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So I did a brief search and only came up with a few results, but I am looking for some books that focus primarily on magic users, and more specifically magic users who exude, charm and wit.

I've read most of the Elminster stuff, and am looking for something new.

I have a love for spellslingers who avoid the fireball and lightning bolt slinging in favor of subtlety and cleverness.

Any suggestions?


I am fairly certain they do, but for clarification.

Does the AC penatly from raging stack with the AC penalty from cleaving for a combined -4 to AC?

What if you did a charge and cleaved while raging is that -6?

Thanks in advance!!


I'm not sure if this is the right forum topic for this but if not, I trust some helpful moderator will see me properly tossed into the appropriate alley.

I've posted quite a bit about my ongoing campaign and thought it might be interesting reading for someone to get it all in single thread. So in summary here is my current Incursion: Githyanki Invasion Hombrew Campaign.

We play in a homebrew world that is only recently (1500 yrs) recovering from a war where dieties played cosmic chess by creating ever more unstable/dangerous creatures to "one-up" each other.

This resulted in them (the gods) being stripped of thier powers and forced to rely on worship and created a world based largely off the 4E concept of points of light in a sea of darkness. IE. the world at large is untamed and long distance travel is dangerous.

Enter the PCs who through a series of misadventures end up on the southern end of the primary continent (which is totally unknown/explored by the northern half) and is a desert wasteland.

They get captured and sold into gladitorial slavery in a city run by monsterous races and ruled by a githyanki dictator.

They spend several months becoming powerful gladiators (Dungeon Magaziene "Blood in the Viens" gladiator storyline.

Upon escaping they embarrass and earn the hatred of the gith ruler....who having interrogated the PCs now knows about the bountiful land north of the mountains.

As the PCs work to find a way home via friendly city of psionically empowered warforged they githyanki ruler contacts her lord and liege on the astral plane begging a chance for vengance and selling the gith queen on the valuable resources to be taken by invading the N.

The PCs finally make it back N. by aquiring parts for and rebuilding an airship which is a relic from the God's war and unheard of in this time.

After heading back home...they start to encounter the Gith slowly at first and then more. Finally learning of the planned invasion and they must warn the entire continent via airship travel.

The Gith have infiltrated several town/cities and work against the PCs also cutting off communication via guerrilla tactics and a bloody dragon!!

PCs warn three towns...losing one when they opt to continue spreading the word rather than stay and defend it...tough choice but they made the right one I think.

Now they have killed a dragon that was single handedly cutting off trade between the two primary kingdoms and are traveling east to continue spreading the warning.

Meanwhile the gith are now having to step up the invasion and the PCs will have to play a part in planning the defense of two kingdoms and make some tough choices about sacrafice for the greater good as the gith queen is working to spread disinformation and get the cities to over commit forces while using her gate ability to shift forces rapidly.

And that's where we stand now....

Any thoughts, feedback, ideas or experiences running similar adventures is welcome!


So my players are about to encounter their first dragon..ever!

Details:

They are APL = 6 with decent items, it's a homebrew world with some house ruled classes/races.

- Warforged Soulknife
- Warforged Clockwork Engineer (detailed in one of my threads)
- Human Swashbuckler - per 3.5 not the new one.
- Human Ranger (dragon favored enemy)

The beast is a young (CR10) red and yes despite all common sense will be a solo encounter.

The set up:

The party will encounter the dragon in the open and she will use her flyby attack to continually hinder them with breath attacks, mixed in with the hover ability to generate concealment and vital strike bite attacks inbetween.

I plan to keep her off the ground and mobile for much if not all of the encounter, so unless the party can think of a way to ground her....it will be a very HAIRY fight for them.

All fairly new players with little game mastery.

My questions is does this seem like a fair encounter?

They DO know what they are about to face as far as it being a red dragon.

I am afraid this could be a TPK...any thoughts, feedback, tips would be appreciated.


I am currently running a version of the Incursion story line with a githyanki invasion in a homebrew world.

What if any means of magical communication are there that would allow casters seperated by more than several hundred miles to communicate?

I run a fairly low level magic setting so nothing above 4th level please.

Thanks


Ok so,

In my current campaign the PCs have just learned that the githyanki are planning a full scale invasion of thier home land which is made up of

-3 capital cities
- several concentrations of each of the primary races
- one heavily used trade route
- a few independent power groups

So the PCs have the option to go and warn each of these groups while the early stages of the invasion unfold.Basically I anticipate this whole process taking several play sessions

I am looking for some interesting RP opportunies and challenges the PCs may face, such as:

-convincing the rulers that the invasion is real.
-convincing the cities, power groups, etc. to work together.

