@Mysterious Stranger: Thank you for your thoughts. You are correct of course i should concentrate on spell that don't go "against" the enemies ability to resist (combat spells).
The problem with the melee build is the fact that i can get more attacks on an ok attack bonus than with the rapier. The fencing-feat speficically states that you lose the dex to damage benefit if you fight with two weapons. So the damage that i can inflict with arrows would be much higher (IMHO). BUT: I noticed the negative side of this approach, i had a lot of AoOs last evening but most of them were unable to hit because the AC of 23 was sufficient to prevent greater damage. Mirror Image is a good tip, this could also be useful to prevent hits from AoO while using the bow. Will change the char accordingly.
Hi, i was really impressed with the Archeologist last evening.
I also took the traits suggested and some magic items. At the end I had a +12 attack bonus with a bow, +16 with luck activated + PBS. Rapid shot did 2x 1d6+5 damage.
Throw in some healing spells and spells like Haste, Confusion etc. and the char was very versatile. To finish the char, i would love to hear some suggestions from you concerning magic items. These are the items i "clicked" together because i didn't have time to research it properly: Belt of Incredible Dexterity +2
I have one feat left, can you gimme a hint what would work well for the Archeologist? Thanks! Mysterious Stranger wrote:
Hi, i think, also for time constraints sake, i will go for an Archeologist. He can heal/buff, he is a capable rogue and an ok fighter. I will bookmark this thread because i found allof your suggestions really helpful. I will use them for the next oneshot :) Thank you again for your advice and have a nice day! :)
Hi folks, I have been out of the game for a while and we are playing a oneshot this evening.
Pathfinder Society Adventure (in the Linnorm Kingdoms)
I'm leaning heavily towards a bard or rogue.
I can fling something together other than a rogue or bard, if you have some cool ideas. Thanks in advance for helping out a starved out (RPG-wise) comrade ;)
Hi folks, i was just thinking about the things that make RPG interesting and wonderous.
Personally i think there are several things. 1. Magic items are far to frequent and far to easy to obtain. You can even build the stuff yourself for halve the costs. 2. Magic items follow certain rules. They are all mechanically set. There is nothing wonderous or special about them. 3. In general i think most APs, items etc. follow the rules to vigerously. Wonderous stuff is stuff that is rare, special, unique, not easy to understand and non-mundane. In Pathfinder, magic is mostly mundane, magic items are mundane and most stuff you find is not really useful and will be thrown on top of the large pile of loot destined to be sold. Most things that happen can be explained by rules or plot. But things that defy explaination (at least for the moment) create this feeling of "WTF just happened?" or "Wow, that's awesome!". And i'm kinda missing these moments in most APs. I would really love to hear your thoughts about this topic.
Or better yet:
Thanks in advance!
Hi folks, i was just thinking about the things that make RPG interesting and wonderous.
Personally i think there are several things. 1. Magic items are far to frequent and far to easy to obtain. You can even build the stuff yourselfes for halve the costs. 2. Magic items follow certain rules. They are all mechanically set. There is nothing wonderous or special about them. 3. In general i think most APs, items etc. follow the rules to vigerously. Wonderous stuff is stuff that is rare, special, unique, not easy to understand and non-mundane. In Pathfinder, magic is mostly mundane, magic items are mundane and most stuff you find is not really useful and will be thrown on top of the large pile of loot destined to be sold. Most things that happen can be explained by rules or plot. But things that defy explaination (at least for the moment) create this feeling of "WTF just happened?" or "Wow, that awesome!". And i'm kinda missing that in most APs. I would really love to hear your thoughts about this topic.
Or better yet:
Thanks in advance!
Hi, We were playing Kingmaker and the pcs found a robe of vermin that looked like a robe of bones at first.
But i cannot imagine that this is the worth of this item. First it is cursed, second it is a robe of bones going wrong. A robe of bones is worth 2400 gold. My ruling was 50% of the selling price of a robe of bones minus 200gp because it is cursed (1000gp). Does anyone know what the intended net price for selling it is?
Thank you!
Hi all, i'm just finishing up my wizard for the CotCT AP (yes i know, i said i would play an evangelist, but somehow it didn't feel right) and i need some advice concerning languages that i should take which would be advantagous in this AP. At the moment i have chosen the following languages: Common (free)
So two choices left.
Nevermind, please just gimme your opinion if you have experience with this AP..thanks!
