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Looking for some cool ideas for players to do during a trial of Hell. They are currently going to hell to deliver three pure elf maidens as a gift to this fire giant who has escaped from his prison. If he accepts the gift "and he will" they can do a trial. If they succeed the trial they get the half-fiend template.

Considering this template is extreme power, was wondering if anyone had some cool challenges "not too ridiculous of puzzles" but more in the lines of lets say a sorceror who is accompanied by golems and casts fireballs or lightning etc on them to haste the golems while also damaging the payers since the golems are immune to magic. Also looking if anyone knows a good challenge to test someones bravery or like their honor. Open to all and any ideas. They are currently level 5 characters probably 6 now but they are gestalts with max HP so up the CR for them by 2-3 because there is also 6-8 players as well. Its a large group but only 2 are very seasoned players, 1 more advanced then others, and then 4 pretty much noobs "not everyone is able to make it to every adventure hence it being only 7 people listed". They know how to play their characters but forget some of the things they can do. To give an idea of what the group is formed of.


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Was wondering if anyone knew of some good sites that had some cool character sheets for a summoner preferably one that is more focused for synthesists "If that would make a difference, I don't know even if it's not synth I'd like to see what you guys may like.


The book of Advanced race guide I believe is what it's called can help you make a race or a "sub-type" human race where you could change the feat to whatever you like. They have point system on what things are what such as 0-10 RP a extra feat costs about 4 RP i believe "so does skilled which honestly I'd rather replace with fleet 1 RP "10 speed extra" and outsider type which gives you darkvision rather than 1 skill point per lvl -_-. Also with the weapon focus giving the weapon prof you're now pretty much taking out the weapon prof Exotic weapon considering someone can just take weapon focus with the weapon get the prof and +1 to hit with it.


I personally would say yes as gestalts considering there are classes such as pack lord beast master and broodmaster out there that let you have multiple companions "albeit they are weaker than there other options" gestalt would just make sense to have both without needing to make them weaker as both classes allow it and you're progressing in them at the same time without the XP deduction of an AD&D multiclassing.


I think this is really well done, I personally was looking through summoners recently and decided on Synthesist because of how cool it was to think of myself as like one of the characters from Shaman-King "a great cartoon in the past I have no idea if anyone has watched it or remembered it but I suggest you look it up on Youtube" but besides de-railing of this topic, I thought broodmaster was a terrible choice as the eidolons were so horrible compared to the eidolon I would have in the long run. So very good job on this adjustment I dont think it's too broken and I feel it makes those archetypes actually playable now.


There are a lot of posts and I haven't read all of them to be honest but before Anti-Paladins they use to call them Blackguards. Which for one I loved the name Blackguards so much more but because I love the class itself for being dark and having cool abilities, I didn't mind the name Anti-Paladin.


So we have a player in our group who is a major coward, I mean he is by far the biggest coward we have ever played with. One example of the many many times he has chickened out of is this, we are playing gestalts with max hp every level "just playing this to have fun with the combos/see what shenanigans we get into" we were level 5 characters fighting a clay golem cr 10. Only I and the dm know how powerful this is monster is at this time because two players are not as experienced.

We have a Invulnerable rager/Battle oracle with the lame curse and then a Hunter/Archer "the coward" and myself playing two characters "Dual blooded Undead and Infernal/Word-caster Lore oracle"deaf curse" who has cast charm person on 3 wights who are wearing full plate and grave-walker/malefactor. Now during this battle, our barbarian is eating hits like a champ, he is just going blow for blow with this clay golem but the golem hastes himself which is taking a big chunk out of our barb. I'm mage handing one of the magical items over to ourselves because non of my spells will work on him and if we have to flee we atleast get one item there is a greataxe/full plate/belt all magical from this altar, "which was made after my dwarf fighter, one of my old characters who we all came to love and make jokes about how powerful he was, we now refer to as a god of war. Now as the fight continues our barbarian eventually drops below negative because the clay golem was preventing my healing. My oracle/sorc has taken no damage but my witch has eaten a couple AoO to make sure he could cackle and fortune and misfortune without being bothered. Our archer/hunter has better ac than our raging barbarian and close to as much health and has taken no damage at all. I leave the room with the belt and my other character to heal up so I can then come back and try to heal our dying barbarian with a possible heal check and heal spell. Our hunter runs too whining how hes gonna die even though his ac is like 20-21 and his health is still full. I then charge back in with my sorc first to eat the AoO for my witch so that my witch can have time to heal the barbarian while the hunter then says " i have to go back in!?" The dm forgot to mention that 3 damage on the barbarian wasn't from the clay golem so I could atleast stabilize him while I had my wights trying to aid my ac. I finally convince the archer to come back in and help which he eventually kills this golem.

