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![]() I am going to help my wife make a barbarian character for our first second edition campaign. I found out that you get the rage resistance at level 9. But I don't see any mention of when you get the Specialization, I thought maybe it would be a class feat, but I didn't spot it among the feats. So how do you unlock these abilities? I'm sure I must have missed something obvious. ![]()
![]() There's a concept from Fate that might work. A failed check can mean that they succeed but at a cost, something bad also happens. They could end up spending a lot longer than planned to find the clue, giving the enemy extra time to get away or to prepare. Or they could get a false clue that leads them on a dangerous detour but that eventually gets them back on track. Or they could take a wound, maybe they accidentally triggered a trap, or even alerted some hooligans to their presence. ![]()
![]() Sir Thugsalot wrote:
Not sure about why a GM would have to point to that item when the PRD says this: PRD wrote:
It seems clear that the rules say you only get one. ![]()
![]() Heh, this reminds me of the good old days of playing Ultima Online. We would capture or summon undead mages and have them there casting hostile spells on us to train magical resistance. Tangent aside I think it might be a hard sell, but it could be used as a interesting trap for someone's dungeon or lair. I don't think I would set a hard and fast price on it, it seems to me to be something that should take some good effort and RP from the players to find and negotiate a sale on. Maybe there's not even a gold sum, but instead a trade or even some sort of boon as a reward. ![]()
![]() Level 1: Long limbed Elf base 35, Fleet feat for +5, and Inquisitor with the Travel domain for another +10. Total speed 50. (Not sure about traits, reactionary/warrior of old for initiative bonus I think. Are there any that affects running or such?)
5th: 80 ft. (+5 from Fleet, +10 from 3rd Monk level)
Does this look right? ![]()
![]() Was reading the post about traits for movement speed and it made me think, how could I make a character with the highest land speed (the earlier the better). Travel domain gives +10.
Always on bonuses over temp (spells okay but they only last a limited time). What order would be best to pick things up to ensure the highest move speed at each level? Any way to either VMC or such to get multiple of these and and limit dips somewhat? For combat ability I was thinking this could work as an archer using hit and bolt tactics, especially 'shoot on the run' to be able to keep opponents at bay. Though combat ability comes ad a secondary to speed. Ideal level range would be 5-7, but would love to see how it could get even better at higher levels. Edit:
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![]() One thing with Druids is that they are basically bad wizards at level 1 (especially if they choose to not have an animal companion), but once they hit level 4 and start to get wildshape they really start to come into their own as a very versatile class. Need to see ahead in a forest? Sure someone could climb that tree but the druid can turn into a bird and scout.
There's tons of fun and creative ways to use wildshape, and your a full caster on top of that with a very diverse selection of spells. It just takes some levels to really become awesome. ![]()
![]() Does anyone have a stat block for a level 20 lich? Highest I've manage to find is this one who's a level 17, it's close... I could advance it a few more levels... but I also don't like that it's got aristocrat levels as well. So if anyone does have one laying around, I'd love to see it, thanks. ![]()
![]() Slavers, maybe ones transporting some newly captured slaves, they might even look pleadingly at the PCs. It could lead to an interesting moral dilemma, it might be legal in the area, leading to lawful vs chaotic and good... should the players intervene, a chaotic act, to help the poor slaves, a good act. ![]()
![]() There's an item with similar effects that you can look at first. Ring of Regeneration, it doesn't have the blindness on it but that could easily be added as a drawback. ![]()
![]() The Giant Tapia Steppe Warriors attacks with their bows seem off to me. Bab 11 + 2 (dex) + 2 (mod) + 1 (weapon focus) - 1 (large) = 15 right? But they are listed at 12 or something. They do get penalties for riding if their mount double moves but not always. And the listed damage is too low to have deadly aim factored in isn't it? What am I missing? ![]()
![]() Okay, here's my list of clues so far: Bordello Matron (Valorie)
Drunken Father (Jack Smith)
Rich Merchant (Alejandro Brightwood), Silver Smith
Teenage Boy (Morgan Porter)
Thanks again for all the tips, happy to hear what people think and if anyone has more suggestions that I can slide in here I'd love to hear them. ![]()
![]() bitter lily wrote:
Exactly, I am trying to find specific clues that I can place at each scene and that will do one of three things: 1. Point to the actual murderer. (The Butler in 1, 2 and 3)2. Point to the motive for the murders. (The reason the Butler murdered 1, 2 and 3 and it should ideally at least make a chaotic good / neutral character think that the city is better off without these people) 3. Subtly point towards something bigger going on and link back to the orphanage as the real place they need to investigate. Sorry if I missed information about the Butler, he has worked for a lesser Noble for a long time. The nobles children have been actually targeted by the Oni and the Butler is looking for the people that has taken them. In his search he comes across these deplorable people that are harming children (though not his employers) and chooses to take the law into his own hands since he has no faith that they will be punished. Thanks for the idea about the toys and the teens working for the drunk that could work. ![]()
![]() Thanks for the feedback so far.