@Dave Justus thank you for the tipp. I think i will try the evangelist. And nice idea with the axe beak, i will try that. @all: Thank you all for your tipps and insights, i think i will try the evangelist, but i will keep this thread in mind, in case i need to change the character. Best to you and good gaming!
You are right, but i don't want to play a specialist wizard. My GM told me that this rule from the academy cannot be broken so i'm "out" ;)
I thought about using this concept (see link) which i found really appealing. Guess i have to shelf my wizard fantasies for a while ;) http://paizo.com/threads/rzs2sv67?Advice-for-creating-a-Mystic-Theurge#20
Man this is hard. Witch seems ok, but lacks a lot of the battlefield control spells like the create pit series of spells, haste can only be obtained via patron etc. Hmm..but because i was thinking about playing a samsaran anyway i could take these spells via the mythic past life trait.... The skald is nice, but the problem is that i think we need at least one full caster to prevail. @Herald Caller.
Please keep it coming :)
Dear all, we will start the above mentioned campaign tomorrow and i'm still at odds with myself what to play. I'm one of those players who like to be useful in as many situations as possible. So i like to play spellcasters, the "face" (Bards) and so on.
The main problem is, that martial characters often lack other strengths and that they are less useful in most other situations besides combat than other classes.
So i need a little advice from players and GMs who already played this campaign. For information, the other characters are:
So in effect we lack a full spellcaster, either wizard or cleric (and a face). Problem with a cleric is, its really hard to do anything else besides healing and buffing, but playing a wizard makes us short on healing powers. In effect i had two ideas: 1. an aasimar evangelist cleric of Erastil with an animal companion later and sacred summons for support. 2. a samsaran exploiter wizard with mythic past life as trait and 3 healing spells from the bard list (CLW, CMW and CSW). I would be very grateful if you could point me in the right direction, which would be more helpful or even better: more fun, while considering the whole campaign. If you have other character ideas, please feel free to offer them. Thanks in advance. EDIT: I know that there are other threads asking for advice about this, but i wanted to ask from my personal perspective of RPG-"needs" and also from the perspective of playing the whole campaign with one character.
Okay, then i imagine it is a combination of "flawed" GM work, the disconnect between the adventures, and the lack of real allies in the city. The reality is, that we were really friendly and helpful to a lot of the NPCs (even the Storm Blades!). But as the AP progressed, most of them were insulted and pissed of by the slightest mistakes (which we weren't even realizing were mistakes) we made. So we are now without real support and we are close to switching sides to Marvu. I suppose that is due to the "hard-assness" of the NPCs played by the GM. I have never experienced NPCs as touchy as these before or since. I was really taken aback during the last crisis, where the Academy was totally uninterested in helping the city out with the riots over the taxe increases and the St.Cuthbert high priestress was on the side of law and order unwilling to even provide medical care for the wounded as this escalated. In short: I don't like the nobles, i don't like where the cities policies are going and i don't like the touchyness or lack of interest of most of the involved parties. They don't give a s$&~, why should we? To be honest i would like to have the "talk" with the GM you suggested, but i'm not sure how to phrase the issues we have. But i will think about it, before i lose interest in this camapign completely.
@Haladir Player. I suppose if you are DM and you can see the plot and all the stuff that is going in in Couldron you lack the feeling of being lost between the cogs of intrigue. @zylpgryx We have been receiving hints as the story goes on, but as i said these clues are getting us nowhere. We don't have a loremaster (Wizard/bard) so we have to rely on the library and NPCs for information, but nothing we have uncovered forms any usable clue.
I just don't feel any connection to the city and the other players feel the same.
But i thank you for your insights. That kinda points more in the direction that this type of campaign is no my thing and in addition that the DM is not making is easy either. I just retired my old rogue-character and i was planning on bringing in a new character (Exploiter Wizard) but my level of anticipation to play again is nearly zero, so i will most likely step down and DM Kingmaker every second session we play. But coming back to railroady:
That is sorely missing in ShC. I know that their is a way to get a city estate but we have no clue how this is possible with the low level of real allies in the city.
I like to add a few things: 3. The campaign is extremely railroady: You can't really do your own stuff. Yes there are off-times but you can't change anything in the city. You can't buy a house, property is at a premium, so you are always feel like a stranger in Couldron and you never actually "connect" with the city in any way.
