My only real gripe about Ultra-Optimizing is when it is based on an ambiguous rules area; IE if someone else can make a solid counter-interpretation of a ruling, then your build is on shaky ground of legality. My other irritation is from a narrative point, when someone makes what I call a Stitch-Job. A character who is X amount of class 1, Y of this, Z of that, Q of that prestige class, and it creates a convoluted mess, all for mechanical stacking's sake. Saw a tengu medium 1 barbarian 1 alchemist 1, all for the sake of Rage + Mutagen + Champion spirit with three natural attacks @ lvl 3. The player justified it with a story, but I felt it lacked any depth; essentially saying he was a drug addicted who learned to make his drug, ODed, sees spirits now from the brain damage, and also has emotional issues now. It's felt like it was all to excuse the class stitching. If anything, it often makes it more irritating. That's really more of a pet peeve of mine though, so I don't expect anyone to echo those thoughts.
For the smog pellet, you could go with a Spring Loaded wrist sheath; swift action to deploy into your hand. Between attacks you deploy it, then continue. In my games, we also let people simply deploy it towards the ground, instead of into their hand, to create the smog in their square as a swift action.
I view Archetypes more like alterations to be applied, and not really the means of identifying or characterizing my PC. I usually reimagine the fluff attached to the crunch, to fit elusive character concepts. One idea would be Synthesist Summoner for creating an Iron Man-like power armor. Still dismissal, why? Cause its spends more time in a pocket dimension, so its extraplanar. It has a "voice" and can be split into two later? Duplication and AI. etc Makes for fun
In our kingmaker game, while the players were grappling over how to approach the Stag Lord's fort, they kept arguing that stealth and subterfuge was off the table because of their Paladin of Iomedae. Eventually, to help things proceed, I gave the paladin a vision involving him storming the fort with his allies in a valiant charge, while someone on the inside would open it for them (GMs of KM might be able to guess who made aid a paladin, but I say nothing). Then, the vision includes the player being targeted by the stag lord, and the last thing they see is him loosing an arrow. The player of this paladin has gained a healthy fear of Longbows. In the very first battle, Happs Breyden critically hit him with a +2 str rating bow, and Point blank shot. The Pc should have gone from full to Dead, but we hand waved it. Now, when he followed his goddess' vision, the staglord won initiative, and shot. It was a full critical, sneak attack, favored enemy, etc shot, and once again, the paladin should have died, from full to Dead. THis time I had him take half damage for following the vision of his goddess, and his sword was made flaming on the spot The funny part of all this, is we have concluded that Longbows with +2 Str ratings are the magic bullet for killing paladins (Or at least this one.)
Just last night, we threw together a game, whereby rolling randomly made me a gnoll Cavalier (Musketeer + Luring + Order of the Land.) I was also randomly rolled as Chaotic Evil...so I protect the people of this land because I view them as mine, and no one messes with my stuff. Our debut mission was four PCs meet in a warehouse after all having heard of a cache of magic wands, which we all intended to steal for ourselves. The Drow Sorcereress first move was to use Charm Person on me, which worked. My first was to threaten the human brawler with my gun. He failed a disarm attempt, but managed to touch the musket, and when I fired next round, I rolled a 2 and it misfired.
As we bantered out of initiative for few minutes, I eventually burst out in character: "Damn you people! You broke my gun! (To the brawler). You broke my stride (To the ratfolk because he had delayed us with the bomb), and you broke my mind! (To the drow) Resummerized: "Damn you people! You broke my gun. You broke my stride, and you broke my mind!"
I've got Way of the Wicked, but am nevertheless curious about Hell's Vengeance. I think the difference is the Rags to Riches style of Way of the Wicked, and I assume Hell's Vengeance will operate similar to typical APs, with the players being low tier, but not downtrodden, and allowed to be evil, rather then needing to hide it.
Oops... Instigate a conflict where you suffer no penalty or punishment, but your allies do. Fisticuffs While you do not have the improved unarmed strike feat, win a battle against an armed enemy of level appropriate CR, while making unarmed strikes. Pimping Arrange for a fellow PC to have a sexual experience. All of these were unlocked by me during our Wyrmwood Mutiny game last Monday.
I tend to include GMPcs, but make sure they are not mary sues, and suffer as many comedic failures, and if possible, moments of outstanding glory, that they can feel like another player. This, for my group atleast, makes it feel like it's us 5, against an unnamed force, instead of 4 of my friends vs Me. I play Gmpcs who have complementary personalities, and abilities, so that the group feels more rounded out. And, usually supplying a willing healer helps it all too.
