Poog

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Hello! I'm building a Human Sorcerer on a 15 point buy for a game that's a little larger than normal (I think we're going to be 6 people or so). I'm using this chance to kill two birds with one stone and check some stuff I've wanted to play off of my list. I'm going to be playing a Sorcerer using the Words of Power variant casting, and aiming for the Harrower prestige class.

I wanted to know if anyone had any tips for playing either of these.


I had a nifty idea for a series of adventures to run my group through for a campaign. The idea is the party are a group of town guardsmen fresh out of the academy. Day one on the job while patrolling the streets, all hell breaks loose... semi-literally. The city comes under attack from within it's walls. The idea is supposed to be the PC help with the resistance, and help take back the city district by district.

How are some ways I can go about doing this?

I'm thinking each district has a general in charge of it, and defeating that person will lessen the overall opposition there and freeing it up.


To skim over a little backstory here, I've grown a bit tired of playing a Paladin in my current group. I love the stats and class, I just have a hard time getting into character. We're close to a point where I can set him aside for a little bit and try something new out. Since the party will be investigating some long lost ruins I got the idea to introduce the character as a professional Treasure Hunter who is after the same item they are, but for the same goal. The party has an Oracle the focuses on healing, an TWF Ranger, a Bard who keeps forgetting she has spells, a support Wizard, and a Fighter/Barbarian DMPC.

I'm having a bit of trouble figuring out how I want to make this Treasure Hunter. Archaeologist Bard, and Rogue/Ninja, jump out at me first. It makes sense that the character would have a lot of skills, Rogues/Ninjas get 8+ per level and Bards get some nice bonuses to knowledge skills. The other thing I'd like to do is give him some sort of memorable weapon. My DM is pretty nice so I can probably get him to allow an extra proficiency if I drop a weapon or two.

Throwing some Starknives sounds cool. A halfling with a sling could be fun, maybe? The Aklys sounds like it could be a nifty multi-tasker when used creatively. See I'm all over the place! That's why I'm here though, to get some help.

The character is going to start out at level five and I'm getting 4,000 extra starting gold to play with because the DM tends to give out a lot of loot.


Hello everyone, I'm here looking for some advice on the Soulbolt archetype of the Soulknife. I like the sounds of archery, and I like the sounds of psionics, so this sounds pretty darn cool to me. I've never made a Soulknife, or Soulbolt before so I've come here to ask if there are any tips and tricks that anyone could share, or if there are pitfalls that should be avoided.

The character will be entering the campaign at level five. I'm looking at human for the race because the racial bonus of 1/6th of a blade skill favored class option, but I'm open to ideas.

I know there are better ways to do ranged combat, but this sounds really cool to me. Thank you in advance to anyone for your input.


First and foremost, Hello to anyone reading this thread. The game I'm currently in is going to end in the next five or so sessions. When it ends it'll be my turn to DM, and I'm fairly new to DMing. I was reading the overviews of the adventure paths on the wiki, and glanced through the introductions of some of them. Many of them sound interesting and fun, but I'd like some opinions on them. I know some some them are somewhat of a sequel to others, should I not run those if the first installment hasn't been played? Are there ones that are easier to jump into than others?

I have a good amount of time ahead before its my turn to DM. I'd like to be prepared without having to rush so I can give some information out when we get together to make characters.