Also check out the 3pp tinker class ..... http://www.d20pfsrd.com/classes/3rd-party-classes/interjection-games/tinker Familiars are OK, Improved Familiars add some really awesome SLAs to your powers.....But they aren't really for combat ... some like to use them for touch spells some for a flank buddy but they are usually just for flavor
@Bald Man: The feat is fast learner gives any 2 favorite class bonuses. 13 int prereq I think .. but starts off a fun line of feats. Go full illusionist or shadow/umbral sorcerer (illusionist more skills, sorc no spellbook to have stolen/SLAs) ..... unless you think there is something a rogue can do that a illusionist/sorc cannot ????? d. secret doors, invis, ventril..., cats grace, knock, imp invis, mirror image, minor image, dancing light, phantasmal killer, disguise self..... You really don't need to go further than core based wizard(illusionist) to surpass a rogue in most ways by 3-5 level
A few things that may work: 1. lower stat points (15 not 25 makes a big difference)
I would guess a wizard but a priest, rogue , or gunslinger character may work. Wizard and Priest have good access to spells related to clockwork creatures and golems in general.
A tinkering gnome wizard with a peg leg and parrot clockwork familiar comes to mind and seems fine for a pirate campaign to me.... Craft Wondrous Items
ask dm to allow you to reflavor all you material components to little items you use for your "Magic" ... its a flamethrower not a scorching ray!!! Any idea on the hidden magic item? That's how I would go at any rate... have fun
My group and I recently ended a campaign were I was a Wizard (Conjurer). Infernal Binder of Cheliax to be exact and I did quite a bit of Calling and Binding. 1. I would like to say it is a ton of fun .... every spell you cast is a potential plot thread. 2. I found it easier to summon good creatures. I was L/E and even though I was evil I would always summon them to fight other Bad guys and help good people.. not me perhaps but the local village..... this created a lot of fun hand ringing evil (instead of stabbing other party members cuz it is "in-character" evil) 3. Good people are less likely to betray you..... :) and have buffs!!!! 4. I used the hound archon for lesser and the deva for the standard.... and a cuestodaemon guarding my tower (much better than a dog) 5. Don't do the wish spam scam ... just don't!!!!!! RAW, RAI, the DM spends a lot of time making a campaign..... players shouldn't look for silly loopholes.... and trying to FORCE an Evil outsider to grant you wishes is a great way to get it subverted, a higher more powerful Dem/Dev to kill you, soul dammed, Angry DM, etc etc....!!! You really are asking for it...... 6. +1 with cherries on top for the list...... wish I had it handy when my character started... it was pain in the kazoo to do all the work myself for my character....
I never use magic items shops...... they seem like a joke personally There may be an herbalist or alchemist sellign potions or poisons .... everything else must be created, looted,found, or bargained for .... but never a shop...... people able to customize to the smallest degree the magic items they have on their character is the quickest way to turn Role into Roll and break the system.....
1 reducing the point build for stats at creation should help
that's my 3 cents.... should help quite abit with minimal houseruling and no combing the books..... and of course the elimination of all "magic shops" in the multiverse should help....