If you'd like, you can try these; It's a homebrew I through together, using the benefits from different other gods, so hopefully it's balanced, and doesn't have odd niche combos: Milani:
Exalted:
Evangelist:
Sentinel:
One could argue that the Good power of an Aasimar helps and guides them, while the evil power of a Tiefling attempts to dominate and destroy them. If a force of evil were trying to consume me from within; I could see it damaging my sense of self over time. Conversely, if a holy force was trying to uplift me and grant me strength, I could see my self confidence and presence rising. Overall...makes sense to me on the Tief/Aas line As for Orc thing, having 22 Str @ lvl one, DOES work out to +2 damage with two handed weapons (1.5 str 22 = 9, and 20 = 7. Kinda like getting a bonus feat) Having impaired mentals is in order to receive the focus of +4 in a score. They tried to make it a standard in the Race Building system) Kobolds however, I agree, they are made out to be an inferior race. I would have figured that for humanoid dragon people, even if tiny, they should be strong, instead of fast, like how dragons are bulk and powerful, but end up with dexs of 10.
Progression of Power:
However, even if they (Assassin prestige class, Ninja, and Slayer) were all written at the same time, the Assassin gains Death attack at lvl 6 earliest, while Ninja/Slayer get it at 10th. Earlier learned, for a weaker overall ability.
So how long does someone has to be dead before it is considered archeology instead of grave robbing?
I would also imagine that someone with an incredible faith in themselves, such as many pro athletes would be able to get a benefit. Or those of us with enough Deadly Sin: Pride, to constantly say to ourselves, "I've taken worse, this isn't enough pain to make me even pause.". I know I do... (Yay the power of Sin?)
I apply a method of mixing; To get the meeting with nobility established they can rely on Diplomacy to overcome a guard barring access, and when they arrive their role playing with the noble grants them a bonus to eventually necessary Diplomacy check. Or, if you deem it so, a penalty. The key thing about social and political games is that the players need to start to KNOW who they speak to, and how those people think; that why they can change their words to suit the listener's taste, just like with regular people. For example:
That sort of stuff is how I run it. Each important npc has a few quirks, whether for good or ill of those trying to use them.
I believe it's original (because I also believe it's heritage from 3.5 and older) intent was to mark the assassin as a dedicated murderer who places value in mortal life, only as long as the opposite end of the weight stays down. They don't have creeds, death is a service, and they instigate the violence. Mind you, I think a lot of Pathfinders who are good aligned, or even neutral would consider nonlethal approaches if:
I really hope the Rogue gets redeemed in this book. I'm definately going to get my PDF. But, if it's got some much needed Rogue love, I'll probably by a Book copy to show to my friends. On an aside, is there any chance that the Rogue can gain a strong pool of abilities for countering mages? I really like the idea of a rakish character being able to throw off these Omega-Threat enemies, with wit and guile. A different sort of genius to fight a genius.
Hey guys, weighing back in as the OP, with my lasting thoughts on all of this: I had originally wanted to create a character that eschewed magic entirely, while remaining capable of combating mages. Something I wanted to clarify about that statement is that I never expected or demanded that this character (in my case a Mounted Fury Supersitious Human barbarian) be capable of soloing lvl 15+ Full Casters. I would have liked him to, and tried my best to achieve it, but I can see the limits of the idea, and the massive handicaps it self imposes. What I was really aiming for, was a way to counteract mage tactics in what ways I could. This was a Theory, rather then a concept I intended to fully play. My own character was unable to out initative a Diviner Wizard, and therefore could not begin in Rage to unlock his defenses, or take his action to expose his Blightburn paste to try and counteract Maze. It would be a single instance of; Greater Teleport, Maze w/ Quicken Metamagic rod on Mount. Surprise round i s over. Round 1 begins. I know this, and despite looking at were-animal rage powers for the edge, winning the initiative was simply not going to happen during that vital moment.
What I wanted to bring up though is that there is nothing really wrong with this; it's a trope...if not THE trope of fantasy for magic to become the center stage; it's the Fantastic element that makes Fantasy into Fantasy.
The tricks and arguments that were uncovered by everyone who participated in this thread HAVE helped me figure out how to challenge spell casters, once I allow the handicaps to come off; and that is a lesson for me that I thank you all for. I also wanted to go out there and say; I don't have a hate on or anything for magic, or harbor a (Ex) fetish; my usual class choice is actually a tame Oracle build centered around one of Golarion's gods, tweaked each time. Anyways; feel free to have at the topic more, even if I'm not gonna be weighing in as closely anymore. I'll still be interested to see the arguments for either side that come up.
