Dlast000's page
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I personally think I'll give it a try looks like fun. Will we be able to make multiple characters because in both MMOs and Pathfinder I'm an altaholic. Never played a sandbox MMO but the concept had always interested me also.
Ronin_Knight wrote: I'll admit I was surprised at the 4+INT skill ranks per level and the lack of the trap finding ability. the skills per level is lower than either of alternate classes feels a bit of a disservice, I don't know if it's a print error or the intention but it makes me leery of the class. on the Trap finding ability the idea of getting in to the opportune place suggests an infiltration theme to the class and it would be nice to have the ability available to another stealth viable class. But if they study the target they do get skill bonuses so that does help some. However I agree maybe a 6 + int would be better fitting
Ya i just went through a few spells and damn never bothered to look since I never play up 2 lv 20. Makes me think maybe something is owed to us folks running around with weapons
Dang thats to far away im really exited for this now
When does the advance class guide come out next year?
Valid point the rabbit hole grows ever deeper. Double sneak damage would be mind boggling making a skill monkey into a skill monkey of supreme death. What are some examples of stuff in the core rules/APG more OP than sneak on crits
I wish there was some for of compromise that would allow for this to work in a balanced fashion. Btw isent the trip build for the rogue op because if you trip them greater trip allows an attack of opportunity but now they are denied dex due to the trip so you can get sneak attack without flanking that way as well as giving other people attacks of opportunity, also allows a rogue to bypass the lower BAB since you can apply your dex to CBM with a feat.
If so when&what do you think it will be? Also for kicks and giggles feel free to throw out your own ideas.
But in the end duel wielding kukri with improved crit would break the system
I can see the added value of it maybe only applying to light weapons in terms of flavor.
The book does not say you get to roll sneak damage if you land a critical hit, but it does say that sneak damage is like hitting a vital spot and that is also in my mind what crit damage is so i feel like if a rogue hits a crit their sneak dice should apply. or am i just crazy?
Or hide it in a lute or lute case like that other movie
Go gunslinger with a gun hidden under your poncho like in old western movies?
Why not use a rogue for a trip build? When they are prone they can receive your sneak damage and with greater trip that should be the second you trip them and take your attack of opportunity. Also you can use sickles for additional trip bonus.
Its kinda like a rogue with full BAB and fewer skills
Well I gain the sneak attacks and rogue talents and with an acrobatics rogue i remove traps for no check penalty while wearing light armor. I have it all set on paper and really like him I just wanted to make sure this creation would not be op in the group. If i make a flank with another melee in the party ill be doing 2h weapon damage plus x1.5 str plus sneak damage
All Ranger spells animal companion and ranger feats are removed as wells as ranger combat feats
So I asked my DM who is starting a new campaign if we could shift a ranger so I don't use magic or and animal companion. He said it was ok and I just wanna see if you guys think this custom class seems too op.
Ranger BAB: Higher than rogue
Ranger skills -ride -handle animal +acrobatics: Fewer than rogue
Ranger skill points: Lower than rogue
Rogue saves: Lower than Ranger
Rogue special
No ranger spells
Rogue weapon and armor proficiency: Fewer weapons and armors than Ranger
Ranger Hit Die
What do you guys think still balanced?

Thanael wrote: What you're talking about is a sandbox setting.
Check out the Wilderlands of High Fantasy d20 boxed set by Necromancer Games. Here's a review and here's another. Here's the NG forum for the product. It's a massive sandbox world/campaign setting with lots of maps, NPCs, small city statblocks and sketeched adventure hooks. Some people ran great sandbox campaigns in it. It's 3.5 though and a d20 update of licensed Judges Guild material, of which NG did a few more products.
NG published many similar products albeit of smaller scope and with a bit of a module/adventure built in though still quite sandboxy. Check out The Grey Citadel for example or the Lost City of Barakus. "The Mother of all Encounter Tables" is another interesting NG product and they have a wilderness hex crawl line/setting.
Frog God Games the inheritor of some NG material is publishing some similar material for PFRPG and there's an upcoming campaign setting from them. Stoneheart Valley might be something similar for PFRPG.
So in general check out FGG and the old NG stuff.
Also Razor Coast while having plot is still very sandboxy and nonlinear. Just check out the reviews...
And last not least The Alexandrian blog articles on hexcrawl, encounter design, the importance of wandering monster tables, and (advanced) node based design might be interesting food for though.