Spoiler: Emoicus "Emo the Lamentor" Bard /Sorcerer/ Shadow Dancer Quick Description: A tongue-in-cheek character concept that despite the comedic relief, always welcome at the table, will still be quite effective in the party as buffer/debuffer/scout/ skirmisher and generally creepy fun character. Emo combines a dip into sorcerer to get the Undead Bloodline. This allows the ability to apply many bard abilities and most of his spells to the undead. This will also lead to a nice fusion of abilities and theme with Shadowdancer prestige class around 6th level. Enchantment Charm spells and Bards, who pull heavily on this school, have always been by mind affecting immunity undead have, This build counteracts that. Funny Character Moments and Character Shine Times: Think M.J.'s "Thriller", skeletal drummers, hypnotized zombies, being able to fascinate a vampire for once, laughing Mummy's, casting Charm Person on a Lich, True Strike and Disarm with the whip, bard inspire abilities and spells. Race: We had to choose Elf as it was a Single- Race Campaign and we decided to be elves as a party while making characters. So Elf was the best choice for this character. Best and only choice. Furthermore, the DM conceptualized the Elves of the world as more Tolkien-esque so on top of the normal Elf racial traits we replaced the standard ability score modifiers with +2 to ever stat. Class: When I was fishing around for online materials and doing research for a new Pathfinder game I was starting I was rather excited to find this site and before too long I had made 5 characters, Emo being one. I was pleased to notice while exploring Bards long-term growth that they seem a perfect fit for almost every Prestige Class. Arcane Archer, Arcane Trickster, Assassin, Dragon Disciple, Duelist, Loremaster, Pathfinder Chronicler, and Shadowdancer all seem to be easily qualified for. Only Eldritch Knight really seems inappropriate. We started level 1, but the DM decided to give us a free spell-casting class level of our choice, in order to more accurately reflect the magical nature of elves in the world. So we really started out second level. Stats: This character will need a good CHA and will need to rely on often. A 16 is probably the mimum and will enable me to cast the highest level bard spells, fuse with sorcerer abilities, even though they will be few, and also affect many Shadowdancer abilities. A good intelligence will also benefit me as the bard is strong in skills. After that perhaps beefing up the physical stats more. After the special race bonus and the 25 point build I got stats of Str: 14 Dex: 14 Con: 14 Int: 18 Wis: 14 Cha: 17 Every Ability Score increase will probably go into Cha and with the massive ability Score Bonus ensure no dump stats or weaknesses being present are present. Skill: Bards get plenty of skills, skill bonuses, and skill special abilities. Naturally, a high INT really helps concrete Emo as the most skilled member of the group. 5 Ranks of Stealth and 2 Ranks of Perform (Dance) are needed by 5th level in order to qualify fo Shadowdancer for the 6th level. Though Perform (Dance) should be the 3rd perform and will probably not need to rise above 2 ranks (unless I decide I just want to be a good dancer). Plan ahead and don't put ranks into the 4 skills that the two versatile, granted at Bard 2 and Bard 6 to performs will replace. Feats: Need Dodge at 1rst, Mobility at 3rd, and Combat Reflexes at 5th to be able to get Shadowdancer 1 at 6th level. Any extra feats or DM gifts should probably go to Weapon Focus: Whip and then Dazzling Display or Spring Attack Combat Expertise and then Whirlwind Attack sound pretty awesome and since shadowdancer requirements include half of the chain it is particularly enticing. Spells: Normally mixing 2 different spell casting classes is fatal to the long term survivability and overall power level of the character but the bard is not a dedicated spell caster (like Wizard or Sorcerer) and Emo is more of a skill and theme based character as opposed to a metagaming or optimized character. The character will get a large amount of cantrips (bard and sorcerer) and should put these to as much use as possible. Emo will get a few sorcerer spells with the 1 level of Sorcerer but sorcerers get Arcane Spell Failure chance so the few sorcerer spells Emo gets he doesnt want to get ruined by wearing armor. Feather Fall, Hold Portal, True Strike, and Ventriloquism are the first level sorc/wiz apells without somatic components. True Strike seems like an easy choice and it will help do tricks and combat manuevers with weapons a low BAB would never pull off. All bard spells can be cast in armor so its not an issue. Combat Tactics: True Strike is a great choice as one of the sorcerer spells without arcane failure chance This works well with a trick weapon (disarm,trip,sunder,bash,etc.) and combat maneuvers. Eventually Weapon Focus: Whip and dazzling display could be useful. You could also go the bow road, though feats are scarce. Progress: The first 6 levels of progression are laid out below. After the first 6 levels the next 3 or 4 levels of bard offer 3rd level spells and some terrific abilities such as a second versatile performance, and suggestion. The shadowdancers abilities are the thematic highlight and when the character really comes into his own. The Shadowdancer abilities granted allow some awesome Character Level Class Level 1 Sorcerer 1
Alignment / Personality: The character was made N/G and this creates some amount of natural character conflict as the line between evil necromancy and a shepherd of the dead becomes thin when you communicate and control undead magically or through musical songs. He is responsible for (likes to?) keep track of the dirges, tragedies, elegies, requiems, and funeral marches of the world. It is nice to know that if the majority of the players or the campaign takes on a more evil tone Emo's abilities will still be useful. Hiding in plain sight at 6th level while shortly thereafter gaining companions and more serious control over the undead and some rogue abilities could make for a unique assassin. A few or even a single level in
This is an old character of mine which may give you some ideas. His name was emoicus or "emo the lamentor" a herald and gaurdian of the dead, keeper of dirges, and in general just a sad sack of emo..... It's a little tongue in cheek but may give you some ideas.... Essentially he is sorc 1/Bard 5/Shadow dancer x ..... the dip in sorceror allows him to use all his enchantment magic on undead from which the bard spell list dips heavily....... he was a lot of fun..... EDIT: I just put him in the spoiler of the next post...
