Jack in the Box

Albosto's page

RPG Superstar 8 Season Star Voter. 15 posts. No reviews. 13 lists. 1 wishlist.



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Thank you to those that have made suggestions in the document. I will try find time to look at and add to the document the suggested edits as people make them.


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I had been playing pathfinder for several years and decided to make a general guide for playing an archer. This is not class specific, but describes the many skills, feats and items that are available to archers.

Here is the link:
Guide to Pathfinder Archery.

Unfortunately due to other time commitments (teaching + thesis writing) I have not done anything with this document for the past year, and will likely not be updating it in the near future, if I do it would be highly sporadic. If anyone would like to take over and improve the guide, you are welcome to do so.

I was going to extend the suggestions for each class (like the fighter example), however I ran out of time.


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All fighter party. Low wbl. Awesome sandbox, kingdom buildding campaign. Survived encounters most low level parties would not because we could just keep going. More tactics employed than any other party I have been in. Reach weapons, readying for combat and combat reflexes destroyed many enemies before they could close in. A whip fighter that could trip nearly anything.
Ps. Don't disarm skeletons... they become more dangerous with their claws.

The validity of many situations will depend on the setting, the DM and preagreed details of what type of game everyone wants to play.

Another game we were all bards in a band. Whilst combat was a part of the game, we focused momore on city and social interaction and skills. And a great homehomebrewed battle of the bands system.


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For the last few years I have been playing in a exploration sandbox campaign comprised of a D-team and It has been my favorite so far (20 point buy full BAB classes only, slow advancement). Our players consist of:

Fighter(Lorewarden) - focusing on tripping with whips (could trip nearly anything large or smaller)
Fighter - focusing on disarming (damn skeletons are more deadly if you disarm them)
Fighter - focusing on archery.
Cavalier - halfling riding on an elephant.
Ranger - mounted, our primary damage dealer.

Using strong tactics, teamwork and making heavy use of attacks of opportunity (everyone but the archer eventually had combat reflexes) we actually tore through more enemies than we thought we would be able to handle. The DM certainly challenged us, often using large amounts of enemies (primarily orcs and undead) over a few more powerful enemies.

The campaign had a reasonable role-play aspect and involved heavily on the town we were helping develop with the downtime rules, which eventually expanded into the kingdom building rules.

While healing was a problem, due to teamwork we tended not to take too much damage and we got by with a conservative amount of magical healing. Magical items were not commonplace and we got by on what we found.

I have not been in any other game that the players have worked so well together or had nearly as much fun.


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I have always found this blog useful:
Removing alignment - part 1: Classes
Removing alignment - part 2: Magic
Removing alignment - part 3: Monsters

It deals with nearly every aspect of removing alignment in a fairly easy and quick way.