Man I want that pretty bad now but it costs 70 bucks
Strannik wrote: Part of it is dependent on what kind of game the GM is after (and that should be told to the players).
If I were GM (and this sounds like its fairly early in the adventure) I would have no problem popping an arrow in him and trying to throw a net over the druid and bear. All that is really needed is to put some fear in the player, so they are aware that their actions have consequences. If the bandits get him tied up, then the party can go save him. If he gets away, fine.
I see no reason to kill a PC right off the bat, especially at low levels and if it's a new player, but it would probably be a good idea to talk to your GM about it and, possibly, for the GM to talk to the other player about considering what they are doing.
Ya it could just be me and my style I like to play hard core and really reap what i sow for better and worse.
CapeCodRPGer wrote: Was it a new player still learning about stealth, ect? If so the GM maybe wanted him to learn and killing him wo7ld have left the player upset. No hes played longer then me he should know better.
MrSin wrote: Dlast000 wrote: From what i hear the real power of the monk lies hidden in his grapple abilities so the fighter probably will punch you harder but the monk can grapple you and latter on gets some sweet bonuses from there animal form and huge speed and jump increases my friend is playing one and enjoys it a lot. Since when did monk's get an animal form!?
Anyways... Yes, Tetori monks are pretty kickbutt at grappling. They can feel one trick pony at times. The core monk isn't much if any better at grappling than the fighter though, because neither of them have an innate bonus to CMD(nilla' anyway. Archetypes help. Tetori is all about grappling and gets unique skills for it, and lore warden gets a +8 to CMD and CMB over his career) My bad I mean animal aspect or whatever it is

Kolokotroni wrote: Check out the teaser for Way of the wicked Its free and has some really good ideas on something very similar to what you are going for. Even if you dont want to run that advneture path explicately it can be a good inspiration
In terms of your specific questions:
1. They stole some set of magic items, that help each character individually, but requires them to work together or be used together to work. This will keep the party bound together and will help make sure they continue to work together. One of the biggest pitfalls of evil campaigns is the party tearing itself apart.
2. See above.
3. Heres where way of the wicked comes in. Taking down the good empire might be a fun direction for the game, and you might want to have an evil overlord (leader of the red skulls) to hang over their heads for a while, and again keep them in line and working together.
How about a set of magic rings that double healing from a full 8 hours of rest but only if everyone sleeps within a certain proximity. You have any magic item ideas?

Mathius wrote: If you want it to be highly portable then I would go with art objects. You could make it 4' tall vase, light enough for anyone to carry but will not fit in sack or back pack and is fragile. On the other hand you could what the stole represent goods commodity from ultimate campaign. A unit of goods costs 20 GP and could weigh anything from 10 pounds a point up to 25 pounds a point. I would go with 20 pounds a point so each GP weighs 1 pound. The stuff is not fragile but there is a lot of it so they will need a cart or a wagon to move it.
For characters of this level masterwork weapons and armor are nice to find as is straight money or gems. Spellbooks sell well and if you have wizard he will love it. Fine clothes can be another way to go.
As to stage 2, they are late with the boss's cut and now owe him more then what they stole or find out who set them up.
Haha I know your kind >.> many a time has the sadistic DM made it impossible for things to work out... you keep the game fun =P
Guess your right, hopefully the close call just taught him the lesson and its not a problem in the future. I don't mind soft rules if you did act with some degree of caution.
So we are playing kingmaker, attacking the first bandit camp the rouge goes out to scout we turn around and the halfing druid is gone. He is not very good in combat and rides on his bear. Of course a druid riding a bear is not gonna pass a stealth check and he ends up alone on the other side of camp with 6 bandits after him. The DM passes him on some saves he should have failed and allows him to avoid some attacks. If played correctly he would have been dead several times over. If the druid continues his careless ways and requires to be snatched from the jaws of death should I tell the GM its unfair to not be punished for foolish death defying actions?
Lord Pendragon wrote: So looking over my planned progression for my magus, I not entirely happy with 17th-level. At that level I gain 2 feats, which I have tentatively slotted with Weapon Focus and Greater Weapon Focus. Extra hit bonus is never bad.
But for 17th level, a +2 to hit isn't particularly sexy.
Does anyone know of any good 2-feat combos that might pack more punch?
Notes:
By 17th-level he'll have Fighter Training so he'll count as an 8th-level fighter for feats which require fighter levels.
He has a 13 strength now, though by then I expect that will be higher via magic item.
