Dwarf Fighter

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105 posts. Alias of SlimJamama.




Greetings! I have a home campaign that requires deadly kobolds that are on par with Tucker's Kobolds. The party consists of (all lvl 10 BTW);

Jerrick, Human Oracle/Paladin/Holy Vindicator

Elthane, Half-Elf Two Weapon Ranger (Guide variant)

Nana, Gnome Druid (Pack lord...lots of goats)

and the lvl 4 NPC which is Jerrick's squire.

The fluff is, that there is this tower like complex that is ancient, and belonged to a great kobold hero. (and is now a Mecca to most kobold)
This complex was found by juvenile blue dragon. To enslave the kobolds that worked there way to this tower, he polymorphed himself into the shape of this heroic kobold,(using the paintings as reference) and convinced them that he is awesome. So now these kobolds are becoming entrenched into this complex in order to defend their hero, and are willing to use any maniacal and painful ways to keep their hero alive.

So, I have tunnels that only fit kobolds, and murder holes, and oil in the ceiling, but what other menacing ideas can you guys help me out with to make my players rue the day they became level 10?


So animated objects have hardness as opposed to damage reduction.
is hardness effectively the same the thing as DR game mechanic wise?


So i have a plan for my PCs to go tracking down a crazy evil mad person for the sake of the good of the world. I plan on having a scenario where the Paladin is forced to commit an evil act, or have himself, and the rest of the PCs cast into a swirling red abyss (portal) that leads to Hell. (Mind you there are other options for the paladin to take but they will be difficult to spot) Is this a bit too cruel as a GM, am i playing my BBEG too evil, or am I doing it baby bear style and be just right.


So my friend is running World's Largest Dungeon and i need a new character. I was thinking of making a druid barbarian. Needs to be Level 6, 25 pt build core races only, and no third party resources. I was thinking a half orc with the plant or fire domain instead of an animal companion. Any other suggestions on how to build this? My goal is to not use any weapons as much as possible. My overall goal is 10 levels of each class with barbarian as favored class. As i take the 2 Levels of barbarian first.

Druid 4/ Barbarian 2

STR 16
DEX 14
CON 14+1 (Level 4 Bonus) 15
INT 12
WIS 12(+2) 14
CHA 11

Feats
Improved Unarmed Strike
Power Attack
Improved Grapple

Possibly swapping out Orc Ferocity for Toothy. Any other Ideas?


So my friend is running World's Largest Dungeon and i need a new character. I was thinking of making a druid barbarian. Needs to be Level 6, 25 pt build core races only, and no third party resources. I was thinking a half orc with the plant or fire domain instead of an animal companion. Any other suggestions on how to build this? My goal is to not use any weapons as much as possible. My overall goal is 10 levels of each class with barbarian as favored class. As i take the 2 Levels of barbarian first.

Druid 4/ Barbarian 2

STR 16
DEX 14
CON 14+1 (Level 4 Bonus) 15
INT 12
WIS 12(+2) 14
CHA 11

Feats
Improved Unarmed Strike
Power Attack
Improved Grapple

Possibly swapping out Orc Ferocity for Toothy. Any other Ideas?


So at my gaming table and many other gaming tables of the world, horrible puns make an appearance. So i decided to take the horrible puns of the world and cram them into a dungeon. For kicks and grins mostly as a one night dungeon.

So every encounter must contain a pun in some way shape or form, and it can be as funny or as "pun"-ful as you can make it. Lets see where we can get this thing going.

1. Pun- The door is "A Jar". This dungeon will have no doors except for jars at the end of a hallway. When a creature touches the jar they are sucked in and thrown out the other side of the wall.

2. Pun- Sign that says "Beware of man-eating plant!". This room is jungle themed and plants are everywhere. In the center of the room is a man eating a salad. If provoked any nature spells that have to do with plants (i.e. entangle, woodland soldiers, etc.) he is immune to for he "eats" the plants.

What other things punny things can you think of that I can put into my "Pungeon"?


So the party is going to assault a fire cult. Only they don't know it yet. But anyway the Cult Leader is an Efrit named Amaal. His sons, a Suli Magus and a Suli Efrit Bloodline sorcerer both lvl 7 are his right hand. His "left" hand is a pyro hydra. Anyway the party will be running through this mess of a fire temple at lvl 7. Now the big fights are seperated so they won't be anihilated on the spot. but other than ifrits and fire elementals, I need the chumpy minions and there class levels and what not. Any ideas?

BTW the party consists of a human paladin/healer lvl 7, a half elf ranger guide lvl 7, a gnome druid pack lord with a herd of goats lvl 7, and a Dwarven Transmuter lvl6.