Thoughts?


Ok so if you've read my threads lately you may have noticed a trend, I am working on a new bard character and trying to gather as much for my knowledge bard check as possible.

So I want your best bard moments, if you played them or a friend...tell me about how a bard rocked....bad pun intended.


So after much debate and deliberation, I've decided to go with Treantmonk's control bard for my next character and am looking for good books/movies that highlight bard characters.

Two of my favorites!

Bard - by Keith Taylor
Great book that really shows the powerful and cunning side of the bard.

The 13th Warrior
Antonio Bs character as well as Herger both strike me as bardlike.

Any others?


Ok so this may be a strange question, but from a purely fluff/flavor based point of view which energy type seems a best match for an character focused on enchantment?

Please provide your rationale for support.


So I want to play the ultimate charmer, master manipulator but still have viability in situations where immunities limit that aspect. In the past I have played this idea with a sorcerer but recent insights have caused me to believe the bard might be the better route to go.

I am torn though as the bard never gets any real direct mind control where as the sorcerer gets dominate monster.

Thoughts?

Or

Looking for convincing arguments on either side, convince me which would be better and why.

Sorcerer

Vs.

Bard


I realy love reading DM/player accounts of play sessions and am bored to tears today anyone know of any threads on here that have such?

I did a search but not sure if I am using the right words.


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First this message is not meant to include PFS issues as I run home based games and have not experience with PFS but understand everything for them has to be explicitly spelled out in the rules.

Step 1) Play with people who are your friends and agree that you are all there to have fun.

Step 2) Have everyone discuss what thier idea of fun is.

Step 3) If your idea differs too strongly from someone else's, decide if you or they can compromise. If not...go back to step 1.

Step 4) If you are the GM point out rule 0 to all players, agree to discuss disagreements but remind them that in the interest of supporting step 1 you will apply rule 0 as needed.

Step 5) If players cannot/will not accept that either offer to let them GM or find new players.

And boom nearly all the issues on here are fixed.

I don't mean for this post to come off sounding like a jerk, but it just boggles the mind that so many people talk about how this player or that player is doing something to break the game due to a loop hole in the rules.

If my players come to me with cheese like that I just say no. If they don't like that answer, I discuss why with them...but in the end as long as I am doing all the work of GMing...I make the final call.

I have yet to have a player leave the group or end a friendship over this.

Thoughts?


Ok so I've done a couple of searches for different threads on being the best controller of the undead and not really come up with many good answers.

So what I am looking for is a nice clear breakdown of:

What Class

What Race

What Archtype (and what book it's in)

What Feats (and what book)

What Spells

Will make for the best Master of the Undead.

From what I have ready the goal should be to summon/control/create the single strongest undead possible while bolstering it with spells or additional undead as needed.

So please oh mighty lord that is the hive mind of the boards grant me this insight.....and GO!


I have a character concept I am working on developing for a

Human - Ranger/Rogue but I want to find a way for him to gain the ability to rage or something similar.

Is there a way for him to NOT take another class and still be human and gain the rage ability outside of a spell?


So one of the house rules we play with is that at first level you get your constution score + max class HD in HP. Every level after is standard roll+con mod.

I feel like this rewards characters who invest into having really hardy characters and also allows me to do more interesting adventures at early levels.

Now i don't run alot of APs but am considering Rise of the Runelords after our current campaign ends and wanted to know if this houserule would unbalance the encounters?


I know that the two aren't mutually exclusive, but in my recent DMing experiences I have tried to really generate excitement and that heat of the moment feeling with our combat, but in doing so feel like I am losing some of the tacitcal aspect.

I know for a fact that I have forgotten or missed several things while running it this way and my players have as well.

So I thought I would poll the masses to get your experiences and preferences.


So I consider my self a pretty decent and experienced DM, I've been playing for 15 years or so own tons of books and the greatest measure my players always have fun and indicate happiness with our games.

I like to think that I avoid the ultimate DM sin or railroading my players but I do try to provide them with guidance and at times may describe a specific set of critiera that will equate to greatest success.

But after reading some comments on here, I am curious how other players/DMs feel about it.

1)When does guidance become railroading.

2)How do YOU define railroading.

Thoughts?


So the PCs are about to be tasked with infiltrating a slaver camp to rescue the most recent captives.

BUT..they are made painfully aware that this needs to be a covert mission as much as possible because the slavers are too powerful for a direct assualt.