Stealth is usually made as part of actions, rather then a specific action. TO have stealth, you must somehow have Concealment or Cover, and break the line of sight between you and your enemy for a sec, so that you can stealth. So, yeah, it's possible, if the terrain, or your abilities to generate concealment/cover allow it. Shadowdancer is great for this, especially if you can constantly generate Dim Light somehow
Skull and Shackles does this as part of it's beginning, though on 1/3 of the scale. Not to put any spoilers, but in 7 days or so, only 2-3 encounters occur, though there is a sense of hazard each day. Some people hate the 'dragging days', while others love it. I'm in the latter camp, but some other Pcs are in the former. My advice would be to make sure that you don't rely on an encounter chart; if the players only have a single random encounter to look forward to for 3.5 months, it's like being in prison, and getting your daily meal. Instead, captivate them with the environment such as surviving dire weather, gathering food with more then just a survival check, or make it necessary, so that they have to track day by day how much food they have. Also of most importance is to have a supporting cast of NPCs. Skull and Shackles has a ship's crew; I advise that you generate 4-12 fleshed out npcs with personalities, and goals. They can bicker, fight, and even grow friendly with eachother.
Yeah....using the wording of the listed abilities: Strength damage touch that kills you: Is listed as a negative energy effect, not a Death effect. Considered more similar to channel negative energy, and not Wail of the Banshee. It is also, as someone above posted an instantaneous effect, and not a prolonged condition in and of it's self. Someone who gets nicked by a shadow once in their life won't die if their str drops to 0 from a poison. Breath of life doesn't work vs death effects. That's not a concern here.
I'd rule is as: Breath of life works, cast it right away.
Killing someone who tried to fight you after they've surrendered is not evil, it's just not good. Paladins are allowed to perform neutral actions, even if a good action is available. His code is this: A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act. Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents. (I kept the associates bit out) Warzones by their nature, are places of conflicted authority, so I would excuse the paladin, as the zone is of 'contested authority' rather then 'legitimate authority'. Now, if his rightful superior said: "Take anyone you find alive" then he'd be disobeying. Acting with honor does not seem to come into play here; Mercy and Honor do not automatically correlate. In this case, from the examples above in the code itself, it means being honest and forthright, rather then kind. Help those in Need: The paladin was doing just that, so no need to think on this segment further Punish those who harm or threaten innocents. NOW we come to contestable claims. Is it punishment to have the criminals tried, and sentenced? Yes. Is it punishment to kill them for their evil acts? Yes. So, either action fulfills the paladin code's demand for punishment. Overall, I'd say the paladin is allowed to execute them on the spot. It's not 'Good', which a paladin SHOULD strive to always be when possible, but they are not required to be perfect, and thus be paralyzed by circumstance.
In my home game Drow and Elves are born to the same lands, divided by the elves being on the surface, and the drow being in the depths. They are passive aggressive with moments of risen tensions, but otherwise Drow and Elves are considered by every other race to be equally capable of good and evil (though some prejudices still occur against either side, depending on what the observer values and disdains) Kobolds serve as the humanoid envoys of the dragon lands, and display fierce pride in their connected heritage. People are wary of kobolds, not because of a history of trickery and being pests, but because any one of them could be an agent for a CR 20 creature, with a long memory and flight. Orcs combat a racial inner rage, (I believe Wow does that), but are not inherently evil. There is also a nation in my home world where the orcs have gone monastic in an effort to quell the rage. It's governed primarily by half orc masters. Duergar don't exist, and instead dwarves from one society schism way in the past perform horrid slavery, and the rest don't. Though, their actions color the reception all dwarves face in those lands. Halflings intermingle with societies all over, but largely tend to prefer their 'city boats', where they ride the world's waves to freedom, and trade (My home world is a flooded world that was salvaged via druidic terra forming after it's planar boundary temporarily crossed into the Elemental plane of water. Most of it is just elevated mountain peaks formed into islands, in an otherwise drowned world. Fun times...) I've kinda just nuked gnomes, along with Wayangs, vanaras, and most of the Uncommon races from the race guide from my game; as I like to focus on a select controlled group of humanoid races, and build their societies expansive. Still not sure where to end the cuts though.
Hey guys, I'm looking to make a Martial only character (No Su, SP or Spells) who is skilled at defeating magic users. I've got my own build, centered around a Mounted Fury Barbarian w/ Boon Companion/Monstrous Mount (Griffon)/Monstrous Mount Mastery, and Greater Blind-Fight + Keen Scent. Add in all the expected Superstition, Witch Hunter, etcs. But, I'm looking for any ideas people have to try and defeat spellcasters with some sense of reliability. I imagine Flash Damage is one of the best, by attempting to have massive damage, and a huge initiative, but I'd like to see if we can generate ideas that work past round 1, after the mage has somehow survived the first hit. So, any ideas for surviving: Touch spells (Melee or range), Invisibility, Flight, Teleportation, Save or Sucks, etc. My barb turned out okay by the standard my group games at, but I'd like to hear other ideas, because I've always been so enamoured with the idea of a magic-less warrior against the magical. (Batman amongst the justice league is the best comparison) Remember, my only additional request is: No magical abilities what so ever. I don't like to consider magical items as part of builds as well, so let's not assume a character automatically has and relies on an Agile weapon, for example. Multiclassing is cool, of course.
