![]()
![]()
![]() Dancing Wind wrote:
Thanks! ![]()
![]() Welcome to Pathfinder Anaclêto. You've asked about several things, but hopefully this helps as much as all the rest of the posts. ..common strategy..as a secondary combatant in a fight, Rogues using what is around them to their advantage is a plus. That could be terrain to move into position for flanking, or dropping a chandelier or rock onto the bad guy/monster. The Barbarian is likely to wade directly into combat, the rogue fighting cleverly is great. ..roleplaying tips..personality quirks or favorite "stuff" add fun flavor to the game. A fear of snakes, or must have their coffee in the morning or a favorite beverage is requested at every tavern, a facial tick or scar, or being a half orc maybe your character thinks some odd foods(to humans) taste really good. Maybe part of the 8 CHA is your half orc talks to an invisible friend. What we see as weaknesses or oddities in real life can make for very memorable characters at the game table. Non-combat situations are moments where a rogue can shine as well with skills. ..names..I very much like what SmiloDan said above about names. I'd add that sometimes having a nickname can be fun too. Depends on the character. ..use magic device..This is indeed a very good skill for a rogue, and broadens a characters usefulness--particularly in unexpected moments. ![]()
![]() An allied ship's crew: Captain (or 2nd mate of the primary ship) Magnum, Navigator Higgins, Helmsman T.C., Scrounger/Quarter Master Rick. (the TV characters lend themselves real well to this) Do like the Firefly crew idea above too. Deckhand "muscle" types (or slaves being rescued) that could end up either backing or opposing the first mate's takeover: Huey, Dewey, & Lucy. The two fellows are Shoanti. Lucy is a dwarf who swings a pretty mean belaying pin. They can alternate between dangerous and comedy relief. She might even be a love interest the twin gunners argue over. Also been a while since I watched it but 1962 movie 'Billy Budd' provides a couple of good ideas. The young innocent, naive new crewman, Billy; and the sadistic master-at-arms(who may give you some fodder for RP'ing your 1st mate character who takes over). Slave npc ideas...halfling brother/sister duo who look out for one another, still young--and slow to trust others. Another trio who farmed--but base them on Moe, Larry, and Curly. A matronly type who was used to running a household and used to others following her orders--a bit bossy but looking forward to freedom, even though few listen now. Also a young-ish gal who is a bit shell shocked overall, but is fascinated by/latches onto the catfolk crew member mentioned previously as a new friend once they meet. ![]()
![]() Character ideas:
Female, human of 30 years. Name: Feenah. Rescued or not yet rescued slave from the failed raid mentioned above. Thinks of others around her first. Not overly heroic, but brave enough for small tasks to work against captors. Tinsmith by trade. Particular gift of good eyesight; can see details at distance others can not make out. ![]()
![]() A flying carpet is fun. For the accident factor you seek, maybe this rug likes to turnover & fly upside down when/if it reaches a height of 10 ft. (if you want a deadlier version add a random factor of when it turns over--the trick is can they stay on it) Or perhaps they find some cute and cuddly creature that one PC adopts--until they later discover it has the same disastrous reproductive rate & eating habits of a Tribble. They could also find a lost relic important to a temple in the area. The clergy could then grant them strong favor for future needs if they return it (but this could also gain them an enemy from within that same faith who had gained power from the relic being "lost"). Ring of Forcefangs is fun too, but perhaps it is cursed. If/when discharging the max 5 missiles in a single round, maybe it fuses their fingers together for a period of time (and also reversible by some action you devise). The can still use their hand to hold a sword, etc like a mitten, but playing the piano might be out of the question for a while. Fused fingers might make it more difficult to cast spells as well. ![]()
![]() Am taking up the GM seat halfway thru the book, thus maybe there is a reference elsewhere, but on page 73 under treasure it describes: "A recorder made from a kind of wood that defies all attempts at identification and smells faintly of honey. This instrument might fetch...if the nature of the mysterious wood is revealed." That last part intrigues me. If someone can shortcut me to where else it referenced--or even any other thoughts on this item--it will be appreciated. Thanks. ![]()
![]() Had a cavalier with a dip to get the phalanx fighting. Even with a defensive bent to my character (tower shield too) still did plenty of damage. Though we did have a pair of cavaliers in the party. Me, the anvil, and my friend was the damage hammer--which worked pretty well. Found the halberd satisfying(piercing & slashing), 1d10 dmg, and it does have the brace property for 'ready pike' at 5th level. ![]()
![]() Brandt, I agree this is not a throwing attack and the Throw Anything feat refers to throwing things not yourself. lol. Would also agree this is an unarmed strike. Regardless of attacking from the ground or as a divebomb, AoO's are the risk one takes vs. opponents with combat reflexes. Good luck. Hope you, the player, and the party enjoy it. Do post to let us know how it goes and if you end up having to tweak it. ![]()