COMMUNITY... take a peak and let me know what you think....
Well shadow walk says you can't really tell where you are going so it would would be pretty random where you end up exiting going either way. It is the same way with plane shift..... you arrive at a random spot.... To answer you question specifically: but would the characters necessarily know where to enter the Ethereal Plane? The spell states that a trail of shadows is created leading you along your path ..... you can still get lost if distracted maybe If they did know, when they finally arrived, where on the Ethereal Plane would they arrive?
Back where they started from on the Prime Material Plane, or somewhere else?
Without knowing your high level spell it is difficult to say what gaps need filling in your low levels spells..... typically low level are used for utility as characters gain access to high level spells. Low level spells are less effective as the creatures rmap up .... that said based on your current selection: 1: Protection from..... , Feather Fall, Dishuise Self
All pretty generic and utility but I didn't have much to go on (your high level spells, theme, etc....) Good Luck and Keep Rolling
1.Plenty of online character sheets from the basic to the overwrought... stick with the basic sheets until you become familiar with the rules and whats what... 2.Just roll to search ... looking for specific things may give a situational modifier ... DM discretion 3. Track your characters buffs.... the DM has enough to do..... don't worry about time passing ... the DM will take care of this and it is seldom relevant. Some adventures are time sensitive but they are few and far between 4. strict movement is for combat..... when there are no threats or you are just milling about a little leeway and imagination is fine..... 5. Try the base classes for a bit ... some of the advanced classes ARE overpowered and can get quite complicated... dont worry though ... before you know it you will be theorycrafting and build optimizing with the best of em :) 6. This is DM choice. Different monsters react different ways ...... sentient creatures will certainly go on to the next threat.. insect or piranhas may just keep nibbling aeway.... 7. Dropping an item is free, digging around in your bag for the potion and picking it up off the ground is a move each. 8. DM perogative. Sometimes on the spot is fine some DMs require a little downtime to study, practice, let lessons sink in..... it is up to the DM or whatever is decided upon by the group 9. you can cast a certain amount of spells per day (24 hours)no matter how many times you rest. A caster must rest 8 hours a day to regain the 'uses' of his daily spells allowed. wizard can have a million spells in their spellbook but can only "memorize" a number of spells equal to their spells per day. after resting and taking an hour to study their books they may switch which spells are memorized up to the maximum of their spells per day. 10. You can sleep anywhhhere you want.... resting in monster filled dungeons will be disturbed more often. You regain your level in hp per night of rest..... if you manage to find a nice bed and rest up a whole day you can regain more 11. as long as they are on your character sheet most DMs dont bother with them unless scrounging for food and water is part of the adventure somehow. You dont really want to track your characters nutritional balance do you? 12. sounds right to me...... 13. you can have 2 rings : 1 per hand.... put it in your equipment section if you have a basic character sheet and make note of the changes in the misc. area of the AC. 14.as beginners starting with a few premade adventures help out a lot ... I would ecommend it before creating your own adventures. The mat helps visualize and helps with the crunchier mechanics (flanking, facing, etc.) 15. The website is great but for learning having the book in your hands and leafing through it in your spare time is best. Of Course, playing and learning as you go is the absolute best. Most of the rules are optional fun is mandatory!! The beauty of pen and paper RPGs is making up rules "home brew" or "house rules" as you go. HAPPY GAMING....
Most cannabalism is not for 'crash in the mountains" survival and also leaving phychopaths out of the mix, Most of it was a cultural norm and developed on islands where protein was harder to come by ...... it was a cultural good and right thing to do .... honoring the ancestor by allowing them to sustain the future A paladin can therefor very much cannabilise a corpse (great band!!!)... Killing the person would be evil but eating their remains not really.......... This is obviously offensive to the ears of westerners who had ample protein rich game and different funerary rites but that doesn't make it evil...... why would eating a cow be any different? just protein rich souless meat......
