Hello!
Thanks!
In my CotCT Campaign I use following rule: Minimum HP:
Iron Heroes had the following rule: d6=1d4+2
This way you have a chance role, but get a flat base bonus for hp. But Iron Heroes is a system that supports low-fantasy heroics, and the character classes are more powerful, because of magic items being either evil or minor artifacts.
Has anyone tried using the Harrow Deck for the normal Tarot Cards? I tried to assemble the Major Arcana on my own but would need some help: The Fool - The Idiot
Thank You
If the archer steals the day with his marksmanship every single time, it's normal that the other players will be pissed after a while. From the POV of the ranger: he built a good archery build for this adventure path, so why should he be penalized? He plays a hero famous for his skill with the bow, and that is what the game is about. I for one would recommend bringing this topic to they players, and confront them with the problem together. You can also try talking with him first before talking with the whole group, to solve the problem. Maybe the ranger sees the problem and is persuaded to choose some other feats, or swap some of them. Maybe the group gets a redo of the characters they are playing, so they all at the same level of effectiveness. This way, you don't have to actively work against the ranger, and he doesn't feel punished for choosing the right options for his character.
Scroll down if you want to get right to my questions. I am in the middle of DMing Escape from Old Korvosa and my group consists of following characters: DM: Me
Last time the party entered Old Korvosa by water walking invisibly to the island. On the way to Orisini's Academy they've encountered a mob who was mugging Tesh Zobberdin. They've rescued him, slaughtering but one of them. He was still determined to get the emporer, but the party clearly saw it as a suicide mission. He bolted, as the party tried to hold him from his vengeance, and all but the paladin went after him, grappling him down, and bringing him to tears, as he was too helpless (not a single social check succeeded). The paladin was all alone at the bodies of the mob, because some urchins tried to rob them. He clearly was against it, and convinced them of following him for a better life (even if he didn't have a plan what to do with them - only faith). They went for Fort Korvosa, and after the gate guards got some convincing (bribed), they entered and brought the children to a abounded stable, After which they left for the academy. Seeing it burned down, they entered the house of Orisini, and getting ambushed at the second floor. The assassins weren't that effective, because the party wizard thwarted their plan of burning down the house with 2 ice storms (which hit pretty much everyone ;) ). Seeing that their fighting wasn't very effective (only 1d8+1 in melee, without any flanking oppurtunities), the assassins made a slow reatreat. One of the went out of the window into the darkness, and got followed by Quinta (who acquired darkvision with aspect of the beast). Unlucky for her, she was the only one following him, as the other three went at the other one (most of them in full plate, except the wizard, so they couldnt move a lot on the ice produced by the wizard). Anyway, Quinta got mesmerized by the red mantis, and at the last round, Thom went to help her, didn't know how to resuce her, and tried an attack on the assassin, which missed, and she got executed. The round after that, he was alone in the darkness with the assassin, and 4 attacks, with each +3d6 sneak attack were the end of him. So the paladin and the wizard were left. They chased the other assassin, but after not hearing from the other two, they deceided that it was better to check for them. They saw the corpses (the red mantis waiting on the roof for them to go out) picked them up, and dimension doored to the stables. There they encountered the student of Vencarlo, who recognized his rescuer from EoA,told them about Scream, and promised to raise the children to be able to protect themselves with honor. Antonor and Seldlon went to investigate, leaving the corpses at the stables. They've met Laori, who the paladin thought of being very suspicious, but the party wizard convinced him of letting her help, as she only needed to speak to Scream, didn't lie to them, and even offered to help to ressurect the companions (as they alone probably wouldn't be able to rescue Scream). The paladin grudgingly accepted, as she showed no obvious evil intentions, and he couldn't just do something against her, only because of her wrong faith-and her evil aura. As she encountered the dead players, she was able to ressurect Thom without any material components (Thom had a vision of Zon-Kuthon about him meeting her after the third harrowing, as the Vision card came up), but for Quinta I am not sure what to do. Here the session ended, and here are my questions: -How does a Zon-Kuthon cleric (Laori) react to a follower of Shelyn? Laori saw Quintas holy symbol, so how should I react to that? Are they allowed to ressurect Shelyn followers?I just know they have a weird family relationship. -What are the Red Mantis doing, after they were detected? Are they going to finish their job and hunt down the PCs, or are they still trying to wait for Vencarlo? I am not sure what to do there... -Should I let the paladin have any consequences for working with Laori? -Quinta was raised as a child in the Elven Embassy, and she only knows her family by the name. Quinta and her player don't know that she is of Rakshasa blood, and I am not sure how I should let the Arkona family react to Quinta? Will they try to charm her into helping the family after hearing of her talents(champion of korvosa), or will they try to get rid of her, as she might prove to dangerous? What do you guys think would be the best way of storytelling it to my player? Thank you for the long read, and sorry for my bad writing style. I hope I'll get some answers until sunday, as then is our next session.
