Large Longsword = Greatsword (for Medium PC)
Medium Longsword = Longsword (for Medium PC)
Smal Longsword = Shortsword (for Medium PC)
Or do I realy get a -2 when I use this "Large" Longsword as a Greatsword?
(I get a +1 on attacks with longswords with the
Sword Scion (Trait):
Sword Scion
You have lived all your life in and around the city of Restov, growing up on tales of Baron Sirian Aldori and the exploits of your home city’s heroic and legendary swordlords. Perhaps one of your family members was an Aldori swordlord, you have a contact among their members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles, and philosophies of the Aldori and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you feel that you must test your mettle. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin a legend comparable to that of Baron Aldori.
Benefit: You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.
but didn´d get a benefit on Shortswords or Greatswords?)
This thread Equipment must haves let me search for a equipment guide, but I did´nt find one.
OK, there are some tipps in the classguides, but there are also "equipment must have" for every Meele-/Ranged-/Magic Classes or perhaps race equipment must have.
Is the barbarian class unbalanced and THE fighting class?
Our group seems to think, that the barbarian class has to much power (10ft movement bonus, ragepower(s), damage reduction, ...) and is better as all the other meele classes. They say the barbarian is a better fighter, but I think not and found some answers in some threads here.
My group was talking about the mechanics of the barbarian and the fighter the other day. The talking points were basically that the fighter should be able to outlast the barbarian, but the barbarian was the higher damage-dealer. Since I’m always focused on game balance (meaning that given two melee classes like this, if both are to be appealing to play, then one’s strengths & weaknesses should be complimented by those of the other), I took a look at the stats to see if that was really the case.
Here are the results:
(...)
The barbarian has a +2/+2 melee advantage over the fighter until level 5.
After ~10 level the fighter has a better attack and damage bonus.
The fighter always has a major advantage in AC over the barbarian.
The barbarian always has a slight advantage in HP over the fighter.
After 5th level, the fighter is superior to the barbarian in all ways.
When survivability is considered, the damage output of the fighter is dramatically higher.
The idea that the barbarian is a DPS class is false.
(...) From what I've noticed the barbarian and fighter move the same speed now. The Barbarian gets +10 when wearing medium armor so that assuming a base 30 speed that 20 in medium armor +10 so 30. The fighter now with Armor training at 3rd level gets no movement penalty for wearing medium armor so the fighter is 30 speed too. The Barbarian can go to light armor to get faster but the fighter can also get Heavy armor with no movement penalty at level 7. (...)
For straight melee ability, in PF, the fighter will win out every time. The fighter gets a feat every level all the way to 20th, plus some addititve class abilities like weapons and armor. If your worried about hitpoints, the fighter could just take toughness. In the end the fighter has 10 more feats then the barbarian and gets all sorts of weapon bonuses for his weapon groups. 20 feats is a ton of feats, matter of fact most of your fighter builds are going to be the same just because with 20 feats, they end up taking almost all the feats available to them and have to get creative to fill some slots.
What do you think about this?
I think the biggest "Barbarian Problem AND Bonus" is the rage ablitiy. Rage is verry nice and gives you some good boni, but you can´t do everything in rage (like casting spells) and can´t rage the hole day long and when you run out of rage, you got a big problem.
"(...) The design team is aware that the above answer means that certain races can gain access to some spellcaster prestige classes earlier than the default minimum (character level 6). (...)"
Everytime we play, up to 1/3 playtime we have rule discussions.
For example "what can you do in barbarian rage" (long storry) or "can I use acrobatic to tumble and which DC must I use", "can an animal use the heal skill", and so on and on ...
It seems the GM wants to do everything 200% correct, but sometimes I think it´s only because I am "new" player. Sometimes I think the "new" group like discussions about rules and take every chance they could get.
I want to play with the correct rule - but first I want to play and have fun.
What did you / your group / your GM do, if there is (to much time spent on) a rule discussion?
1: If a urban barbarian start every combat with his DEX-Rage (Controlled Rage (Ex)), did he get this DEX-bonus to his initiative?
2: Same question, but starting the combat aware of the opponents.
Initiative Rules:
Link to Initiative Rules (d20pfsrd.com)
At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check. Each character applies his or her Dexterity modifier to the roll, as well as other modifiers from feats, spells, and other effects. Characters act in order, counting down from the highest result to the lowest. In every round that follows, the characters act in the same order (unless a character takes an action that results in his or her initiative changing; see Special Initiative Actions).
If two or more combatants have the same initiative check result, the combatants who are tied act in order of total initiative modifier (highest first). If there is still a tie, the tied characters should roll to determine which one of them goes before the other.
(...)
Surprise
When a combat starts, if you are not aware of your opponents and they are aware of you, you're surprised.
Determining Awareness
Sometimes all the combatants on a side are aware of their opponents, sometimes none are, and sometimes only some of them are. Sometimes a few combatants on each side are aware and the other combatants on each side are unaware.