Also what the PCs do has little to no effect on what comes next. You are in essence just a background actor just in for the money ride. This is one of the main complaints i have about several andventures in systems like Midgard or the black eye as well. There are so many powerful people doing the really important stuff, while the players are more or less background actors. It should be about the PCs, they should be the ones making the difference. I don't play RPG to be on the sideline.
Dear all, at the moment we are playing the "Shackled City" campaign which is a D&D campaign in origin.
We are playing it for quite some time now (Level 9) and i'm extremly underwhelmed. My major complains are as follows: 1. There is no discernable plot: You are always out of the loop. There are plotpoints to which you have no access, you can't follow up on a lot of things because it is not envisaged and you are not high-level enough (and will come up later). You have to wait until level 9 or 10 to get a hint(!) of what might be going on and you are still just a background actor with strings attached. 2. Overbearing dungeon crawl: As there is no discernable plot, or at least no plot that is open to the players to experience or follow up, half of the campaign you are just roaming through more or less (mostly less) interesting dungeons from one room to another, killing monsters which seem to have no connection to the plot whatsoever. The loot is uninteresting and consist mostly of standard valuables. No fun magic items, just useless stuff to sell. My constant feeling is, that powers beyond my understanding are controlling our every move and for the city we are just some mercenaries
This has been one of my most joyless and frustrating experiences in a campaign until now, which says quite a lot, considering that i've been playing for almost 20 years now. So, what is your opinion about this campaign? EDIT: I like to add a link to a review i found which also raises most of my points but with improved eloquence ;) http://nicolaigrunnet.blogspot.de/2011/08/d-shackled-city-review.html
Dragonchess Player wrote:
I think this is debatable, because if you look at this description in the PFSRD (below), BUT the lamellar with steel is a heavy armor, so technically you are correct. Quote:
How about finding an armour that protects with 4 AC but don't apply ACP?
Quick Draw is a good idea, thanks.
Addendum: As i will be using multiple rods:
Maybe you could help me out on another question: Defense As my AC will suck and i'm really vulnerable in combat, can you give me some advice on defense to survive in hairy situations? My top contenders would be: Vanish (because it's cheap), regular Invisibility/Improved Invisibility, Mirror Image, Dimensional Slide (to get out of reach) and fly. Any tactics and spells you can think of that reduces the chars chances for being a contender for the "endangered animals list"? Thanks!
Thank you for the tipps. @Serisan: I took Extra Reservoir and Clever Wordplay..good tipps, thanks! @all What do you think about the following: Change race to Elf:
Or: Change race to Samsaran:
I could take bard spells that have a lower spell level. Haste etc. I also took a Lamellar Cuirass+1 (Mithril): No spell failure and +3 AC.
I'm not sure when the next offtime will be in the campaign but i'm actually thinking about keeping half of the money and craft most of the stuff myself in the campaigns off-time. It's painful to buy this stuff at full price while the char took Craft Wondrous Items at level 5.
Dear all, i have retired my old character in the Shackled City campaign and i would like to play something that was painfully missing the whole time we played this campaign: A loremaster and arcane caster.
The character will be level 9 and is planned mostly as a buffer and battlefield controller. At the moment my draft was this (Point buy 25): STR 7
Starting Money is 46k so I thought about the following items: Headband of Int + 4 16000 (Skills: Diplomacy, Sense Motive because he is a mercenary)
= 37700, 8300 left For the Exploits I planned “Quick Study”, “Dimensional Slide”, “Potent Magic” and “Metamixing” (maybe). Traits: Magical Lineage, 1 left to fill For my 6 feats I’m not really sure yet. I need “Extra Exploit” once because I gain only 3 exploits for my level, but there are still 5 feats left. “Craft Wondrous Items” (Bonus feat at level 5) and “Combat Casting” are obvious choices.
It would be great if you could help me in filling the gaps. If you think summoner is the way to go because a few powerful battlefield control spells are conjuration as well, please suggest a good build. In addition, the race is not fixed as well. If you think Samsaran, Elf or an Aasimar-subrace would be better, please suggest it. Thank you in advance!