I guess....In front of my friend, I'd be apparently okay with their crime spree ways, though I'd say "Dude, my notes? Really? That's just cold" in a joking manner. I'd suggest he NOT kill the love triangle member, cause I like to win it fairly, and my friend risks getting himself caught. As for stealing from the company, I'd say he's his own man, and can do as he pleases, but I'd warn him of the consequences. I'd then try constantly to subtly dissuade him from being a bad guy, in the hopes that be could be redeemed from villainy. On the inside, I'd be paranoid as all hell, but trying to maintain the situation, and always be vigilant for my own safety, and the safety of others.
Being able to deal with disables IMMEDIATELY, is in my experience, the most understated, but most dramatic (and by that I mean most powerful) aspect of being a healer. Having an enemy use it's group disable, and using my turn to say: 'Nope", is the difference between being the healing cleric everyone snubs, and the driving force behind the unbreakable offense
If we can accept that the subject of Chekhov's gun in the given scene (A bloodstained handkerchief in my example) can serve it's purpose by being a distraction at the wrong moment, rather then ACTUALLY relevant to the scene, I'd say yes. Especially in Mysteries, some items need to be misleading so that players have to really think on it's relevance, (Which is sometimes coincidental) in order to keep the MYSTERY going on. In my mystery scenarios I'm writing, I make sure that the truth isn't obvious, even once all the clues are gained; the players need to assemble all their evidence, including potential red herrings, and craft a final conclusion through deductive reasoning. No Take 20 on Perception in every room, Mystery solved goes on in my game. HOWEVER, nothing should be placed in a story without proper history. The above mentioned bloodstained handkerchief needs to appear for some reason, even if that reason is, someone tripped and banged his nose, used the handkerchief, dropped it, and there it is. The players should also have the opportunity to notice someone in their suspects has bloody/broken nose. That way the handkerchief served it's purpose; mislead them, so that the truth is hard to find.
Yes, you do need to take TWF. The important thing to remember is that the Quarterstaff is more Iconic then Functional, where as Greatsword, and Rapier for example are Iconic AND Functional. The quarterstaff is a simple weapon, and costs nothing, and no class in the game CANNOT use it with proficiency. If everyone in the world could use a weapon, it can't be a very elite or superior weapon, because all other weapons would have been abandoned That being said, the Staff Magus gets to turn their Quarterstaff/Staff into a magic weapon, AND a magic staff, which can be advantageous. They get to play the Warrior-Wizard, relying on the stick and spells alone, whereas most Magi are armored light warriors, who also use magic. There's less of a focus on MAGE-WARRIOR, and instead on warrior-MAGE.
A Mauler is always assumesd for this build. It's contributing ability, Battle Form, comes online at lvl 3, and since the feats thing only came in at lvl 2, you essentially have to deal with being a lvl 1 fighter from lvl 1 to 2. Which....has always been easy. Your a Figher. even without feats, hit the Kobold/Zombie/Wolf with your Greatsword and your 18 str. Hey look; enemy dead. As you level up, your familiar (I found Fox to be the best w/o improved) gets higher Str then you. I then used the feats Evolved Familiar to give it Claws. (3 Natural Attacks with 22 Str; and it has your BAB so it's MORE accurate then you.) I also took Spirit Gift to give it either DR 5/ Adamantine, or Fast Healing 1. You can change Spirit Gift's benefit each day, so feel free to experiment. Hell; if you were light weight enough, you could take Undersized mount, and ride your familiar into battle. On a side note, I like to take a level of Tattooed Sorceror with this, so that I can get Tattoo form for my familiar, and some social skill. You could become a decent Spy, keeping your secret weapon; your familiar, hidden until you need him. Done right, it makes the fighter probably one if, if not the best Paired Fighting class.
If you're looking for a combat opportunity, my suggestion is to actually observe and study your team. Every team has a weakness; my group's is ranged combat. When you determine that weakness, capitalize on it; it will force your players to use tactics to make up for their shortcomings. If you want to show them that their actions have consequences, my advice is to dangle a shiny in front of them, and have their actions take it away from them. The Noble Order of So and So was about to grant a melee a magic blade, but after hearing about their heinous thoughtlessness, they revise the choice. If the Pcs try to take the sword, remember that THAT has consequences, such as the ruling lord getting up in arms, the squires of the knights go vindictive, or hell, even HEAVEN ITSELF denounces them. Have fun with it
Aranna wrote:
I meant to emphasize people who drag the game down by arguing rates of 27% additional compensation for crafting potions for the frontline who eat all the hits for him.
Hama wrote:
I dislike greedy characters who have to track out every gold coin they or the party receive. They treat their alliance as a business instead of a team, and focus primarily on amassing as much PERSONAL wealth as possible, going so far as to charge allies premiums and fees above production costs for things like potions or scrolls. |