Determining awareness may call for Perception checks or other checks.
The Surprise Round
If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard or move action during the surprise round. You can also take free actions during the surprise round. If no one or everyone is surprised, no surprise round occurs.
Unaware Combatants
Combatants who are unaware at the start of battle don't get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet, so they lose any Dexterity bonus to AC.
3: What with other (spell)buffs which give a bonus to DEX / initiative?
We use the investigative skill-rules from Lorefinder which are verry nice, but there are no rules for using intimidate in combat (i.e. barbarian ragepower: intimidating glare).
That´s why we make this houserule:
|
|
|
-> Skill Conversion
1: Take the Pathfinder Skills for Lorefinder Skills
-> Example: Perception => Search (Cunning Skills) ; Heal => Medicine (Lore Skills) ; Knowledge (Arcana) => Arcana (...)
3: Class Skill Bonus
3.1: For converted skills: like before
3.2: For new Skills: If a class can take a Lorefinderskill as a boost, the class get it as a Class Skill.
3.3: Culture ("Race"): Every SC get the culture skill of his Race. If he has a half Race, or is born in an other culture than his race, he must choose one.
4: Investigative Skillpoints:
Pathfinder Skill Calc Mod => Lorefinder Skill Points
-2 => NA
-1 bis 0 => 0
1 bis 4 => 1
5 bis 8 => 2
9 bis 16 => 3
15 bis 32 => 4
What do you think about? We think it works well, but I am not sure if the conversion of the skillpoints is to low/high at low/high level.
Sympathetic Rage Source ARG
Prerequisites: Half-orc or orc, nonlawful.
Benefit: Whenever you are adjacent to an ally who is raging, you may choose to enter a similar but less powerful rage as a free action on your turn. This weaker rage gives you all the benefits and penalties of a barbarian's rage, except your morale bonus to Strength and Constitution is only +2. There is no limit to how long you can rage, as long as you remain adjacent to a raging ally (for example, you could take a 5-foot step away from one raging ally toward another raging ally and maintain your rage). As with a barbarian's rage, when this weaker rage ends, you are fatigued. You cannot use this feat if you are fatigued
->
So far so good, but, are there others animal companions, mounts and pets with the (blood) rage ability, too?
--> Can a pet get the (blood) rage ability as feat?
---> What happens if the character has sympathic rage AND the ragepower ferocious mount*?
----> Can a pet get the sympatic rage, too?
Ferocious Mount:
Ferocious Mount (Ex)
Benefit: While raging and mounted, the barbarian’s mount also gains the benefits of rage (including greater rage and mighty rage) as long as the barbarian is mounted or adjacent to it. While her mount is raging in this way, she must spend one additional round of rage per round. She can elect not to pay this cost, in which case her mount does not rage.
Fighters are great, but I would dip into something else for more versatility options. Ranger has a ton of flavor and benefits for a fighter. Skills, ref saves, a grizzled scout feel, and FE. All fighter have that one enemy type that they dread. A 2 lvl ranger dip gives you alot.
Bard is great for a lightly armored fighter. You can get max potential out of 3 lvls of bard with only an 11 cha. But you get saves, skills, some inherent magic and access to a ton of wands. Inspire courage is t a bad buff either that you can share with the party. It will give you that battle leader feel you are looking for.
Barbarian is not a bad choice. Gives a skill bump, rage, movement, and rage powers. 4 lvl dip min for a unique feel all of his own.
Cavalier/ samurai gives the non- paladin knight feel. Take boon companion and you have a faithfull steed as well.
Rogue up to lvl 3 gives ref, evasion, trap finding, skills, and 2d6 SA to help encourage some teamwork and flanking.
By all means though, there is nothing wrong with straight fighter, but depending on the expected lvl cap, dips can be great tools.
I also think about dipping in other classes or prestiegeclasses and searching for a guide. OK, in the most class guides are some dip listed, but not all of them make sense to my characteridea.
Let´s write together a guide for dipping in (prestiege)classes.
For example:
|
4 lvl dip in Dragon Disciple gives you
Str +4 (Ability boost)
AC+2 (natural armor increase)
Dragon Bloodline (Blood of dragons)
bloodline feat
dragon bite
Breath Weapon
|
1 lvl dip in Fighter gives you
Bonus Feat (Take Unbreakable archetyp for "Die Hard" & "Endurance")
Proficion with all simple and martial weapons
Proficion with all armor (heavy, light, and medium)
My DM / group mean that the flavourtext is a (big) part of the rules.
For example they "rule" that the flavour text of the barbarian "rules" that you can not rage without combat and also that you can not fight strategic (use flanking, etc.) in rage ... and I have to play the barbarian like a "archetype barbarian" because it is a barbarian. (So I have to take the Urban Barbarian "controlled rage" to use strategie in combat ... but still cannot use rage without a combat situation)
If I made a character with AC 30+ the DM take foes which can deal with it.
