated because my PCs aren't having fun, and the challenging encounters are being cut through in an instant.
What do I do about this player? I dont want him to feel like im being a jerk by not leting him play what he wants, but i have to do something because the rest of the players arent having fun. Any suggestions?
All right, thanks guys. That really clears up the issue. Thanks a bundle for the help.
While running an adventure, my group ran into a couple of problems with traps. To me, traps are designed to be hidden from view, and it takes a trained eye to even look for the signs of one. Now, under the description of the perception skill, it states that most perception checks are reactive, and are used without an action. That would mean that whenever someone comes within sight of a trap, they would get a perception check to spot it. If that were the case though, why would there be a special rogue talent that allows them to automatically get a perception check to find traps within 10'? If they could get a check as soon as the trap is within view anyways, that makes the talent useless.
If I am interpreting the rules in a strange way, please correct me.
See, my group didn't get to the point whee we can do that, so I did not know that that happened. Also, as far as being on the low side for cash, our DM made a few sidequests for us. We had a few extra deaths than expected, so our already low cadh suplly got lower, so he made some gold-packed stuff for us to do to make up for the lower money supply. Not tyo mention we needed the extra XP because we somehow got a full level behind. Still, I'd recommend the feats anyways, because being able to get magic items at half price from the beginning would still help the short cash problem.
On a side note, if the player wants his character to be a crafter, he should take the feats anyways, just for the role-playing aspects of it. Personally, I've wanted to play a magic weapon crafter since I played 3.5 edition, but the XP cost was a major deterrence to be, so I thought Pathfinder was a good place to play a crafting character.

Name: Grot
Race: Orc
Class/Levels: Barbarian 7
Adventure: The Infernal Syndrome
Location: A dump in the ghetto part of Westcrown
Catalyst: Monk hired by tyhe Council of Thieves
The Gory Details: We, the party, were down on resouces so we left the nessian spiral to reast (in a room completely covered in garlic because the vampire that was dominating the guards escaped from us). The next morning, the party rogue needed to go to a church of Iomedae to get restoration cast on him. Grot, however, wanted to go looking for parts for his newest obsession- making siege engines. So, while he was looking for parts, the monk came out from hiding and used stunning fist on him, and of course he failed his save. Next round, 5 attacks on Grot, again him getting stunned. Third round- he got lucky because all five attacks missed. he pulls out his axe and swings, barely damaging the monk. Next round, monk hits with all attacks, killing the orc, then throwing the body into the sewers. A couple hours later, the party found his body and raised him.
My group is working on council of theives right now, and i'm playing a wizard who has most of the crafting feats. i have the scroll, wondrous item, magic arms and armor, wand and ring feats, and I actually get a lot of use out of them. I'm not sure why Puple Dragon Knight doesn't recommend the feats, but I do.
Hey guys, I'm going to start running a homebrew game for my PC's in a few months, and as I was doing some planning, I decided that I wanted to put in some really inventive traps. So, I was wondering if anyone has any creative trap/trap concepts that I could use.
I don't really care how sadistic or evil they may be, so anything you come up with would be really helpful
1) That's actually really cool idea. if one of my players thought of that i'd definitely let them use it (at least for a couple of times).
2) Poison in the bombs...would that be considered Pathfinder biochemical warfare?

I'm a part time DM, and for me, i like the idea of the DM fiat. I fudge the dice probably a little more than i should, but its always for the sake of making the game interesting. You know there are always those days where one player just is rolling very badly, and he/she shouldn't get punished for it too much. I usually try to keep the PCs from dying unless the did something really stupid. Its not that i never let PCs die, its just that i know as a player its not fun if ypu or one of your group members dies. I also fudge the dice (much more sparingly) in the monster's favor. if the PCs are fighting the "boss" of the area and start to kick his but, then i may make the bad guy hit occasionally even if the roll had him miss. i never do this to kill a PC, just to hit to make the fight seem closer and more intersting.
As for the DM having the final word, i think thats mostly true, especially in a homebrew campagin. What my group has started doing is having the DM make a call on the subject, and then talk about it or look it up later. That way the game doesn't get bogged down with too much rules discussion and searching. It just helps to keep the flow of the game.