He's Dex-based so he already qualifies for anything requiring a high dexterity.
He has a high Int as well, so Int prereqs are no problem.
Do you have Vital strike I don't know it its much good at your level but low levels its good if you do have it go improved and greater vital strike.
Ravingdork wrote: When focusing on unarmed combat, who wins? And I don't mean in a "versus each other scenario," but in your typical adventure setting/battles.
Who has the most accuracy, the most damage, and the most likelihood of survival?
I ask because one of my friends is trying to argue that a monk could outfight the fighter in unarmed combat, which I disagree with. I think a fighter specifically built for unnamed combat could still outfight a monk built for unarmed combat.
What are your thoughts on the matter?
From what i hear the real power of the monk lies hidden in his grapple abilities so the fighter probably will punch you harder but the monk can grapple you and latter on gets some sweet bonuses from there animal form and huge speed and jump increases my friend is playing one and enjoys it a lot.
Why not put in traps that require skill and badassery after activated.
Trip trap via trip wire log swings down to crush skull/ reflex save & str check to cut it in half avoiding tragedy
Or throw in traps in order to make the party do something
"we wanna leave"...pressure plate "awww I'm sorry it seems the exit collapsed and is sealed good luck finding another way"

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Abraham spalding wrote: So I used the game mastery guide's list of NPCs. On that list we find something a bit odd -- the common farmer is listed as level 2 with a profession(farming) skill that has a +9 bonus on it.
So I sat down and did some math -- first I assumed that he would only be farming 3 out of the 4 seasons, winter being a hard time to grow anything. This gave me 13 weeks of the year he wasn't able to work leaving 39 weeks he could work. Taking an average roll of 10 for his profession check and not assuming masterwork tools we find that on the weeks he can work the farmer will make 351gp. Now assuming he's not just being lazy on the other 13 weeks instead working as unskilled labor he'll make an additional 9.1gp from those weeks making him a total of 360.1gp. He needs 120 to live an average lifestyle for the year which would leave him 240.1gp.
But lets look just a bit farther than just the farmer -- after all he probably has a wife and kids. If the wife also lives an 'average' lifestyle she's going to cost an additional 120gp. The kids probably won't live that well -- after all they have to share rooms, don't have as much spending money and such -- I would put their lifestyle at a cost of 'poor' which is 3gp a month. Assuming there are 3 kids at that price they are going to run the farmer 9gp a month or 108gp a year. Combined with the price of the wife that's going to take 228gp out of his left over each year leaving 12.1gp for anything he needs.
However his wife probably does some work on the side outside of simply keeping house. Lets treat this as unskilled labor since it's probably going to be fairly hit or miss for the most part (even though it's likely skillful work) assuming she does some of this each day she'll bring in 36.5gp a year, putting the bottom line at 38.6gp a year for the farmer as extra spending cash. This will pay for expensive tools, animals, and the like that will be needed throughout the year plus any savings he hopes to put back for a dowry or whatever.
We can plainly see that...
What this say to me is I should start an uprising of the proletariat =P and loot the rich peoples homes
I think you were wrong there buddy. What if there where bandits you couldn't see about to attack those people and then they see you charging through the woods ready to slaughter some travelers. I bet they had a good laugh about it later =P
So I know this is pretty damn taboo but I actually like to multi-class fighter and ranger. My combat is weaker but I'm not a moron and have more fun. Which in the end is what matters. I enjoy Having some more skills but can still stack a good chunk of combat feats and have my heavy armor.
If something like this exists aalready let me know btw
I would really like to buy an open world campaign book that just has the world map, detailed maps of all cities and towns and notable NPCs in them that a DM can just overlay with their own grand Story but if a party just wants to roam and travel, that middle ground is better filled and works as well. Then as a follow up book they can release small side quests organized by city town or region. So you can take your party out on a elder scrolls kinda system where if you or they get tired of the main quest you can side quest unplanned for on the fly fun.
I'm running an evil campaign, and just finished drawing up stage one. To bind my party I made them all members of the same gang (The Red Skulls)and they got caught after pulling of some sort of heist. Stage one is them breaking out of prison and going to get their hidden treasure. So 3 questions,
1. What should the heist my group pulled off be?
2. What kinda treasure should I have for them at its hidden location (lv 1 or 2 characters)
3.What should I do for stage 2?
Also any good map books out there with lots of cities? I drew up prison blue prints and that stuff now I need maps to map it on
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