They are in a desert and will be given a poison to slip into the water supply but must first masquerade as slavers....the NPCs requesting this will provide poison, members of thier own tribe as mock slaves to support.

The leader of the slavers is a drow thrall of a mindflayer...this is not known to the majority of the slavers and the mindflayer will not be present at the main camp, he only comes weekly to re-establish his thrall over the leader and collect slaves.

So my intent is for the PCs to RP thier way in ...find the water sources at the main camp...poison them...await the results and escape with minimal combat.

However and this is where the advise portion comes in...I need some good social skill checks/challenges etc.

How hard should it be for them to convince the slavers they want to join up?

Will a simple Bluff check get the leader to let them in temporarily?

Any thoughts?

PS - eventually the mindflayer will come looking for vengence. :)


So someone said I should check out these games and I purchased the first and second, but haven't started playing much yet though what I've read seems really interesting.

Couple of quetions

Anyone who has played them have any reviews or thoughts on them.

Are the books the series is based on available in english and are they good reads?


Ok, I've done a great deal of revision and thinking on this class and now my only concern is, will it be too powerful.

Flame war arguments about fighters aside, why would you choose a fighter or barbarian over this guy?

Thoughts

Clockwork Engineer

I apologize but google doc is the only way I can post.


Ok not sure this is the right place to ask but I am running a campaign in which I am allowing Warforged from the Eberron setting and being at work without access to my books I am trying to remember if Warforged can drink potions...

Potion of bulls strength etc.

Any help?


Just thought I would share this, thought it was pretty awesome when one of our characters died and the party bard read this at his burial. He wrote it himself.

The Hero’s Lullaby

Dancing flames cast back the night
While twinkling stars make jest of light.

A lonely wail in darkness calls,
As the staggered hero finally falls.

He welcomes midnight's cool embrace
as tears and sweat roll down his face.

The day's last battle has been fought and won,
But tomorrow's struggles have yet begun.

A shadow passes in silent roar
and in its wake he'll fight no more.

Rest now warrior you’ve paid your dues
The next battle is another’s to choose.


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Ok so I have completed my Clockwork Engineer but now I need some worthwhile reasons/items to take craft engineering.

So please offer up your suggestions for items that you would be able to make via craft check engineerings.

DCs, Costs, Effects, etc.


Hey all, second attempt to post this...having trouble getting google docs to format tables right.

Anyway I wanted a tech based/steampunk class and couldn't find exactly what I was looking for so I built my own.

I admit to not being very good/detailed with number crunching and rules so those of you that excel in that area please feel free to offer advice.

Anyway let me know what you think.

Clockwork Engineer

He is based heavily on the summoner build and obviously tweeked for flavor....I don't think he would be too overpowered but obviously haven't play tested yet.


So I am really interested in having/developing a class that is based on this concept.

Some key points -
1) No magic - I imagine this clas as being totally opposed to magic in favor of tech/clockwork.

2) I think of this class as a support type role - basically having a clockwork golem (like a summoner) and/or enhancing party members/himself with tech based gear.

I have done some searches on the forums but found struggled to sort the various posts into something cohesive. Is there already something like this out there or is someone working on it?

I started retooling the summoner to fit this, but before I invent the wheel I thought I would check with the masses.

As I see it this guy would go one of two "paths" either focusing on building/enhancing his automoton or "buffing" the party with clockwork prostetics. Imagine a clockwork/steam arm frame that temporarily boosts strength or a spring wound gauntlet that boosts dex.

Thoughts? Help?


So to begin let me say that I've always felt you should be able to tell the difference between an 10th level dwarf fighter and a 10th level human and so on. I feel like this was one idea that started to grow in 4E and so for my homebrew world I developed the following racial traits at various levels and would be interested in some feedback. Are they OP or broken?

Humans
Lv. 1 Human Ingenuity – Humans are known for their adaptability and so once per day any human may make use of any feat so long as they meet all prerequisites.

Lv. 5 Adaptive Learning – A human may choose any one skill listed in the PHB and make it a class skill for him regardless of class, forevermore. They receive an immediate +5 bonus to this skill.

Lv. 10 Bonus Feat – Humans of any class are granted an additional bonus feat upon reaching level 10.

Lv. 15 Ability Boost – Humans are granted a +2 bonus to any single ability score.

HALFLINGS
Lv. 1 Halfling Luck – Due to your innate luckiness, once per day you may force a successful attack against you to be rerolled.