Now the reason we are fighting this golem is we are on our way to hell to meet a fire giant who has beaten his way out of his jail cell in the depths of the abyss and we are delivering elven maidens to him to sacrifice. There is to be a trial if he accepts this gift and if we pass this trial he will bestow upon us a "magical gift" which the dm kinda dropped the ball and told me and only me that we if succeeded we would get the half-fiend template.

My dm and I are looking for some good challenges to make this cowardly player have his final chance at being brave or lose out on an awesome gift which we hope in turn makes him play more bravely even though our past attempts have failed "we have talked to this player about how his character is a hero and he should play as such." So if you have any good ideas for some challenges we would love to hear them. I have played my character to the best of HIS knowledge so should there be something my character wouldn't do in your suggestion that's how I would play it. As long as your suggestion is good we would love to take it into consideration.


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In my group we like to think of charisma as a factor but not the main factor. Lets say we have to intimidate someone and the person with the high cha says "Tell me or else" thats not that convincing as someone with a lower cha saying "Listen, I know where your family is, I know that your daughter Milly goes to the barn at 11:30 to feed the chickens on the dot. I know that your bedroom is on the 2nd floor third door to the right. I suggest you tell me or you may have some visitors soon" or something around those lines. We like to add in modifiers for good role playing so I would say the face is someone who knows actually how to be the face.

While the leader could be the one who has the rogue survey the area, learns that the hallway is able to be entered two ways and then has the group flank each side throw oil in on both sides and light it on fire while waiting for the enemies to go either way into an ambush of players with their pointy swords aimed at them for them to jump into. It would all matter on the actual player's actions/role-playing in my opinion on who is what.


You may also want to look at word casting if youre not going to leave ultimate magic. It adds some cool aspects to magic while also changing some of the spells such as haste to be a little less powerful. It adds utility while also making each spell unique in its own way "I suggest spontaneous casters for word casting as the combinations for word casting can leave you really screwed with the wrong combination of effect words or even a target word such as having a really powerful word combo with the target word line while being in the back of the party in a 5 foot hallway" I know you may not get caught up in that situation but just an example of why spontaneous seems to be a bit better in my opinion.


In my group my brother and I play with friends. My brother would DM while I played with the group. We found that having minimum amount of casters made the fights tougher. As you get higher casters just seem to breeze through the encounters no problem. The main problem I'm seeing with your group is that you are well-seasoned.

Now what I mean is, you guys know what works and what doesn't. You know how to play what classes and you do it well. I found that when you find the most broken ways to play a class you may tend to stick with it when you play it in the future. Also you may not see new monsters so if you see a monster you may have memorized the damage reduction on it or its Ac or SU so you know to stay away from it and let the ranged members take care of it. It doesn't get easier, with pre-made adventures they can be tough sometimes but they also can be easy as well. As it is one of the tougher adventure paths. You have to step out of your comfort zones and if there is classes that you haven't played you guys may want to have everyone play a class they have never played "still to this day only one memeber has played a bard and he changed his character as we got higher level and this was 3.5 not even pathfinder"

Now I don't know if you guys are using Ultimate magic or Ultimate combat, but I found that if you take those two away "feats/spells/archetypes" it may also add a bit more challenge to it as well as somethings are a bit too overpowered for adventure paths. Try also to do 15 point buy as well even if youre playing a paladin. Not having the good stats where u need em or having to sacrifice other stats for them may add in the scare you need during fights.


My main concern as I was reading was the damage you gave him. A monk at level 20 without magic items without strength or any feats added just with the spell haste if he hits with all his attacks does 24d10 in one round. Thats without amulet of the mighty fist with vicious and flaming bane etc etc. Just seems like too much damage for one character to do in one round. I do know he may not hit with all his abilities but 3d10 for one attack without str enhancement bonuses style feats damaging feats or magic items just seems like a little much to me. I personally like that you made it any non chaotic but the strict training/discipline made sense to me that they were lawful.