They are already suspicious of the Oni (not yet knowing he is one but thinking he's up to no good) and the Butler because he seems out of place. The murders have not happened yet, the PCs are about to leave town to deal with a Wyvern and they will be summoned the next morning after they return to be a special investigative team. Or at least that's my though process so far. ![]()
![]() If you are here Thomir or Kavas players then please stop reading now. Plot so far: The PCs have been working a bit for the city officials, one of their NPC friends is a teifling who is an orphan who still (secretly) supports the orphanage she grew up in.
They recently returned to the city after another quest and their NPC friend was spotted arguing with a man outside the orphanage. They also came across another man, a strange buttler type who made them suspicious. The man at the orphanage is actually a Oni who's there with a night hag trying to locate one of her items. They are slowly slaying children at the orphanage and in the city in their search. The buttler is an old thug who has taken it upon himself to try to solve the disappearance of his employers children (taken by the Oni). In his search he comes across several people who have hurt / exploited children in some ways, and kills them. Now the PCs will be hired by the city officials to investigate these murders. Victims are;
Now what I need help with is coming up with some clues that will point the PCs to both the Oni, orphanage, the butler and his motives. If your clue requires some other murder victim as well that would be fine too. However the PCs should ideally think it's the butler first, then start to understand and maybe sympathise with them before starting to see some underlying wrongness what's going on and start to look towards the orphanage and the Oni in disguise. ![]()
![]() I have a CN druid, she's was born a crown princess in the mountains, however she did not feel at home with her duties or her status. She found the underground constricting and depressing. So she ran away, seeking freedom amidst the forests and it's animals, she rebelled against the traditions and laws of her people for her own personal freedom and happiness. She joined adventures because the forests she lived in was threatened (RoW adventure path) and she is still traveling with them to protect nature from eternal winter. ![]()
![]() Call lighting and it's upgrade + air elemental or any other form with a high fly speed makes you able to snipe or kite enemies with little risk to self. It is very slow going, but can be great to draw enemies out or to help funnel them to your party. A druid can be some of the most annoying artillery in the game, not amazing damage but who'd expert that the lighting raining down on you comes from the bird hundreds of feet above. ![]()
![]() There is a mechanic that has been mentioned a few times that you might not be aware of that adds to the versatility of prepared casters and especially the divine ones. Quote: When preparing spells for the day, a cleric can leave some of her spell slots open. Later during that day, she can repeat the preparation process as often as she likes. During these extra sessions of preparation, she can fill these unused spell slots. She cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because she has cast a spell in the meantime. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if she prepares more than one-quarter of his spells. This references Cleric but it works for all prepared casters. What I do with my druid is that I prepare good spells in most of the slots and leave about one open slot per spell level. If I start to run low on some spells I can take 15 minutes to replenish or if I find I really need a spell I can slot that in. It is usually not hard to find the 15 minutes to prep new spells. Also keep in mind that you can prepare lower level spells in higher level slots. It is the end of the day and you really need that lesser restoration right now? No problem I have an open level 6 slot that I can put it in. Another great versatility that Druids have with their spells is the ability to convert any prepared spell into a summon natures ally, if you prepared wood themed spells and find yourself underground, no problem that previously useless spell can now summon some extra meatshields against the BBEG. This also means you will never need to prepare the summon spells as any other prepared spell doubles as one.~ ![]()