Lv. 5 Athletic Prowess – Your bonus to the climb, jump, and move silently skills increases to +3 Save bonus – your racial save bonuses increase by 1.

Lv. 10 Thrown Mastery – You receive a +2 bonus to hit & damage with all thrown weapons, including slings. This does not stack with the weapon mastery feat.

Lv. 15 Ability Boost – You receive a permanent +2 bonus to your dexterity score.

Half – Elves

Lv. 1 Team Player – Once per day you may grant any single ally within 10’ a bonus standard action. This does not stack with any other haste effects.

Lv. 5 Bonus Feat – You may select one bonus feat that you qualify for.

Lv. 10 Persuasion – Your bonus on all Charisma based skills increases to +5.

Lv. 15 Ability Boost – You receive a +2 bonus to the ability score of your choice.

Half – Orcs
Stats: The racial statistics for half-orcs can be found in the Player’s Handbook, with the following exception.
• +1 save vs. divine spells and effects

Lv. 1 Rage – You may rage once per day as per the Barbarian class ability.

Lv. 5 Monstrous – You receive a +5 bonus to intimidate checks.

Lv. 10 Savage Ancestry – You gain DR 3 vs subdual damage.

Lv. 15 Ability Boost – You gain a +2 bonus to your Str. score

Dwarves
Stats: The following changes have been made from the Player’s Handbook.

Lv. 1 Tough as Stone – Once per day you may ignore the first 10 pts of damage from any single attack that would have put you at or below 0 hit points.

Lv. 5 Improved Stone Cunning – your bonuses to stone cunning increase to +4, you are also able to always determine true North.

Lv. 10 Improved Saves – your racial saves increase by 2.

Lv. 15 Ability Boost – you gain a permanent bonus of +2 to Constitution.

Gnomes
Stats: The following changes have been made from the Player’s Handbook.

Lv. 1 Fey Step – Through a combination of stealth and illusion you may appear to travel instantly up to 15’ once per day.

Lv. 5 Keen Senses – your racial bonus to listen and alchemy increases to +4

Lv. 10 Mirror Image – Once per day you may cast mirror image as a spell like ability with caster level equal to half your level.

Lv. 15 Ability Boost – You receive a permanent bonus of +2 to your Charisma.

Elves
Stats: The following changes have been made from the Player’s Handbook.

Lv. 1
Elves now have Ranger as a favored class

Elven Accuracy – you may reroll one missed melee or ranged attack per day.

Lv. 5 Resist Enchantment- your racial saves vs enchantments increase to +2

Lv. 10 Weapon Focus – you gain the benefits of weapon focus in a single elven racial weapon.

Lv. 15 Ability Boost – you receive a +2 bonus to your dexterity.


Hello my name is ClarkKent07 and I am a DM/Homebrew junky. I like to create my own homebrew worlds and really flesh them out. I typically start with a creation myth to get the ball rolling and I wondered what other DM/Homebrew addicts did.

Mine is heavily borrowed/piecemail/kidnapped

Before recorded history beings beyond the ken of mortal or even demons and devils came forth and made order out of chaos, reality out of dream. These greater beings then created the gods to watch over/manage thier reality.

The gods did so for millenia untold but eventually became bored and began to challenge one another in petty squabbles over who was superior. They eventually learned that while they could fight, none had the power to destroy another and so the squabbles cooled.

Eventually one of the evil spiteful gods noticed that a god of nature had created several animals and plants upon a small mudball world. Being what he was he created a godspawned nightmare to torment his rivals creations.

Before long all the gods took to creating new and ever more powerful life forms to kill,destroy,protect thier previous generations or thier allies.

Eventually the creatures became so powerful as to rival the gods themselves and risked the very fabric of reality. The elder gods returned, banished/destroyed/drove into hiding the worst of the creations and then deemed that the arrogant younger gods would now depend upon the worship of thier creations to survive.

Over 1500 years many gods ignored/destroyed in rage/lost thier worshippers and faded from existance.

Today only sages and extra planar creatures know of the war but the relics/battlefields/dungeons of it can still be found today.

Thoughts/Share?


I apologize in advance if this topic has been beaten, burned, and buried but as I am somewhat new to PF and still adjusting to rules switch from 3.5, I have questions.

Overall I am happy with the most recent changes stealth, but I feel like denying a rogue the ability to sneak attack due to concealment in "dim lighting" is a real handicap to the idea of a stealthed rogue waiting in the shadows to SA his enemy.

Would it be overpowered to just rule that rogues as part of thier innate training can ignore concealment in dim lighting only?

Thoughts?