The half-elf ranger in my current is of the shapechanger archetype. As the GM I deceided that his background is from the Arkonas family, without him knowing what awaits him in the 4th adventure >:D. Anyway, he showed interest in the first adventure, joining the sabel company, and it was the reward if the last session for being a champion of Korvosa. Now, I was wondering how to combine the shapechanger archetype and the sable company marine in one archetype, as the shapechanger takes away all the favored terrains already, as does the marine. He got currenty into his 4th level. My ideas:
What do you guys think?
Mok wrote:
Yes, fortunately it is. But I can undersstand that from a creative point of view, you don't want to copy an ability, but try to do it your own way. Anyway, it's not so important. :)
This thread was exactly what I was looking for, making variety in the Magus class. Here is a suggestion for the Spell Combat ability: Spell Combat(Ex):
If the magus selects shielded caster, the magus learns to cast spells with a shield in his hand. While wielding a buckler or light shield, the magus is able to cast spells, without suffering arcane spell failure from the shield. Furthermore, all spells he casts with a shield in hand and himself as a target are treated as though his caster level is 1 level higher +1 for every four level after his 2nd level.
If the magus selects two-handed weapon casting, he adds half his intelligence modifier to every spell DC he casts that does hit point damage while wielding a two-handed weapon.
If the magus selects thrown weapon casting, he deliver his spellstrike with thrown weapons on a ranged attack. He can also imbue a thrown weapon with a spell that requires a ranged touch attack.
If the magus selects single weapon casting, he learns to cast spells and wield his weapons effectively at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free, while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –4 penalty. He can also cast any spell with
I was very happy when Paizo announced the Magus class, as I always wanted to play a gish from 1st lvl to 20th. The Mageblade from Arcana Evolved was one of my favourite classes, and the Magus seems to be a combination of the Mageblade and the Duskblade. Until now, Paizo did a very good job of overworking the existing classes of 3E, by giving them more options of choosing in which direction the player wants to take the class. To be more precise, I will list the aspects that made the classes more flavorful to choose roleplaying wise, and so added depth to the game, not only through storytelling their abilities, but also mechanically: Barbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Sorcerer
Wizard
Alchemist
Cavalier
Inquisitor
Oracle
Summoner
Witch
Magus
-He can buff himself (attack bonus, AC bonus, haste, critical strike,maneuver mastery)
Personally I think this is only a start, but not enough that you can have different variations of the Magus. Some improvements to variation:
-Two-weapon Fighting: Same as Spell Combat
I know these things aren't balanced, but the idea is there to have. From other people's suggestions I liked the 'prepare spell x to get a bonus on skill y'. Also I liked the idea of a magical Ki-pool for use. Gotta go now, or else I come late to my training. PS: I didn't include the Class Variants from APHB as the New Base Classes in that book didn't get any Variants either. Excuse grammar mistakes. Also be tolerant with my writing, as english is not my native tongue.
FiddlersGreen wrote:
Either you quoted the wrong person, or I haven't wroten clear enough. In my case you would suprise them in a suprise round, and they would be flat footed, so you can sneak them from the distance of no more than 30ft.
Zasha, paladin of Iomade, is sacrificing herself defending a small corridor from a tribe of goblins, so that the party can safely get away and survive. Whenever she cuts a goblin down, two more emerge to take it's place. While she cant hold much longer, she does as best as she can by: -using a heavy shield to pump her AC
As a player of mine wants to play a paladin in my new group, he looked for an optimal classical build. While the archetype from the books looks like she wields a full plate, longsword and heavy shield, we wondered why she uses the heavy shield. It is very impractical for the lay on hands ability, as you always have to use an action to either get your shield off, or get your weapon sheathed. If you have played a paladin, tell me from your expirience the solution to this situation. |