![]() The DC to remain standing seems a bit low given they are basically pile driving into the opponent like an NFL linebacker. The DC 20 so far is good, but maybe consider adding the 'severely unsteady (earthquake) +10' from the chart as well. Could also be a certain damage level triggers the added DC (the harder the hit, the higher the DC maybe). This would also give the player something to work towards to remain standing. Might also be good to define what size of opponent or size difference between characters renders this tactic ineffective. ![]()
![]() Just my two copper's worth:
If landing on top of the opponent, I can see both characters ending up prone in the same square after a successful attack. But that could be situational too. Absolutely do believe the defender should get an attack of opportunity if it would have incurred the AoO normally otherwise--as if both were on the ground. This dive bomb attack also opens up the potential for weapons with the brace property. Your PC could be impaling himself on these. {One could even make a case that any piercing weapon that connected with his flesh on the way in from the defender might have a percentage chance to become self-braced against the ground--but that would have to be house ruled.} ![]()
![]() I like if they add to the story, but they can be like a second pc unless care is exercised. I experimented with cohorts in a party(he ended up marrying her). The group hadn't used them much up to that point but after a while others joined in. The wizard had a couple apprentices, the cleric had taken a novice under her wing, the bard's cleric sister joined us for a time. Haven't gone that route since, as it didn't fit for my other pc's to have one. That and cohorts do tend to take the extra time at the table to run them. (do like the idea of the list of npc's from the town you are in) ![]()
![]() I haven't read it yet(unfortunately), but "Freeport, The City of Adventure" should have plenty of pirate flavor to offer. Words of wisdom...I've always felt one way of engaging their imagination is in the details of description over the course of the adventure. Not overly long prose, but little details added here & there; the smell of gunpowder for the cannons, stepping past someone securing a rigging line, the pounding of feet upon the deck, the salt breeze, or a light haze covering the stars. Their minds start filling in the rest. Sights, smells, sounds, touch. Have fun! ![]()
![]() 229. Train them to entertain with pig riding contests.
![]()
![]() 225. Clearly one gobby was taught necromancy, as this thread was renewed. lol.
![]()
![]() 116. Gambler: (light melee weapons only) As a move action, when the base of the handle or hilt is struck lightly upon a hard, flat surface two illusionary dice (d6) will pop from the handle as if rolled from the hand. The dice fade away after this roll. 117: Vegas: (armor) Wearer can always detect the closest gambling activity within 100 yards. ![]()
![]() 91. Lyrical (armor only): the wearer has perfect recall for lyrics to any folksong, limerick, shanty, or diddy they have ever heard. Does not improve one's singing voice, nor enhance bardic performance. However if the wearer imbibes alcohol of any type they may be overcome with the urge to regale those around them with song after song. Even if the armor is removed the effects stay with the wearer for another 1d4 days. ![]()
![]() 1. Ranger. My sentimental, traditional favorite over many years. Don't even need spells to enjoy playing one.
My wife's favorites are:
![]()
![]() Intriguing question scallywag. From a player standpoint I can see why they'd want to get a really cool mount. Am presuming this is a horse. Also presuming we're giving or looking for an option for the party to do so. So my two cents, just for fun... From Cavalier I think some relevant text is: A cavalier's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a cavalier's mount die, the cavalier may find another mount to serve him after 1 week of mourning. Think a good starting point is the mount reacting in a similar manner. It too mourns for 1 week for the missing part of itself it lost, the enemy rider. From a role play angle I'd presume the players must use handle animal or another class feature to begin to build a relationship with animal as it overcomes it's loss and maybe skittishness if it was treated poorly, etc. From a crunch standpoint I imagine a lot of folks might disagree, but one option is to keep HD and HP as is. Then regress the feats back to beginning two + the lt armor proficiency, plus skills of a regular riding horse. If you decide to let them unlock skills, feats, abilities, or tricks the horse is capable of they would need to either retrain the animal or figure out what the horse knows and what commands it responds to. Could be any number of words in a foreign language or signals from the rider that they'd might need to spend a good deal of time to figure out. Perhaps even researching the training habits of the enemy as a small side adventure. ![]()
![]() 1. The color yellow makes goblins cringe. If yellow moves the goblin's whole body begins to vibrate rapidly until overcome with the urge to go stabbity-stab berserk all over the place(part of why they're addicted to fire).
![]()
![]() 320. If I survive long enough, I get to wear the gold tunic.
|