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:
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.
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.
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.
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)
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.
As Digital elf said, one possible method of online gaming is Play by Post (PbP). A great guide if you are thinking of looking into it can be found in the following links. Painlord's Guide to PbP GMing: Make Your World a Better Place and DH's Guide to Play By Post gaming Both the original posts and following discussion are very helpful.
I like the idea of this. I think a good way of representing it would be a quartz crystal with some sort of inclusions (like veins of gold) in it. When used the inclusions disappear leaving you with a hunk of worthless quartz. Look at the google images for this search:
If the item had a couple of charges, the stuff inside would shrink with every use.
I have always found this blog useful:
It deals with nearly every aspect of removing alignment in a fairly easy and quick way.
rainzax wrote:
Well looking at magic item creation. A "staff" for a CL1 Level 1 spell is 800gp. Which is only 50 gp more than the equivalent wand. This difference is fairly negligible. If you wanted to reduce how valuable it is (to simulate finding a wand with less charges remaining) you can simply reduce the maximum amount of charges the wand/staff can hold at once. This is also contained in the rules for creating a magical staff.
I am running 2 players through the Way of the Wicked AP, a summoner and an alchemist. Both are new to these tabletop RPGs. One of my players managed to obtain some Brown Mold. As for how she obtained it:
Way of the Wicked Book 1 Spoiler:
Act 2: The nine lessons. In the second room of the nine lessons there is some violet mold(brown mold) on one of the doors and the room is very cold. Upon seeing the mold one of my players (having no idea what it is, everyone failed knowledge check), pulls out a jar and runs over to take a sample (move over, full round action to collect, move away). Thanks to low damage rolls she does this without going unconscious. They then throw a lit lantern at it to try to burn it, however that causes it to grow. After several fruitless attempts to bypass it they eventually backtrack and find some alchemist ice which they use to kill it.
All the player knows is fire makes it grow and cold kills it. She would now like cultivate it and be able to weaponise it. Given 3 months in game downtime, the character would have had plenty of time to study it. So I put it to the community, how should I treat a vial of this being thrown in combat, it does not have to be as virulent as brown mold would normally be. And how would it interact if a vial of alchemist fire being thrown in the following round. My initial thought for this was to treat it as Liquid Ice that lasted a random number of rounds.
Instead of increasing the strength bonus, just give it the adaptive property when it becomes magical. Its strength bonus then changes to the wielders strength. This is only worth 1000gp so its not overpowering at this point. 1. +1 Adaptive comp. longbow Link: Adaptive enhancement
Pathfinder srd wrote: An adaptive bow responds to the strength of its wielder, acting as a bow with a strength rating equal to its wielder's Strength bonus. The wielder can fire it with a lesser Strength bonus (and cause less damage) if desired. Other than that, if its purpose is to destroy evil outsiders, the bane enchantment would be a good one to use. Though bane generally only will target one type of outsider you could say it targets only evil outsiders (all subtypes) or whatever way you wanted this to work, maybe spend an action to change the type of outsider it targets. +2 to hit, +2d6 damage vs specified target.Link: Bane enhancement
Pathfinder srd wrote: A bane weapon excels against certain foes. Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes. To randomly determine a weapon's designated foe, roll on the following table. Since it targets evil maybe the holy enchantment may be useful. +2d6 damage vs evil.Bypasses DRxx/Good Link: Holy enhancement
Pathfinder srd wrote: A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of evil alignment. It bestows one permanent negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including by restoration spells) while the weapon is wielded. If you are going all the way to 20th level and I am guessing mythic, you may want the enhancement bonus to eventually get to +5. What exactly does the mythic in number 10 do?
MordredofFairy wrote:
If you went by the RAW for minor creation, technically you could only make blunt arrows (fully made out of wood/feathers); as common arrows have a metal head, which cant be made using minor creation. Ignoring the problem of the iron tip. You could also argue that some of the special arrows could be valid under minor creation, e.g. whistling arrows. Arrow(s), Whistling wrote:
I searched but could not find this asked boefore: Can the endless ammunition weapon enchantment make:
d20pfsrd wrote:
Since these are all "non-magical" and the entry only says it makes a single non-magical arrow. For those that say these three would be overpowered, please look in the spoiler as to why they should be allowed.
A bit more on the maths: This enchantment costs at least 16,000gp, and more if you want to have an enhancement bonus of more than +1 (At which point it may start to overcome some of the special material DR's anyway).
the minimum 16000gp equates to ~
For special material arrows this does not seem overpowered. the only two alchemical arrows that I could see potentially abused (price wise) by this are:
This enchantment also potentially lowers the archers damage per hit by 7 on average as it takes up slots that could be spent on merciful, aligned or elemental enhancements.
It looks rather interesting. One thing I picked up is with Conditioning(ex) wrote: Conditioning(ex): You may raise one of your ability scores by one via spending a number of boon points equal to the desired ability score - 10. Example to raise constitution from 15 to 16 costs 6 boon points. Currently If your ability score is less than 10 it would cost negative or zero boon points to increase. e.g. 9->10 is 10-10=0 and 8->9 is 9-10=-1 and so on if I understand what you have correctly. I guess you would need at lease a clause stating minimum 1 boon point per increase. |