P.S that's only for a monk of medium size a titan monk will kill a god in one-2 rounds solo.


In games like this if you want a melee to be good you have to look at all your available options. A barbarian at level 1 can kill most any pc/lvl 1 monster because of the Hit points even maxed aren't that much without incredible con scores which most monsters don't have. On average a barbarian with 18 strength who then rages to a 22 strength will do 1d12+9 because 1/2 strength lets say he is power attacking he adds another 3 because 2h weapon he now does 13 damage on a roll of a one. That is all of the barbarian's health without a con score. Most monsters don't have more than 12 and if they do the barbarian isn't going to roll a 1 on his damage every time.

As you progress higher there are things you can do such as Enlarge person "even permanency it if you like" vicious enchantment is one of my favorites 2d6 take 1d6 back "with a healer and a barbarian's immense health, you should kill the enemy before the recoil takes any part of the fight." Haste is a good one as well power attack increases 3 damage every 4 levels as well.

A Level 1 Barbarian as I listed is doing 13 damage minimum each attack.
A level 11 Barbarian with if hes lucky has a +2 weapon that has vicious on it, power attack, enlarge person, haste, and maybe a +4 strength belt also include the +2 str bonus from the level 4 and level 8 stat increase leaving him at a 32 strength while raging "20 strength +4 from belt +6 from raging +2 from size. He does 5d6+27 while attacking at a 20/20/15/10 without bless or bard's or flanking or charging or aid another. With this amount of damage at 11 you're putting out so much damage your enemies can't help but beg for mercy and give you their loot and almost always hitting. I also wouldn't say this power gaming either as this is just basic things for a barbarian to do good damage as well. If you want to see amazing damage a 2 handed fighter with a scythe and improved crit with high strength "I crit on one attack for over 150 damage at level 10 and i dont know if I was even enlarged"


I have a question, in the rogue talents there is a talent called "Bleeding Attack" it reads as

Benefit: A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage.

Special: Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

There is also a talent called "Offensive Defense" which reads as

Benefit: When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round.

My main question is does Bleeding attack only do bleed damage up to the amount of total Sneak attack you can do for one attack or is it all the sneak attack rolled for that round for example:

I'm level 6 and I hit a goblin twice I roll 6d6 of sneak attack "3d6 for the first and 3d6 for the second" does it mean I only do 3 bleed damage or do I do 6 bleed damage per round?

Same question goes for Offensive Defense, if I have 6d6 of sneak attack do I gain 6 AC against that enemy?


I know in the book it gives a chart on creating your own magic item. I feel there maybe a certain formula you could come close enough with to make it for that item. If not you may want to talk to your DM as someone else suggested and see if you can come up with a house rule.


I saw a thread about this but I'm not much into thread-cromancy so I decided I would ask and add my own details on what I believe. Hopefully some people can give me some of their insight as well. So the feat reads as

"At 1st level, a unarmed fighter gains the Improved Unarmed Strike feat and any single style feat as a bonus feat. The unarmed fighter need not meet all the prerequisites of the style feat he chooses, but style feats that grant additional uses of the Elemental Fist feat cannot be taken until the unarmed fighter has that feat.

This ability replaces the bonus feat at 1st level."

Now, many people said you can choose any style feat including the bottom tier ones, which is what I believe it to be for reasons of,

1)It states that you need not meet all the prerequisites of the feat
2) It takes about "Style feats that grant additional uses of the Elemental Fist Feat cannot be taken until the unarmed fighter has that feat."

Now if we must choose the base feat the tier 1, why would in example 2 it say Style feats rather than the name itself. I'm trying to think that they do mean it allows you to choose tier 3 feats under the style table because of those 2 reasons. Looking for what others think on this as well and maybe there has been a resolved post on this that I may have not found that you would like to direct me to. Thank you!

P.S. I know some feats require the base feat because in the later tier it talks about that feat but ones such as "Snake Fang", it does not mention the earlier tiers rather just what the feat itself does on its own, also not requiring any of what the earlier feats may add such as Improved trip and Greater Improved Trip.