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I'm about to start running a group through some APs then go into a few things i've created myself, before finally getting stuck deep into Slumbering Tsar. Now, problem is that my party only had 3 people, and one of them i never have the slightest clue weather he will be there until he appears or not. and try as i might, i CANNOT convince anyone from my clubs other group (which is 8 people) to come over to mine. they all have a strange fascination will playing inneffectual villains rather than proper heroes... I am using Gestalt rules to help eliviate some of the problem. My 2 reliable characters are a Paladin/Cavalier and a Druid/ranger, with the random guy being a Cleric/Monk. I also have an Alchemist/Rogue who will only be joining my for 3 weeks. I could always give them a few DMPCs to help out, but i REALLY don't want to do that if i can help it. It's just difficult to adjust encounters on the fly based on wether someone randomly 'dissapears' during an adventure, as well as the irritating inconsistency of the party. Thanks in advance for any advice about my predicament!
What feats and equipment are most useful when it comes to specialising a paladin to dragon-slaying? Obviously, Bane weapon is a given, but beyond that, i've never been great at picking between so many options! 3rd party stuff is allowed too, so if there are any things like that on the subject, all the better!
Dragonborn of Apsu A noble draconic race, comprised of humanoids who willingly undergo the Rite of Rebirth, a ritual where they become a completely new being, dedicated to the destruction of evil dragonkind. Becoming dragonborn replaces ALL previous racial features, and replaces them with the following traits: Abilities: +2 Con, +2 Cha -2 Dex. Dragonborn are hearty, healthy, and charming, but they are awkward in their newly adopted bodies. Humanoid (dragonblood): for all effect related to race, a dragonborn is considered a dragon and a member of her original race. Ancient Foe: Dragonborn gain a +2 Dodge bonus to AC aginst dragons. Dragonborn have an innate sense of how best to defend themselves against their potential enemies. Immunity to Frightful Presence: Dragonborn are immune to the Frightful Presence ability of dragons, but not of other creatures with the ability. Wings: A Dragonborn possesses fully formed wings, granting them a fly speed of 30 feet with clumsy maneuverability. Languages: A Dragonborn gains the ability to speak draconic after their transformation, but does not lose any languages she already knew. Standard Modifiers: 0RP
Total: 10RP *Wasn't really sure if just gaining 1 language was worth a RP, and not sure if Immunity to Frightful Presence was only worth 2, but they balance each other out i think.
I'm playing a Sacred Servant Paladin of Bahamut (3.5's version). I need to choose which domain to have, out of Air, Good, Luck, and Protection. I just can't choose. Protection i like, as it gives me a very nice pobus to my saves (which are already incredible), but good gives me Holy weapons on tap, which is nice given that i don't have Weapon bond. But at the same time, the resistances from Air or the free rerolls and nice spells from Luck... AAARRRGH! So i thought i'd throw the question over to people with far higher INT and WIS scores than me... Right now, i'm stuck between Good or Protection. Any ideas?
I'm building a Kensai Dervish magus (probably not gonna see play for a while, but i'll be using him as an NPC in the game i'm running) And i want to really take advantage of his ability to take critical feats, but i've never used them before, so i'm asking anyone with experience of their use... in general, which ones are most effective? and are any of them traps? (because i like impaling critical, but i get a feeling that i'm missing something...)
Ever since 3.5, no-one i have ever played with has ever wanted to touch the wizard with a 10-foot pole, because we all find the book keeping of the class, and the need to select spells/metamagics every morning, to be time consuming and very tedious, and because there's nothing less fun than entering a dungeon and discovering that NONE of the spells you spent an hour looking up that morning are likely to do you any good, so we have used the following rule ever since. prepared casters work the same way as spontaneous casters, being able to cast any spell that they know at any time, with any metamagics they want at no extra casting time, as normal for prepared casters. However, the price of learning new spells (beyond the number they learn every level) is equal to the cost of a pearl of power of the equivelant level. It's also impossible to copy another wizards spellbook, since everyone understands the 'formulae' of magic in their own unique way. And of course, they still need their spellbooks to 'prepare' their spells in the morning. For us it works very well, as it makes people actually want to use prepared casters every now and again, but i just felt like throwing our rule out there to see what others think of it?
In a few weeks i'm going to be running an eberron campaign (we played this one ages ago, and now we're making the jump into PF with it.) However, we're also using the wonderful Dragonmech rules in the world too. Coz steam mechs make everything better! Now, i'm guessing there aren't a great many people who have tried to use this stuff with PF. But, given that pretty much everything else from 3.5 converts over to PF without any work, this shouldn't be a problem right?
I've been looking through the core book for the last couple of days, trying to find out whether elves sleep or not. I know they are immune to sleep effects, and that in 3.5, they would 'trance' (during which they were still partially aware of their surroundings) for 4 hours a night instead of sleeping for 8. However, i can't find eny referance to this in the core book. So, can anyone give me a book/page referance to ANYTHING that clarifies this one way or the other? Thanks in advance for answering my stupid question!
I've had a character who i've been tweaking and yearning to play since her inception 7 years ago. She's a Dragonborn of Bahamut Paladin, and that in itself creates a big problem for everyone else in my group. The problem is that while she will be playing Dungeons & Dragons, the rest of the party like playing Brothels & Barmaids! Playing this character not only forces me to be the party leader, it also turns me into the ultimate party killjoy, as the character could never work with people who are forever drinking and gambling and cohabiting... In most cases, you could just tweak the characters personality, but the strictness of the paladin code, combined with the set mentality of the dragonborn, makes that basically impossible. Do you think there's any way i can make the paladin more 'fun-loving', without hurting the core concept too much?
i have a player in a gestalt game (only a 3 man party) im going to be starting in about a week, and he was set of playing a ferret, and i agreed and we worked out his abilities as a tiny character. However, he's built himself as a rogue/ranger, and i'm worried that the disadvantages of being tiny will make him almost unplayable. as i see it, he can't flank, he can't use sneak attack more than once per turn, he can't even attack without provoking AoO's. So my question is, is there a way that this character can work outside of being a skill-ferret? because i don't want him to be useless outside of skill checks, and on the other hand i don't really want to make him rebuild his character if he doesn't want to.
I'm running a game soon, and the party will begin at 1st level. However i've always hated how random combat is at lvl 1, so i wanted the party to have a bit more survivability. So, my rule is that at 1st level, when determiming your HP, use your Constitution SCORE rather than the modifier. from 2nd level onwards things progress as normal though. So, do you think that works well?
I'm running a campaign soon, and i'm trying to think about if any problems will be caused by me not using any deities. There is still divine magic, and paladins and clerics and oracles and whatnot, but no deities, just ideals. My campaign also has only the prime material plane. As far as i can see, it shouldn't really cause any problems, but i've never been great at the bigger picture of these things.
I'm trying to convert my 3.5 character into Pathfinder. She is a Dragonborn (Pg. 8) Paladin with the Draconic racial template (Pg. 70). Adapting dragonborn into pathfinder is easy, we're just gonna add +2 CHA to their racial traits and leave it at that. The difficulty is adding the racial template. Since pathfinder doesn't use LA, would it be best to simply apply set levels at which you gain the template's benefits (like 3, 6, 9?), or do something else entirely? She also possesses the Dragon Tail feat and eventually the Dragon Breath feat too (Pg. 98). I don't see any problem with adding it into pathfinder, but i've never been very good at seeing balance issues... Thanks in advance for your help! |