I’m fine with PM’s. I’m also fine with imperfect amounts of information, it adds verisimilitude. Evangelist clerics get some bard powers, so I believe I can inspire courage or greatness and bypass your superstition problems. I’ll grab a breath of life as well. Would you (Yuri) benefit at all from Bear’s endurance? I can’t enlarge, sorry, nor can I reliably UmD it.
If you're Dex-heavy, a one feat investment in weapon finesse isn’t so bad. Environmentally, arrows can sometimes be problematic, and they tend to do piercing damage, which isn’t always effective. Aside from that: Mithril chain shirt
(Enchant what you can afford to)
Set it up in advance. Next time the players are carousing, run into this woman at the bar. Have a lot of 'hey, how have you been', and 'how do you know this guy?' Bring out their shared backstory. And have her warn him 'don't go to X'. When the players inevitably go there anyway, then bam, price on his head. Then, during the fight, she can be all 'I told you, why did t you listen', and they'll have to fight each other even though they don’t want to. It’s how I would do it.
Gnome stew is dedicated to this, check it out. Be decisive. It's ok to be wrong on rules, if people are having fun. It's not ok to stop the game for twenty minutes to look up a rule. That isn't fun at all, at last not for me. Look up rules between games, not during. During the game, use '1-3’ it works, 4-6’ it doesn't.
A melee weapon, just in case ; ) Dark wood underwater crossbow Acid flasks and alchemists fire and holy water. Your aim is probably quite good. A bola for taking prisoners. Just eat the -4, it's a touch attack. Always keep some arrows outside any extra dimensional space. Dimensional anchor will wreck you, otherwise. The boots that allow a 5ft step in difficult terrain can keep you from getting stabbed. Be able to deal with invisibility, incorporeality, and monks.
I'd give them squires instead. One main character, and an assistant/friend/spouse who is two levels lower. I find action economy more important that go economy. You could have all the wealth in the world, grab the sword you dropped and stand is your entire turn. This is especially true if any of the encounters feature the PCs getting really outnumbered, or baddies can incapacitate more than one of them, like, say, a pair of harpies.
I could see going the other way, dipping two levels of paladin for your fighter. But I think this might be a case of 'ooh, shiny'. Why do you need more feats, OP? What are you looking at? Sometimes, you can replace feats with gear, sometimes feats aren't as good as they look. Maybe you can get by without them. What are your group's chances of getting to the end of this AP? That will make a difference as well.
Wolin wrote:
The Roman Empire came up with that. A mile is a thousand paces (two steps), and a pace, for them, is just over 5 feet. Ancient Roman roads were set up with mile markers, and it helped them determine how far legions could move in a single day, which was good for planning.
Go and find an old copy of the first edition rules. Not advanced, but the basic/expert/etc. series. Last one was immortals, if memory serves, and there will be lot of cool ideas in there. You need to let at least one random dude find a spark. Watching Louis the Potter become an immortal god will make a great motivator, and what a tremendous RP opportunity.
CrystalSeas wrote:
There's a certain safety valve in having an entirely fictional game world. If you go bringing in real world theology, you could also introduce real world disagreements. I know I would find it un-fun if my PFS game was derailed by a theological argument. And because it might involve someone's actual faith, there's potential to offend people. Be careful, is all.
You won't outdamage the barbarian, but you might be more versatile, and therefore still contributing. That's how you'll compete. For example, the barbarian gets sidelined by a flying opponent, but you have air walk. Or the barbarian has to use hit points to protect vs. lightning, but you can use resist energy. Look for spells that last a long time, like greater magic weapon. Have them rolling before the fight begins, you should generally cast one buff spell and then move into melee position.
This is the difference between low level and high level. For two first-level characters, the difference between the wizard and the barbarian is mostly the roll. At higher levels, there are feats, bab, hp, and equipment, all of which push the two farther apart in terms of combat effectiveness. The forum could provide more help if we knew what you had for feats and gear and spells already.
Whoa, with that same 4000, you could buy a lot of scrolls, which would extend your ability to 'go long' for those 'no time to rest' situations, and still have coin left over for something nice. I recommend Summon Swarm. My reading is that both swarms damage each other. If neither damage each other, they'll at least keep each other busy for the duration. Learn Haste. It's ALWAYS useful. Scrolls are for rare circumstances, like swarms. Also, wind wall is great, also defends vs. gases and archers.
A base is a perfectly good idea, and all the best heroes have one. I'd suggest moving the players, not the base. Give them a word of recall item that's useable X1/day. This means: you can have them detail the base, add things for everyone. The neighbors can become npc's, or the local lord or tax collector. You can attack the base (but just once, or it gets lame) as a fun twist. It also means that if they recall back, they might have to leave someone behind, or might have difficulty getting back to the dungeon. Decide who carries the key, it matters.
I've done it, with a 3.5 rogue/ranger/shadowdancer. It's...not perfect. Some of the time, you can float through an encounter or two, and no one knows you're there. It's great, but you -are- asking the rest of the party to stand around while you have your fun. Some of the time, it seems great. But you learn that Erinyes have true seeing. Or that tremorsense is hard to beat. Or that life sense is hard to beat. I don't even want to discuss half-dragon striges. That's when you realize 'oh, I'm here by myself' or 'oh, oozes grapple really well', and sometimes, you die. Overall, I'd not do it again. What I might do is play an investigator, a generally smart career Crimean who can pick locks, forge documents, and bribe officials. Or, I might say I'm a ninja, and play a ninja2/sorcerer X, and just choose spells like spider climb and mirror image and knock instead of enlarge person and magic Missile. You still get to do ninja-y stuff, but you get better with high levels, not worse.
Can you fly, turn invisible, deal with invisibility? Have you thought about overcoming the various kinds of DR and SR? Is your AC =20+level for a tank, 15+level for a support fighter, 10+level for a back ranker? Divide your hit points by your level. Is it at least 6 for back rank, 8 for front? And selvaxri, while +2 star won't hurt you, the other benefits of alter self are way more useful, like temporary gills when you find the room filling with water.
I like Displacement more because it works on others. One alternative when faced with unbeatable SR is to boost the party instead. Protection from evil and displacement allow that, as does some kind of resistance to energy and fly. Dim door is also extraordinarily good, and it's verbal only, which is lifesaving. You can also deliver comrades into position: at your level, it makes a real difference if the barbarian gets a full attack or not. Would you consider wall of ice over wall of fire? You can still substitute it, but wall of ice is solid. Anyone loses at least one turn smashing through, maybe more. Wall of fire isn't, and you'll see devils and rogues and crazy people just charge through and hit you.
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