David C Smith wrote: munchkining and min/maxing badly If all players are minmaxer or munchkins, there is no problem, but if there is only one player you get some trouble, because he is better than the rest of the group. David C Smith wrote:
Go for a detective or social campaigne and/or take encounters that don´t need a DC. Because taking foes with i higher CR / more foes only give them the feeling, that they must minmax to deal with the foes.
Unbreakable-Fighter
buddahcjcc wrote: Half Orc Sunder If you like sundering things try Destroyer's Blessing to get Ragerounds and HP back. Take Improved sunder so that you don´t provoke AoO and get a +2 on sunderattacks. On lvl 6 take Greater sunder and any excess damage is applied to the item's wielder. You can take Smash to get an other +5 Bonus on sundering objects.With Ragecycle (Ragepowers 1/rage):
I am searching for rules about armor made of winterwolf-hide: , but there are no rules how to handel beasthides.
I found only this thread here: Armor made from Ankheg Hide and some rules about special materials Angelskin:
Angelskin Source: Pathfinder Roleplaying Game Ultimate Equipment The preserved skin of an angel retains a portion of celestial grace and can be crafted into leather, hide, or studded leather armor. Angelskin radiates a moderate good aura that masks malign auras. Any evil aura radiated by the wearer is reduced in strength by 10 Hit Dice. Auras reduced below 1 Hit Die can't be detected by means such as detect evil; the creature doesn't detect as evil, though this has no effect on other aspects of the creature's alignment. For example, a weak chaotic creature wearing angelskin armor detects as chaotic, but not evil. Spells and supernatural abilities that have special effects when cast on or used against creatures with evil alignments (even beneficial effects) have a 20% chance of treating an evil wearer as neutral instead. Ongoing effects such as smite evil make this roll the first time they are used against the creature; if the effect treats the target as neutral, it does so for the remainder of the effect's duration. If the ongoing effect applies to an area and the wearer leaves that area, the percentage chance should be rolled again. Permanent magic items such as holy weapons always treat the wearer as evil. Armor constructed from angelskin is always of masterwork quality; the masterwork cost is included in the prices given below. Angelskin has 5 hit points per inch of thickness and hardness 5. Bone:
Bone Source: Pathfinder Roleplaying Game Ultimate Combat Bone can be used in place of wood and steel in weapons and armor. Other animal-based materials like horn, shell, and ivory also use the rules for bone weapon and armor. The cost of a bone weapon or bone armor is half the price of a normal weapon or armor of its type. Weapons Light and one-handed melee weapons, as well as two-handed weapons that deal bludgeoning damage only, can be crafted from bone. Hafted two-handed weapons such as spears can be crafted with bone tips, as can arrowheads. Other two-handed weapons cannot be constructed of bone. Bone weapons have half the hardness of their base weapons and have the fragile weapon quality. Masterwork bone weapons also have the fragile quality, but magic bone weapons do not. Bone weapons take a –2 penalty on damage rolls (minimum 1 damage).
Dragonhide:
Dragonhide Armorsmiths can work with the hides of dragons to produce armor or shields of masterwork quality. One dragon produces enough hide for a single suit of masterwork hide armor for a creature one size category smaller than the dragon. By selecting only choice scales and bits of hide, an armorsmith can produce one suit of masterwork banded mail for a creature two sizes smaller, one suit of masterwork half-plate for a creature three sizes smaller, or one masterwork breastplate or suit of full plate for a creature four sizes smaller. In each case, enough hide is available to produce a light or heavy masterwork shield in addition to the armor, provided that the dragon is Large or larger. If the dragonhide comes from a dragon that had immunity to an energy type, the armor is also immune to that energy type, although this does not confer any protection to the wearer. Because dragonhide armor isn't made of metal, druids can wear it without penalty. HP/inch 10 (hide of a dragon is typically between 1/2 inch and 1 inch thick).
Dragonhide - peacemeal armor:
Dragonhide - Variant rules If the dragonhide used to construct this armor comes from a dragon that had immunity to an energy type, the armor pieces also have immunity to that energy type, but only confer the immunity on the wearer if he is wearing a suit of armor made entirely of dragonhide from the same type of dragon. A piece of dragonhide armor costs double the armor piece cost + 100 gp. Alternatively, a plate torso armor piece can be constructed from dragonhide for 700 gp, and an agile plate torso armor piece can be constructed from dragonhide for 1,100 gp; if either is worn alone, it bestows any energy damage immunity possessed by the dragon to the wearer. Eel-Hide:
Eel-Hide Source: Pathfinder Roleplaying Game Ultimate Equipment This supple material offers as much protection as leather, but is more flexible and resistant to electricity. Leather, hide, or studded leather armor can be produced with eel hide. The armor check penalty of such armor is reduced by 1 (to a minimum of 0) and the maximum Dexterity bonus of the armor is increased by 1. Additionally, wearing eel hide grants the wearer electricity resistance 2. Armor crafted from eel hide is always considered masterwork, and the masterwork costs are included in the listed prices. Eel hide has the same hit points and hardness as leather. Griffon-mane: Griffon-mane Source: Pathfinder Roleplaying Game Ultimate Equipment This rough-spun cloth, ranging in color from golden-brown to brown-black, is woven from the mane of leonine magical beasts, primarily griffons but also chimeras and manticores, and is exceptionally strong and light. Wearing a cloak, robe, clothing outfit, or padded or quilted armor made from griffon mane grants a +2 competence bonus on Fly checks. If an item made of griffon mane is magically given the ability to fly, the cost to add that specific magical property is reduced by 10%, though this does not reduce the cost of any other abilities the item has. Griffon mane has twice the number of hit points of normal cloth and hardness 1.
RuyanVe wrote: read Oterisk's guide in the Advice forum and the discussion thread accompanying it. Thank´s I read the guide before, and find the prestigeclass in oterisk´s (?) guide to the barbarian. We play the kingmaker campagne with the pathfinder/lorefinder system in eberron.
Elf 6 (House Thuranni)
My long time aim (today) is: Barbarian (4)
OR Barbarian (12)
I am not sure what´s the better version, but i think the wizard would be a better version as the sorcerer.
Apocalypso wrote: And she makes smug comments like... "Well, if you wanna kill 'em, you're going to have to settle that with your gods." And "its the price you pay for being good." Show her the meaning of (lawfull) good Alignment and ask her: "What would Batman do?" - "Let his friends die or tie the bad guy?"I think that there would no prison in the river kingdoms, or only for "political prisoners".
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