Continuing on with the development of the next step in my campaign I've decided to go with the Kraken as the creature being worshipped by two tribes of monsterous humanoids who have lived near one another for years with only mild skirmishes.

My need for advice is such:

Is is plausable/believable that these two tribes have only recently discovered that they both revere the same creature/god and as such have both decided to turn thier faith elsewhere hoping to find a diety who doesn't play both sides.

If so is it also reasonable then to hope that the PCs can re-establish the worship of this creature with both tribes if not create a peace between them?

Thoughts


So in a campaign I am running the PCs will shortly be encountering a powerful creature that has an item they need. I had originally thought dragon, but given the coastal location and the situation feel an aboleth or kraken may be the better call.

Anyway said critter has two primative tribes that sort of worship it and offer it sacrafices and gifts of weatlth. The tribes have been warring with each other lately and the critter wants PCs to go and negotiate peace between the tribes so that they will get back to thier supplication.

So which would be more likely to negotiate with the PCs to go and do this thing in exchange for the item and least likely to double cross the PCs?

Extra info:
-the tribes are land based
-the item in question is valuable but not in a traditional sense


Hey all,

So I am currently returning to a campaign in a homebrew world and one of the side quests will lead them to have to negotiate peace between two feuding tribes.

Summary: A dragon has been receiving offerings/sacrifices etc. as a “representative” of these tribes deity (undecided if they share one or have separate gods) and has enjoyed the free wealth and food this has allowed.
However, recently the two tribes have started warring with one another and in doing so neglected their offerings. The dragon wants the PCs to negotiate peace between the tribes in exchange for a relic they need from him. They can of course choose to battle the dragon but he is several CRs above them and I think they will understand that.

The tribes do not have to be friends, just exist in peace....

I am just looking for some ideas/feedback on how ways to:
1) Provide multiple points where PC actions can influence the end result. Checkpoints if you will.
2) Ideas for what each tribe will want/demand and how the PCs can RP this out.
3) Feedback on the general idea.
Thanks


So I'm running a campaign where I want to give the PCs a non-combat based goal/mission.

They need to retrieve an item that is being held by a dragon (open to suggestions).

My thoughts are to have this dragon insist that the PCs work to negotiate peace between two tribal groups that worship the dragon as a diety.

I will create some type of conflict between the two tribes and create a number of modifiers that the PCs can earn based on interactions, favors they do, etc.

Thoughts?

My only real issue is something the PCs would likely never question, but that I do.

Why would the dragon want/need them to do this instead of himself?

Any thoughts feedback appreciated.


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I read so many threads on the forums about optimization and or why this or that build won't work. However, for myself, I have always enjoyed playing a character based on story/concept over numbers and this sometimes means that they are less than ideal in combat, but fun to play none the less.

So I'm interested in other characters that are purely for story/fluff/fun and still you enjoyed playing them and the people at your table at the very least didn't hate you for them...

I mentioned him in another thread..but

Bastion Slipfoot - halfling rogue (insane)
This guy reguarly reverse pickpockets party members to put grasshoppers in thier pockets. Attacks low CR monsters with improvised weapons (see chickens) and in general demonstrates high levels of insanity. He would frequently sneack up on an enemy and yell BOO instead of SA. Tons of fun to play and though I kept the flavor of the character in tact, he did dial it back a bit at tougher encounters...still he was a ton of fun.


Hey all,

I am a huge fan of the enchanter role in fantasy/fiction. Not the guy who makes magical weapons but the guy/gal who bends minds, dominates wills, bluffs, uses diplomacy and generally convinces people to do what they want.

I am always looking for examples of this type of character in books/tv/movies etc.

So post any examples you may know of.


I apologize in advance as I am sure this has been covered but my search function is acting wonky.

I am new to pathfinder and planned on just mixing 3.5 and pathfinder for the most part interchangably.

1) Are there any major down falls to this I should be aware of?

2) I plan on using PF races and classes but planned to allow 3.5 classes and some feats.
(I know some of them are a bit broken, but as the GM I typically discuss this with players and we make agreeable changes as needed.)


I've read quite a bit in recent days about the lack of balance between fighters and casters and while I personally feel that each class has its role to fill and that it is up to the GM to make sure balance is maintained, through loot distribution, or encoutner make up.

Has anyone discussed the idea of using class based xp tables? It's been awhile but I seem to remember in AD&D there were differing xp tables for each class.

I always took the higher xp needed for casters to represent the more intensive study it took to become skilled as a magic user.

Anyway just a thought.