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There are tons of adventure paths out there, by Paizo, WoTC, and countless 3pp one-shots and full adventures. 3.x and PF are close enough to each other that I count them as the same. I don't care the type, be it high fantasy, horror, noir, sci-fi, etc. Out of ALL of them, which ones do you think are in the top 5, and why?
So, the fight with Yarzoth was unsuccessful and everyone died, except the Ekubus, the mephit that they convinced to join them, who ran away in fear. Race to the Ruin assumes that the PCs made it off the Smuggler's Shiv with information about Saventh-Yhi. With the new characters not from the island, does anyone have suggestions on how to give them the information without just saying, "You arrive at Eleder knowing how to find the ancient city Saventh-Yhi."
Currently I'm in a melee focused group, with no healer. The group is made up of level 6...
The paladin can only lay on hands so many times, and a drake is kicking are butts with his flyby. And as you can see, we lack both healing and ranged. We also have very few buffs. We're gaining a new player soon, who's never played DnD. So I'm designing a Cleric with the Crusader archetype. I pulled the feats off of the ranger guides, and have the strength(ferocity) domain. So I guess I'm just wanting some feedback on, is this a good idea for a World of Warcraft player who wants to deal lots of damage, be ranged, doesn't like taking damage, and hate's mages?
I can't remember where I read it, but I remember somewhere about adding spells know level earlier. Basically just shifting the spell know table up one level. It would then look like this... Spoiler:
1st level: 5 2 2nd level: 5 3 3rd level: 6 3 1 4th level: 6 4 2 5th level: 7 4 2 1 etc... If you think it's maybe too much to just do it, what if it was the Bloodlike Arcana for the warped arcane bloodline or something.
I want to stay as low to the ground as possible when I fly, and not get hit by melee attacks. If I'm in an adjacent square and 5 feet up, I can be attacked because my feet are basically level with the enemy's head. But if I'm 10 feet up, would he still be able to reach me? In our last game the answer was yes, because if you add in the length of his arm and the length of the scimitar. You will be able to reach, with an acrobatics check to jump up 2 feet (I think it was that high).
My group is still in the character creation process for Kingmaker, I want to play a witch who will basically be cursing everything and a debuffer. And someone else is a barbarian who hates magic, because he was tortured as a child. We're a party of 3 and the other is a Magus, no clue on his story. What's a good way to get around this so that we can both get what we want, without tearing each other apart?
For the coven hex to work, the coven must contain a real hag. Most campaigns are not evil, and if there is a single player is, it's tough to get along with the rest of the group. So I've been working on creating a hag familiar. Here's the stats so far. Hag Familiar:
Baby Hag (or Hagling) CR 3 Alignment restriction: not Lawful, not Good Init +3 Senses: Darkvision 60ft, Perception 7 Size small, 20ft, Swim 30ft AC 18, Touch AC 13, Flat-footed 15 Fort 1, Ref 6, Will 3 Spell Resistance 12 Str 15, Dex 16, Con 8, Int 15, Wis 13, Cha 14 BaB 3 CMB 4, CMD 17 Melee 2 claws +5 (1d3+2) Feats: Great Fortitude Skills: Bluff 7, Disguise 7, Knowledge arcana 5, Perception 7, Sense motive 5, Stealth 7, Swim 9 Languages: Aklo, Common Spells: Water breathing constant Ghost sound 1/hour Disguise self 1/day I applied the young template and then did some tweaking to make it more comparable to the Imp and Mephit. A few adjustments I've considered is completely dropping SR and upping Disguise self to 2/day, or more spells.
I'm designing a staff and want to get some feedback. It will use the charges from wands, but be like a staff with caster level and DCs. Staff of Everchanging Wands
The price seems low, but there is the additional cost of wands, 37,875gp to be exact. Totaling a starting price of 63,075gp, then buying more wands to recharge. Long term it can be expensive, but it's versatile. For crafting. I picked a spell from each level that seemed to fit with the concept. To help with balance, I was considering using charges equal to the spell level. But 4th level wands are already too expensive. |