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![]() So my DM is being generous and allowing me to craft an item that has a continuous squeeze spell active so that helps a lot with the size issue.
Taking that level of fighter at level 9 to be able to get heavy armor and vital strike. I am not sure if taking the level of fighter is going to be worth the loss of a level of druid though. The other alternative would be to go for Sauian Shaman and then sticking with the Stegosaurus as my main form since this will let me keep all my druid levels and give me vital strike as a bonus feat at level 9. ![]()
![]() Beopere wrote:
I looked at that and plan on using it when I have the change to go huge(or gargantuan if i do mythic powerful shape) but being in a dungeon most of the time being that large isn't really possible. ![]()
![]() I am going to be playing a druid in an ongoing home game that is at 9th level with Mythic tier 1. I haven't decided whether or not to use an archetype. In order to save time I plan on using vital strike and just doing one massive attack a round rather then having 5 or 6 small attacks. I was curious if anyone new any good forms for each size(medium and up) that primarily focus on tail attacks. Also would it be better to focus on forms that do big bite attacks instead? Any other general advice would be appreciated as well. ![]()
![]() One way I have done this in groups was to have everything belong to the group. Things like potions and stuff like that tend to be cheap and common enough that whoever would be served best by them holds onto them. With other items like say a +1 longsword let the person who can use it to help the group use it. However if that player decides to sell the item the money gets divided among the group rather than that one player. We started doing this because in several adventures it seemed that the only big expensive items that were being found were only useful to one person so everyone else was left behind in terms of wealth. ![]()
![]() Was wondering if anyone has played this archetype and what they though about it. I am making a bard for a level 10 game and was wanting to know if at this point the benefits would be worth it over just being a core bard. In general we don't encounter a lot of undead but having the option use to use spells like suggestion on them would be nice. I like the idea of focusing on spell casting and doing a lot of the compulsion spells but I've never really used to many mind control spells in games at this level. I even considered going 1 level in crossblooded sorcerer with serpentine/Fey, but this seemed a little bit over the top. My stats I rolled were pretty decent with a 9, 10 , 12, 16, 16, 17. So if anyone has any experience with dirge bard or has played a similar build or has some general bard advice I would appreciate it. ![]()
![]() As many people have mentioned before talking to him out of game would be good. It seems you are fairly generous in giving them items so if he is dependent on any one item in particular have something bad happen to it such as temporarily being useless or being taken away by an NPC. This way you can set up a small quest for him to reclaim his lost item that would include him performing some type of redemptive act where he has to rely on the other players. ![]()
![]() Adraxis wrote:
Can I join? ![]()
![]() Does anyone know if a synthesist summoner is able to use the eidolons base attack bonus to qualify for feats, but only be able to use those feats when fused. For example, could a first level synthesist take power attack as a feat but only be able to use it when fused with their eidolon. Thanks in advance. ![]()
![]() darth_borehd wrote: Has anybody made a large print character sheet? We have a visually impaired player. The standard sheet type is too small. I have the exact same problem. What I would recommend doing is going to any print shop and have like 5 or 6 copies of a regular character sheet made but have them print it on 11x17 paper at 135%. You could also get int enlarged on two regular sized sheets of paper but it will be split up. It's really hard to find stuff like that for the visually impaired so you might just have to get a small notebook to track your stuff. I know it sucks but we got to learn to adapt to stuff like that. If you need help with any other stuff like that i have ran into a lot of issues because of not seeing well when it comes to gaming so just send me an email at sdrobinson22@yahoo.com ![]()
![]() My group has decided to change things up a bit and we will be starting a new campaign on Saturday that starts at level 10. My DM has asked me to play an Incantatrix from 3.5 and using the pathfinder rules for everything else. I would like to make it as an elf conjurationist and mostly focus on debuffing and battlefield control but I could really use some advice on how to put it all together and what feats to take. In general the campaign is going to be very difficult so being a bit optimized isn't an issue but I don't want it to be too out of hand as to make it not fun for the other players. We will be using the 25 point buy and I am unsure as to what the other players will be. So if any of you could offer some advice it would be appreciated. ![]()
![]() Hey, I will be moving to the Indianapolis area at the end of the month and was wondering if any groups were looking for players. I am new to the area and just looking for other pathfinder/3.5 players. So if you would like any additional information or are looking for a new player send a post or drop me an email at sdrobinson22@yahoo.com. Look forward to meeting some gamers in the area. Thanks ![]()
![]() Darksmokepuncher wrote:
Yeah level 3. We did rolls instead of point buy so i got 18, 17, 17, 14, 14, 13 ![]()
![]() Dedlin wrote:
Good point. I mainly just took it so by level 8 War domain power so i can have more options open. I guess it could be taken later. I had trouble finding good low level feats. The main reason i didn't think selective channeling would be worth it was because doing 2d6 healing with no other bonus's in combat wouldn't be worth it, and i i needed to heal i would be better off with a cure light or cure mod. I am also inexperienced with clerics though so my assumptions could be wrong. ![]()
![]() Ok, sorry for the delay had some computer problems. Here is what I have for a Cleric