If I made a character with DR 20+ the DM take foes which can deal with it.
If I made a charakter with Att +50 the DM take foes which can deal with it.
If I made a charakter with DMG 500+ the DM take foes which can deal with it.
If I made a charakter with 5+ attacks/round the DM take foes which (...)
If I made a character which is useless, the DM also can deal with it.
So, the question is: "Why should I optimize a charakter?"
_________________________________________________________________________
btw.: There was a Thread before which says: Why Optimizing Does Not Make Sense and linked to this and other pictures: Multiclass
We play the kingmaker campagne with the pathfinder/lorefinder system in eberron.
When I started the group need a melee/ranged-fighter and a rogue. So I create a barbarian (4 Lvl) with Dex and Int 16.
When we change from Golarion to Eberron and I get 2 Lvl Dragonmark Heir to get the kingmaker aspect running.
This is the SC today:
Elf 6 (House Thuranni - shadow network)
Barbarian 4 (Invulnerable Rager + Urban Barbarian)
Dragonmark Heir 2
Int 16
Dex 16
Str 14
Cha 10
Wil 10
Kon 10
Feats: Power Attack, Favoured of the House, Dragon Mark
I made a plan for a "fighter"/ "mage" version as long time aim, but I am not sure how to go on, or if it is a good/worse plan:
FIGHTER-VERSION:
Barbarian (Invulnerable Rager + Urban Barbarian) (12) -> DR: 6
Dragon disciple (4) -> +4 Str +2 AC
Sorcerer (1) -> Enlarge Person
Dragonmark Heir (3) -> Dragonmark Rage (fast healing 3, while using rage)
I think the "fighter"-version is the better one, but im not sure if it is a good one for the kingmaker kampagne. I have some ideas before like horizont walker (4) or oracle to get immune to fatigue.
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).
Armor Studded leather, scale mail, breastplates, and wooden shields can all be constructed using bone. Bone either replaces the metal components of the armor, or in the case of wooden shields, large pieces of bone or shell replace the wood. Bone armor has a hardness of 5 and has the fragile armor quality. Masterwork bone armor also has the fragile quality, but magic bone armor does not. The armor/shield bonus of bone armor is reduced by 1, but in the case of studded leather, the armor check penalty is also reduced by 1 (to 0).
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).
Hardness 10
Cost Dragonhide armor costs twice as much as masterwork armor of the same type, but it takes no longer to make than ordinary armor of that type (double all Craft results). If the armor or shield is later given the ability to protect the wearer against that energy type, the cost to add such protection is reduced by 25%.
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.
Spellcasting: Ability to cast 1st-level arcane spells without preparation. If the character has sorcerer levels, he must have the draconic bloodline. If the character gains levels of sorcerer after taking this class, he must take the draconic bloodline.
Which classes (next to the sorcerer) could cast 1st-level arcane spells without preperation?
Can a wizard cast arcane spells without preperation (through a feat or something else)?
-> I want to take the prestiege class, but i like the wizard class more then the sorcerer class.
Where is the "best" place to build the first town(s)?
I have read the Overlord´s Guide to Kingdom Building and the most of the Threads here about building a city in Kingmaker campagne. But I am stil not sure, where we should build our first city. I hope you can help me or give me some more hints and ideas or could tell me where (and why) you build your first town(s).
- Oleg
- Bokken (hope to win him for our town)
- Boggard (hope to win him too)
- Kobolds (silvermine , trade pakt)
Eberron-NSC Contacts:
- Banking Guild: House Kundarak (want to set up the goldmine)
- Druids: Greensinger (want to build a small town by the Elk Temple)
- Handlers Guild: Orien Ir Vadalis (Siberys Mark) - son of Baron Dalin d´Vadalis
- Wayfinder Foundation (interests in magic items)
>
>
>
Building Plan (today)
I. My faforite place(s) for the first town(s):
A: Stag Lord´s Castle
B: Temple of th Elk
C: Oleg's Trading Post
II: First Buildings:
- Use Stag Lord´s Castle as startpoint for the city (Defence ; Water ; Place to life and work without building houses first)
- Use Oleg´s Trading Post as travel- and tradepost
- Let "druids" build small town by Elk Tempel
- Let "bank" start / set up the goldmine
III: Build streets to:
- Silvermine (trade with kobolds)
- Temple of the Elk
- Oleg´s Trading Post (trade)
- Goldmine
- Merylsward (City in north)
- Alvirad (city in south)
Can a Barbarian enter Rage without a combat / fight?
There are no clear rules pro/contra in Pathfinder CRB or other Pathfinder books I knew.
Quote:
"Rage (Ex): (...) A barbarian can enter rage as a free action. (...)A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. (...)"