Well I have always used a INT*10 = IQ formula...... it isnt perfect but it is close .......
The link below shows the breakdown of IQ and gives a general guide..
The chart puts you at mildly retarded and says:
Moderate and mild retardation, contrary to the more severe forms, are typically not caused by brain damage but part of the normal variance of intelligence, and therefore largely genetic and inherited. This is important with regard to the question whether or not retarded persons should have children; for especially the moderate and mild forms of retardation, with which it is physically possible to have children, are the most likely to be inherited." Which is right on with your description I think....... You would almost certainly have an extremely immature personality and prone to fits of rage and uncorralable emotion..... This isn't really fun for the other players!!!! so perhaps you could focus your particular IQ issue on an object or non party cohesion breaking way...such as: 1. stop battle to look at butterflies for a round or two
Pleanty of space for comedic relief without going into a mental challenged person rage!!!!!
The advanced template and Awaken spell may give you some ideas. If all you are really arguing for is a higher than 3 (animal) intelligence on some creatures then just give it to them...... having skill ranks outside of what is natural for a particular critter is a bit different .... a dolphin with ranks in swim is one thing but a dolphin with ranks in knowledge(arcana) is another....... If that IS what you want then you should probably check out the Advanced Race guide as you are essentially creating a himebrew dolphin race.......
Well I think you are on the right path and it sounds like a great adventure form your description..... incorporating flooding rooms that make some area unable to tbe reached is a great idea and causes the players to follow certain paths to solve the puzzle. http://www.streamnet.org/glossarydam.html
I would suggest a ground floor : top of dam walkway, engineering/control tower and the wizard tower (final part of mission i assume) then i would have 3-4 sublevels .... some flooded some not and host of pump systems that must be used to open new rooms and floors ... DDO had a bunch of underwater/dam quests in the first island ... free to play and may give you some ideas..... http://gobbi.free.fr/scenarii/D2%20-%20Shrine%20of%20the%20Kuo-Toa.pdf
Sounds like fun .....i'll make a character!!!!
The d20 revised edition star wars had this concept of two hit point totals... 1 for your body and actual dmaage and one based on fatigue and more abstract .... they did away with it in saga because it was a mess.... added very little and caused a pain recordkeeping wise ... some highlights included...
some other foolishness to consider....
4e tried to incorporate some of the rules of this nature from d20 modern and star wars sage but lets not kick that werehornets nest
Random encounters are kinda bunk in my opinion..... encounter should set the stage or provide clues to the adventure and campaign as a whole...... Here are a few things that may mouth sock the players.... and things to consider.... 1. the creatures do not appear out of nowhere and go back to dust once defeated..... they should have a hideout/burrow/cave/etc... where they stash their loot.... but it may be underwater on a cliff/ hard to reach.... did your players look for it? i know when i go hiking i dont take my gold jewelry and plasma tv.... 2. modules and ap's always frustrated me because the monsters never use the treasure they have..... e.g. we just killed the bandits and they had a potion of cure serious in their loot .... i bet the bandit leader could have used that when we were fighting him .... this breeds teamwork i feel as defeting the encounter efficiently before the beasties use the good stuff is a lot better than bad tactics leading to finding a bunch of used scrolls and empty potion bottles... 3. it is important i think to stay away from diablo style loot drop where the goblin drops a set of plate out his bum once defeated ... where was he stashing that exactly? 4. You are right in giving only what they have on them ... but perhaps the creatures had things of value to them as well (ivory necklace of defeated mammoths, wolf pelt cape, etc.....) .... in other words try to think like the creature.... 5. players will always complain!!!!
You dont have to cast dimensional anchor and magic circle of x.... Which is really the "trapped" and "forced" parts...... I often don't with good creature or neutral ones I wish to strike up dialog with (janni)..... evil ones on the other hand. but yeah, 'kind of shady' is an understatement for this spell ......
DrDeth wrote:
DON'T fumble!!!!!!
I would agree with some others that going heavily into AC is not ideal ... offering other targets or making yourself unavailable as a target are more fruitful........ BUT there is always the 2 arcane armor feats and mithral chain to get you in a decent spot.... it is pretty heavy of a feat investment to get there though....
|