As far as DMs saying no players, i'm totally against that. Even if the PCs do something that the DM didn't want to happen, he shouldn't just tell the players no, especially if its a cool and viable idea. If it's some player that had a really stupid idea and is just trying to metagame, however, that's a different story.
Well, i could always just say that it is sealed, and if the PCs ask how just say by magic. I was just looking to see if there is a spell out there so that i could give them a real answer if they ask.
That is an issue... I didn't see those spells in any of the books that I have, so i just assumed they were both wizard spells. *sigh* just wishful thinking i suppose.
I also didn't realize antipathy it was an 8th lvl spell. The idea i have envisioned (invisioned?) was that the king would be a mid-lvl wizard (about 10th, give or take a few lvls). That's why i didn't just use dimensional lock, which is another 8th level spell.
The forbiddance and antipathy spells seem pretty good for what i'm looking for. I also thought that a cool story for the portal is that each new king had to cast the spell. It lasts untill the day he dies, and at that time the new king has to recast the spell. How does that sound?
OK, i'm gonna try running as homebrew game, and in the setting, there is a portal underneath the capital city that leads to the abyss. Curently, the king keeps it "locked" closed with his magic. The problem i'm having is that i can't find a spell that fits that description. I mean, dimensional lock would work, but i don't want to prevent teleportation and all that other stuff, and the king isn't supposed to be an all-powerful wizard. All i want to do is prevent demons from destroying the city. Am i missing something, or is there just not a spell like this out there?
Well, i've never tried playing an evil campaign in a fantasy setting, but i have DMed (or GMed, whatever)a Star Wars game where the group was part of a crime syndicate. It was actually interesting how it happened, but thats another story. All and all, it turned out pretty good. The characters took orders from the crime boss, and they carried out the missions without too much infighting.
I think the key to playing evil adventures is that the PCs need to have a good reason to stick together. That way the backstabbing and such is kept to a minimum.
One thing that I would like to see are elemental princes (like from the AD&D fiend folio).
More giants are also a good idea.
Also, more types of dragons
Here's my disfunctional group:
1) a male LG dwarf cleric of Torag who would actually make a better assassin than cleric by the way he acts (he wanted to pass my curse off onto an innocent beggar or dying person)
2) a female half-orc monk
3) a male half-elf rogue
4) my charcater- a male human wizard specialized in evocation, who is obbsessed with learning. At one point he was cursed and would die in three days. His party members had to talk him into spending money to get rid of it, because he wanted to buy more scrolls to add the spells to his spellbook.
5) up untill yesterday, this spot was filled with a human fighter who called himself "the red dragon". he died, and the player wanted to make a new character, so now we have a male orc (full orc, not half-orc) barbarian.
Charlie Bell wrote: So a 5th level wizard that didn't have Craft Magic Arms & Armor could make a +1 weapon simply by increasing the DC by 5, since CMA&A is a prerequisite? Thats the thing. It specifically states the only prerequisite you MUST have is the feat. It doesnt say anything about the level. Seems way too good that way, though.
The rules say that for each prerequisite you dont meet you can increase the DC by 5. Does that mean that if you dont meet the level requirement that you can just add 5 to the DC and make it anyways?
A player wants to play an orc in the adventure path. we dont have the campaign book, so we were wondering how likely would it be to have an orc wandering in the city?
I would also vote for #10. The idea of having the moons actually being parts of the destroyed world is a really cool idea.
As for a god: Boris of the Vile Wastes
Boris was the leader of a barbarian tribe, who faught on the side of the dark. His tribe was among the fiercest warriors who faught in the war, but Boris was greedy and took most of the loot for himself. Just pior to the final battle, his tribesman betrayed him and tried to kill him. However, they did not fully succeed, and he was left in a state between life and death. Boris now wanders the world aimlessly, driven mad with rage and dibelief at his kinsmen's betrayal. He continues to be a fierce warrior, and those who revere him are either insane themselves, or greatly respect his brute strength and raw power.
Dwarf cleric with warhammer,
half-elf rogue with rapier,
half-orc monk,
human fighter who uses a falchion in two hands,
and i'm a human wizard specialized in evocation
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