Cleric: Level 3 Human Cleric of Tempus Domains-War(Tactics), Liberation(Revolution) GM is giving me Heavy armor Proficiency Feats:Additional Traits(Bully, Reactionary), Combat Expertise, Power Attack Skills: Dipolmacy, Intimidate, Knowledge(Religion, Nobility), Sense Motive, Spellcraft (if taking the feat for traits isn’t a good idea I will replace intimidate with ranks in perception) Stats: Str-18 Dex-13 Con-14 Int-14 Wis-17 Char-17 (Will probably put the +2 in Str or Cha)
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![]() Darksmokepuncher wrote:
I would love to see your setup!! After speaking with my DM today he told me that he would just give me heavy armor proficiency, which i think is nice. Unfortunately we can't just automatically have traits, but I am sure I could take them if I also took the feat. We are playing in Forgotten Realms so the DM was nudging me towards being a Cleric of Torm but he isn't going to force me into it if i don't want to. If this nasty ice storm lets up we will be starting in on Wednesday. You all have given me so many great ideas and I am really appreciative of it. I would also like to note this is my first time posting in these forums and i think its the first time in a forum community that I have participated in where people have actually been friendly and helpful, so thank you all for that. I am gonna put a few things together here in a few minutes so you can see what I've got. ![]()
![]() jtokay wrote:
Thanks I am taking a look at that now. That might help with alot of the issues I am having. It wasn't so much that I wanted to steer away from combat but it was more that i didn't think I could have my cake and eat it too. My fighter was the one doing most of the damage so i would need to still contribute in that way somehow, and that is why i had considered possibly a Paladin, but that still left so much out. ![]()
![]() jtokay wrote: Sounds like you’re good to go on either cleric or bard, but if it’s not too late, just wanted to chime in and give a good word for oracle. The choices of mysteries and the benefit sides of the curses can give some good results. If you twist them around juuust right, you can get some really interesting characters. It’s kinda like RPG Tetris. :D My only issue with Oracle is that I have never played it or been in a group with anyone that has. I know that is a poor reason to write it off. Can you give any examples of builds or concepts for the class so I can have a better understanding of what they do? ![]()
![]() Cold Napalm wrote: Your group is pretty unbalanced. If you try to fill all the missing roles, your gonna end up with a pretty diluted character that just won't be very good at any of it. I would say pick healing or social and make a character that focuses on that and try to get the rest in as a secondary deal. For your group layout if I HAD to fill the missing roles, I would personally make a witch. They are int based casters so you can have skills for knoweldge and social skills and they can heal (sorta) and have a lot of nifty abilities (many good for social stuff) and util spells. It can be hard to fill to many roles. It was easier when I was a fighter and all i needed to focus on was keeping the attention of a few stronger opponents, but this just resulted in me dying. Ultimately I just want to have fun and be useful. I guess for me having some of these roles missing just seems to pull something away from the overall scope of a roleplaying game wherein it loses some of the feel of being about roleplaying and more about my stat block is bigger than your stat block. ![]()
![]() Ok so her are a few things I have put together: Bard:
Level 3 Gnome Bard STR:14 DEX:17 CON:16 (14 Base +2 Racial) INT:17 WIS:13 CHA:20 (18 Base +2 Racial) Feats: Point Blank Shot, Precise Shot Spells:Level 0- Summon Instrument, Read magic, Detect Magic, Ressistance, Mending, Ghost Sound. Level 1- Grease, Charm Person, Cure Light Wounds, Saving Finale Skills:Acrobatics +9, Diplomacy +11, Knowledge (Arcana, Religion, Nature) +9, Spellcraft +9, UMD +11, Perform (Sing) +11(Also used for bluff and sense Motive), Perception +9. Cleric:
Level 3 Human Cleric STR:17
Feats: Combat Expertise, Heavy Armor Proficiency, Power Attack Skills: Diplomacy +9, Knowledge (Arcana, Religion) +8, Spellcraft +8, Sense Motive +10 Any tweaks or ideas? Hopefully seeing the stats I have to play around with can help a bit. ![]()
![]() Blueluck wrote:
I think you are right in regards to cleric. I always have avoided clerics before because the idea that most of the players get in their heads is that i am their to heal and ONLY heal. This way I can fill most of what we are missing and still have fun with it. Also, as a plus, the DM has let me know clerics are insanely more power because, as a house rule, divine spellcasters won't have to prepare spells, but can spontaniously cast ALL of their spells. Thanks you all for your advice. ![]()
![]() Dorje Sylas wrote:
I probably should have mentioned this beforehand but our DM has changed flanking a bit so its more of an issue of whether or not the opponent is facing toward you or away. Mostly the rogue tumbles around enemies to get sneak attacks and uses a buckler and rapier. The monk pretty much just tries to run up and get in a good position to flurry. I know the flanking rule is odd but everyone seems to enjoy it for the time being. As for the inquisitor I have been playing one in another group and just tend to have bad luck with it but that could be a good class for this group. Thanks for your response. ![]()
![]() In our recent Pathfinder campaign my level 2 Fighter/ 1 Barbarian, due to some poor rolls on my part, died. This left the group with a melee oriented rogue, monk, and a blaster sorc. As i was trying to figure out what I would be playing next I noticed some holes in our party. We lack all social skills, restoration and healing, many of the important knowledge skills, and now, since my character has died, we also lack a front line fighter that could take damage and dish it back out. I have though of several different options, such as playing a Paladin to try and fill in the fighting/healing roll or even a druid to do the same, but that leaves a lot of roles unfilled. So I ask you all if you have any advice on what would be ideal for a group set up like this in order to be an efficient member of the party by filling in some of these holes. --Thanks!!! |