The Scribbler

Dakaar's page

106 posts. Alias of Matthew Galligan.




Hey Folks, so I am running Kingmaker, and have pretty much got buy-in from all my players to offer more challenging combats, and have asked them to provide me with reasonably optimized characters.

For example, our 2 meatshield types are a

Barb1/AlchemistX

and a Barb1/Alchemist1/BarbX build that both took Half orc and amplified rage (at level 1), so that they both can rage for +8 when using the teamwork feat. They both use greatswords, and have 18-20 strength. So yeah, their offense is pretty high.

We have an optimised evil cleric (rage and ferocity), and a neutral cleric, a wizard (admixture specialist), and a ranger(ranged combat style).

I'm pretty new to DMing so I figured i'd start with a CR 3 encounter since it is a 6 man party and is supposed to be challenging.

I started by changing Happs to be a
Male Human Ranger 2, with Scale mail and a potion of blur.
I gave him bolas and he will attempt to trip someone who gets ganged up on by the lesser bandits.

My problem is, I'm having trouble picking reasonable gear and etc without dooming random party members to death. EG: if I give him broadhead arrows, the chances of him oneshotting my party members gets kinda high.

I was thinking of maybe giving happs 2 dogs, and adding in 3 more bandits, but at that point, arent the bandits just going to mow the party over if they fight pretty reasonably?

Kinda need ideas to make these low level encounters challenging without giving them the ability to kill most of my party indiscriminantly. I guess the other problem, is both of the clerics could channel negative and wipe out any number of lv1 characters in one go.


Hello. I am running a campaign with a website of mine that takes the play by post thread and displays it alongside a web based battlemap. This is all well and good, except when viewing threads in rss mode, I don't get dice results? Is there some way to see dice results when viewing the threads as a feed?

Thanks!

:)


Hey Folks, Took alot of your comments under advisement. My Anydice calculations were off, and I now realize that the TWF/five attacks doesnt really get you any more damage with this build since with PA and TWF, it rarely will hit on the offhand weapon spike attacks.

My current build is going for 2handed/bite damage, and utilizing Dreadful Carnage. Since our campaign will end at around level 12 I opted against a shield master TWF build because I'll likely never get the feats that make it work.

I will be using orc bonuses, trait bonuses, and the Rogue "Thug" APG variant to maximize intimidate effectiveness. If I ever get to +11BAB, Dreadful carnage gets you a free Dazzling Display after downing an enemy.

Race: Half-Orc (Toothy Alternate Trait)
Traits:
Brute (Half-Orc): +2 intimidate
Heirloom Weapon (Greatsword): "Masterwork weapon on creation,+1 attack with this specific weapon"

Str: 16
Dex: 12
Con: 14
Int: 10
Wis: 10
Cha: 8

CL1: Fighter 1 - Furious Focus, Power Attack
CL2: Rogue 1
CL3: Rogue 2: Intimidating Prowess, Talent: Befuddling Attack (or bleed)
CL4: Rogue 3:
CL5: Rogue 4: Weapon Training (Greatsword),Dazzling Display
CL6: Fighter 2: Cornugon Smash

At CL7 Im considering Fighter3 to get shatter defences at 7.

Later on I will be going for Deadly Stroke, and Dreadful Carnage

Not sure the best way to fill this out, want to go with mostly rogue, no more than fighter3. Thoughts?

We're starting at CL5, so I dont have it totally set after CL5


Hey Folks, I'm getting ready to roll out a re-created level 5 character tomorrow. We are playing council of thieves, and our party is rather disfunctional in combat (we routinely argue about why we should/shouldn't do things, and often pass up BBEG/loot/challenges ,etc because we can't agree morally how to tackle a problem) and we spend alot of our time in really sticky situations, with half the party knocking on deaths door.

I currently have a monk2/rogue2 that I'm being gracefully allowed to kill off, and start a new character.

Our party lacks decent front line fighters and deals pretty much 0 melee damage. My monk was doing OK, but my build was not great and I realize that going with monk you end up with a huge gold disadvantage, and my build was not super great.