Scott Wilhelm wrote:
I think someone (me or you) misread these feats. There nothing in these feats that says something about needing someone else.Circling Mongoose can be done without a flanking body. It doesn't NEED "loose dex to AC" it grants it. Anyway thank you all for your advice. My char retired last Friday, BUT i will mark this thread for the future because i like rogues and i will play one again. :) Thanks! Best wishes
Kileanna wrote:
Hi Kileanna. you are right, but we had a lot of fights in which i had to work alone. In the last 3 i waited for the right moment which never came so i was completely useless. That is the reason i would like some advise concerning the mentioned feats.I would like to change my build in the direction that i can work alone if necessary.
Greetings, i need your help.
We have reached level 9 now and for this level up i like to do the following: I've thought about following the "Canny Tumble", "Circling Mongoose"-line of feats. So now my questions: 1. Is there a feat in this direction i have missed? I'm rather sure there is one additional feat that might help with this line of fighting style. But i can't remember what feat that was..had something to do with more movement during the attack or somthin.. 2. Due to the fact that i don't like to retraint too many of my feats, i like to add one level of a martial class that would grant me one of those feats mentioned above (or an ability that would grant me one on those feats like the Brawler) as bonus feat OR on of these feats: Mobility, Spring Attack. It would be very nice if you could help me out here..i often don't have the time to go through the whole online-SRD to find something that i need. Thank you!
I think reaching Level 7 will get the juices flowing.
Can you actually gimme a hint what spells to take on Level 7?
Confusion is such a b*%&@..last time my other group nearly passed away because of the confusing gaze of 2 Umber Hulks we encountered..that was NOT funny at all ;)
Hi, thank you all for your input. I will sort your advices and comments on the weekend and think how i can proceed. The common theme seems to be, that i have either to rebuild the feat selection to get more proficient in combat or to stay with the purely supportive role and improve upon it in that area.
MeanMutton wrote:
Not true, inspire courage grants a morale bonus on saves vs. charm and fear, but the attack and damage bonuses are of the type "competence": Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Dear all, i’m playing a bard in our new campaign and while i’m having a blast playing him socially, i like to develop a second „leg“ how to support in combat besides bardic performance and spells. One relevant example would be as an archer or something. Also, i haven't chosen the third spell known for the second spell level yet. Maybe you can help here as well? We are at level 5 (just reached it) at the moment and my stats are as follows: ST:11
Feats: Skill focus (Perform)
Spells:
Highest Skills: Perform (string): 23 (Versatile performance: Diplomacy and Bluff = 23)
Relevant Items: Circlet of Persuasion
I tried using my bow last time in battle and due to my Inspire Competence and the Bless from our cleric i wasn't so bad. +8 to hit and 1d8+2 damage. I also rolled a 20 and confirmed the crit, dealing 21 points of damage with one shot. (In the aftermath i realized that the char is not proficient with a longbow *embarrassed* ) So, are there any items, feats and stuff that i should take? Point-blank shot and go through the archer-feats or do you have another idea for the next few levels? Another point: How can i prepare for enemies i can't talk to death or which will not be influenced by charm spells etc. like undead or oozes or stuff like that? For these enemies i have nothing in my repertoire. Thank you! Best regards Brakiri
Hi all, thank you for the input.
For me, a well rounded char is important because you are not in combat all the time. A fighter with no skills would be extremly boring for me to play. This threat is bookmarked in case i need a change of character. Thanks again, and please..keep it coming :) Best regards Brakiri
Dear all, With your help, I build my bard for the new Paizo adventure module starting today.
Thank you! Best regards Brakiri PS: Restrictions:
Claxon wrote:
Jupp, that's the reason for our misunderstanding :)
Samish Lakefinder wrote: If you go with the Decoy Ring it has a great secondary effect. It's last line is "Allies of the wearer always know her true location and can freely provide aid or assistance to her." This lets your party avoid hitting you with AOEs when you are invisible or being stealthy. Hi Samish, yeah as i said, your suggestion was awesome. It's not only incredibly useful but stylish as well :)
Diminuendo wrote:
While being a nice find it beautifully demonstrates the problems of low granularity template systems like PF. For ONE meager spell i have to switch from a good fitting template to a worse fitting template, while i only wanted to grind off one corner of the first template i wasn't totally satisfied with ;)For this solution i have to take an archetype, lose a lot of bard-powers and have to invest in a 12k item...that's tough. @QuidEst Thats very interesting. For me it's the opposite. My character concepts are often extremly detailed in my head, but PF and other class/levels systems like Rolemaster, PF etc. don't provide modules that are granular enough to contruct exactly what i want. But thank you for the insight..as TimD said..it's really different strokes :)
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