![]() I have a question. At the end of part two the party gets another boon from Baba Yaga, they get: 'Each PC can choose to gain either DR 5/— or
Would the DR from this boon stack with other sources of DR? Like the Barbarian's DR or the Druids DR from elemental form and such?`Rules as written I know that DR does not stack, but these boons are somewhat outside of the rules to begin with, so should they stack with other things? (The Natural armor bonus from the first boon said it did stack for example.) ![]()
![]() A shapeshifting focused, based of a mix of Ranger and Druid. I present the: Untamed. Any feedback on it? ![]()
![]() I have a melee druid, she uses extended Barkskin to keep it up all the time and greater magic fang. She usually stays in huge air elemental form with the Eagle domain so she has imp. evasion. She aslo has vital strike, grasping strike and imp. vital strike. She will sometimes cast a spell at the start of combat while everyone gets set up then swoop in and around the enemy to setup flank for the rogue and vital strike for 6d6+static damage (10 for her + 1d6 fire damage from her amulet of mighty fist). She doesn't do the most damage, but is usually on par with the Paladin (when she doesn't smite) but she is a huge factor for setting up flanks and sneak attacks. And on top of that she can pump out some great spells when need be. ![]()
![]() One of my players was looking at this spell, and was talking about using it. He says that he could set it to Evil and any evil aligned creatures would be affected. Though to me it seems that you would have to be more specific since the spell says specific I would think that means one of the nine alignments. What is the right interpretation? How specific is specific? ![]()
![]() This is where a pen and paper game can really differentiate itself from a computer game. Some examples of things I have done and may do;
If you take a rest before the BBEG is dealt with that gives them just a little bit more time to be ready when you arrive. In game terms that means you will need to still expend some resources before you can face them or that you will need more to deal with the BBEG encounter itself. ![]()
![]() This group looks almost exactly like one I'm running for;
They do very well (they also have a npc URouge / Shadow Dancer) they have run into some problems (missing conditional removal and ways to deal with a Will'o'Wisp) but they found ways to overcome and that can be more fun than having the right tool for everything. ![]()
![]() From what I can remember of the MTG lore a planeswalker usually manifests their magical abilities before they spark and planewalks for the first time. Chandra for example was considered a pyromancer before she discovered her spark. Spells triggering in their sleep could be a useful variant of the get out of trouble trope. Oh and a bit obvious maybe but have you asked the player how he imagines the characters first manifestation of magic going? They might already have an idea about how they'd like it to go. ![]()
![]() I think the way I would handle it, or like to have it handled if I was him is to try to tailor parts of the combat to his abilities. If he's a ranged attacker then have enemy spellcasters / archers flying above or other harder to reach areas so that he has to take them out before they harm the party too much while they deal with the regular encounter. If he's a stealthy character have an alternate route for him, or a thing that he needs to reach and deal with (trap / hostages about to be lowered into lava ect). Of course not every encounter needs or should be tailored this way but maybe 1/3 or so. Muliple weaker enemies can give the rest a chance to deal with some of them and yet let him slaughter and be awesome. ![]()
![]() thorin001 wrote:
By that sentiment, to you a player only rolls Perception, Sense Motive and Disable Device, some Saves and nothing else since that's what he says he rolls for them... What about spells, attacks, roleplaying? No players do any of those? Asking why he needs players seems like a silly question. ![]()
![]() graystone wrote:
Shouldn't hunter be added to that list too? Or um, that might not be considered a Profession? I do see Trapper under there... so um, they should be able to butcher an animal I'd think.
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