So, what I've got is a Ranger2/Ftr1/RogueX or Ftr3/RogueX build with Orc, Toothy, A Longsword, Heavy Darkwood Shield, and armor spikes for TWF and a bite attack for a total of 5 attacks at level 7. I crunched the numbers with AnyDice and it works out significantly better damage wise than a fighter-heavy or 2hand build (though, I am probably not seeing the best 2hand build, havent had any experience there)

Build looks like:

Orc with Toothy racial alternate

Heirloom weapon, Brute traits (2 to intim)

1 Ranger1 Power Attack ,Enemy Outsider (evil)
2 Ranger2 TWF
3 Rog(thug)1 Intimidating Prowess, SA 1d6
4 Rog2 Bleeding attack
5 Rog3 SA 2d6, Weapon Focus (longsword?)
6 Rog4 Combat trick: Cornugon Smash
7 Ftr1 Improved TWF, Dazzling Display (buying +2 dex item here for ITWF prereqs)

At level 6 (Will be starting at 5) intimidate should be +16, with free intimidates on power attack hits, and thug adding extra rounds/frightened to intimidate checks.

Shatter Defenses will come at level 9 to automatically SA intimidated foes.

Thug can also sacrifice 1d6 for sickened, which should stack with shaken, for a -4. Sounds good :)

Was thinking of swapping the ranger levels for fighter to be able to wear regular BP and still move full and not have to spend 4k fo my 10500 on a mithral BP. Not sure whats right there. We're doing Cheliax, so I think evil outsider favored enemy is good to have, as well as the extra saves and wand use of ranger, but I think my AC is not gonna be super great even with a Heavy shield


Hey All. I'm playing a Human Monk2 Rog1

I have:

12 str (have had a few str potions which are amazing, wish i had more points to spend)
18 dex
12 con
14 wis
10(or 12? whatever.) int
7 cha

My current flurry is +5/+5, and I am planning on takeing Aescetic Rogue, imp Natural Weapon and maybe Combat Reflexes/Mobil so I can take shadowdancer.

At any rate. I'm not sure where I should spend my level 3 feat. I can take Weapon Focus Unarmed to give myself a +6/+6 attack routine without any magic items or etc, or take Belier's Bite

Your unarmed strikes cause your opponent to bleed.

Paizo Peripheral

This content is from Paizo, however it is not part of the Pathfinder Core Rules.
See here for details.
Prerequisites: Improved Unarmed Strike.

Benefit: When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.

Special: This ability does not stack with other special abilities, attacks, or items that allow you to deal bleed damage. "

Which feat is the better feat overall? I guess I'm wondering at what point is my AB "good enough" to worry about other things? My saves are prety good (5/10/5) and I rolled pretty decent for HP so I have 28hp at level 3, so I'm pretty happy with things sofar...

We have had some pretty challenging combats, but most things sofar seemed to have about 16-18 AC.

This is a pf feat from my campaign setting (Doing Council of Thieves).

I have essentially no magic items right now except some potions and alchemy related stuff. I have approx 2000gp (incl borrowing from a party member atm).

I'm planning on making either a 2-3use/day ring of mage armor, or a 24/7 ring of mage armor, as with our cheap supply of shield of faith potions, I'd have a 23 AC at level 3 which isnt shabby.

What else should I be looking for that I can purchase for under, say, 2000 gold? Is getting something enchanted with 'Magic Fang' worth it?

Is there any cheap method of enchanting Unarmed Strike? This is my first real in-person campaign, so I am not the best at this ;)

Edit:

My current feats are:

Dodge
Toughness (were using a wound/vitality system so it adds an extra wound point too)
+1 fort save trait
Weapon Finesse
Improved Grapple (I was originally planning on straight monk and would get the +full fighter bab to CMB next level but I dont think im going to go that route anymore... wish I could swap it for disarm or something at this point tbh)

Edit2: The DM has restricted to pretty much core PF, but is letting things on a well-see basis. I tried to go for unarmed swordsage and he said no way :P

He did say I could take for example Ascetic Rogue, IMP Natural Weapon, and "Defensive Throw" which gives you a free trip attack AoO when you get missed.

Edit3: Its also worth noting that we JUST hit 3 so I can change my Rogue choice if anyone has a better suggestion for a high-offensive attacker. In retrospect, I should have rolled a Fighter/Rogue, but I'm committed to unarmed and unarmored unless I want to throw away the Monk2 ive invested.


(Edit: Wanted to make sure everyone knows, this is a pathfinder game!)

Hey folks. I am playing in a generally low-magic world.

Outright, the character at a core is an assassiney-type acrobatic that uses unarmed strikes. The DM allows core material only (he said I could take imp natural weapon though) and we are playing in what sofar has been a very low-magic setting (were doing council of thieves and sofar we've fought very mundane stuff) and probably will top out at around level 11. I imagine most of our encounters are going to be in urban areas. Disguise/bluff/etc have come in very handy so far.

The party originally was going to have 2 rogues, so I rolled a monk instead, and now there are 0 rogues, and I have some MW lockpicks and perform those sort of duties.

Anyways!! :)

Right now im Monk2 (18dex 12 str 14 wis 12 con, 10 int, crappy cha) and my AB and damage at least sofar are pretty good on par with the party. Its a low-power party and the encounters are pretty much matching this right now.

I was considering stopping my MonkX/ and immediately switching to a new class. I really want to go shadowdancer (unless I go rogue instead) because of the shadow jump and summon shadow. I think theres alot of neat things to be done, esp since I can use my Imp. Grapple and hold someone while the shadow does strength drains untill the enemy is dead :P.

I was considering multiclassing to rogue, or even Cleric (Travel & Trickery), and noticed that with Ascetic Rogue (I can take this feat) my damage would be good with significant Sneak attack dice added.

However, Im going to lose a +3 BAB by level 11, how much of an impact is this going to have? The party has a DragonFire adept, a ranger, a cleric, a sorcerer, and a bard. So basically only myself and the ranger are any good in combat right now.

Does anyone have any suggestions?

For feats I took: Dodge, Weapon Finesse, Toughness (my hps are pretty decent right now as I rolled pretty well sofar), and Improved Grapple.

I can maybe re-do level 2 since we didnt do much combat since hitting 2.

Right now my AC is like 17 vs touch and 21 with mage armor, so between me and the Dragonfire Adept,were taking the hits mostly.

I worry about losing the AC and AB, but I realize my damage could increase tons, especially if I took improved two weapon fighting when I hit 6BAB as then I'd be on par with a full monk's flurry # of attacks.

Can someone give me some suggestions? I read treantmonk's guide, but sadly committed to a dex monk before trying that out. The character is sneaky and so anything to improve that is sort of on the right track.

He's LN with evil tendencies, but if I went rogue I think i'd probably very much shift away from lawful as its really hampering me. (I've broken into a room and wont steal the shiny golds because its against his rules >_>)


Hey Folks. I'm Gearing up for a game which I believe uses only the core Pathfinder classes (as seen on the SRD).

I've been really wanting to play a very acrobatic (focus on climbing scaling walls and getting into tough places easilly) stealth type with a focus on poison use and one that featured throwing weapons.

Naturally I thought of going monk (or rogue), and monk seems to fit the bill in most areas as with the extra speed, supernatural leaping, and the immunity to all poisons ( I figure a character could start drinking gallons of snake venom or just cover himself in poison spikes or something for extra fun :P)

But.... from what I gather besides the gimped BAB, damage hitrate and etc will be abysmal to the actual fighters in the party, with so-so survivability.

So I guess I was wondering if anyone has any tips on making a character that is primarily a strong offensive combatant (not as worried about tanking ability at least from the character concept side) that can have enough skill points to spend on climb, stealth, open lock -ish skills. I guess more than anything im looking for the extreme mobility that would make the character a good urban assassin.