So in my world there is a new artifact that is similar to the Staff of the Magi. Except that it has druid spells in it. I'm calling the Staff of Elemntal Might. Currently it is broken u nto five wands that are scattered across the continent. One for fire, earth, water, air, and sun. Each wand has the 3rd level spell from that particular domain. (i.e. Fireball for fire, Water Breathing for water etc...) But they have a special ability. They have the ability to recharge. (i.e. leave the wand of fire in a firepit it will recharge 1 charge per hour etc...)
When all the pieces are put back together they make the Staff of Elemental Might. It gives the wielder the ability to cast all of the domain spells in the 5 nature domains(Fire, Earth, Water, Air, and sun) once and then needs to be recharged, via absorbing the spell (like a staff of the magi) or by taking it to a place that is rich in nature magic. (like a fairy circle) It recharges at a rate of 1 spell per day of the level of the spell. in other words it takes 8 days to recharge an 8th level spell. however it charges the lower level spells first.

Is this artifact too powerful?


So in my world there is a new artifact that is similar to the Staff of the Magi. Except that it has druid spells in it. I'm calling the Staff of Elemntal Might. Currently it is broken u nto five wands that are scattered across the continent. One for fire, earth, water, air, and sun. Each wand has the 3rd level spell from that particular domain. (i.e. Fireball for fire, Water Breathing for water etc...) But they have a special ability. They have the ability to recharge. (i.e. leave the wand of fire in a firepit it will recharge 1 charge per hour etc...)
When all the pieces are put back together they make the Staff of Elemental Might. It gives the wielder the ability to cast all of the domain spells in the 5 nature domains(Fire, Earth, Water, Air, and sun) once and then needs to be recharged, via absorbing the spell (like a staff of the magi) or by taking it to a place that is rich in nature magic. (like a fairy circle) It recharges at a rate of 1 spell per day of the level of the spell. in other words it takes 8 days to recharge an 8th level spell. however it charges the lower level spells first.

Is this artifact too powerful?


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So i was thinking (smell bacon anyone?) and i thought it would be neat if one could build the Avengers in pathfinder.

Rules
1.The books that you are allowed to reference are the Core Rulebook, Ultimate Magic, Ultimate Combat, Advanced Playes guide, Ultimate Equipment, and The Inner Sea Guide.

Reason being is i may use some of these builds and my rule for my home games is that if i dont own the book you cant use it. and those are the ones i own.

2. The stats that are to be used are 18, 16, 14, 12, 12 ,10
That should give a pretty good character.

3.Be creative. Choose a build and state why you think it would work.

I'll Start.

I would Build Captain America as a straight ranger who uses the shield and weapon combat style. Instead of a weapon he uses a Cestus.

Hum
Str-18
Dex-18(+2)
Con-14
Int-10
Wis-12
Cha-12

Give him all the shield bashing feats available and make sure he is proficient with throwing shields. Give the shield the return ability and the bashing ability. Shield spikes and the clangorus abilities as well. The ranger spells that i would keep on speed dial would be Lead blades and ricochet shot(as that spell would allow the shield to bounce from foe to foe as it did in the comics).

How would you build the rest?


So my party consisting of a lvl 8 Pack lord, a lvl 8 Guide, and lvl 8 goofy build paladin/Holy vindicator.

They have a bounty on their heads put in place by a BBEG (which is a conjurer BTW).

What is a good anti party full of bounty hunters that could pose a threat to my party?


So some of my gamer friends posed this question. "Should you reroll initiative every round to simulate the chaos of combat?" "Not a bad idea." I responded with a happy tone in my voice.

What do you guys think? As a house rule reroll initiative every round to make combat more chaotic as it should be or leave it as is.

Also one of my GM friends rolls initiative on d10 instead of d20s. Reason behind it is for those creature and PCs that are built to be fast. I.e. A will o' wisp has an initiative of +13. If he rolls a 1 his initiative is 14 right while the full plate 9 dex tin can fighter rolls a 16 and ends up with a 15. I agree and so do other players that it makes high and low initiative more important and makes feats like improved initiative more powerful.

What do you guys think?


So a concept that i have toying around with is a fighter that doesn't wear armor. Using feats and dex to increase AC. 25 point build and no magic items to increase AC. if magic weapons weren't mandatory after a while i wouldn't even use a magic weapon. a character like this would be tough to run due tothe dangers he faces but how would you guys build it? Combat expertise and dodge being the obvious first feats.


So the party is going to have to fight and aboleth. The party consits of a LVL 6 pack lord, a LVL 6 guide, a LVL 1 cleric/1 Oracle/4 Hospitaler, and a LVL 5 transmuter. I read up on the fluff of the aboleth and some of the other aquatic creatures and this is what i've come up with.

Aboleth=BBEG
Skum=aboleth's warriors
Gillmen= Aboleth's slaves

When the party enters the underwater cave they will eventually come to a spot where they can surface. When they do they will see a handfull of skum watching over the gillmen working. (Expanding the cave) The party will obviously see the party and try to keep the fight in the water.

the skum will regular guys with a few that have levels here and there.

The gillmen will keep working, ignoring the party as they are being controlled. The gillmen are also inoccent bystanders.

As they progress through the cave system having to regularly go back into the water and suprise more skum.

When the party finally reaches the main chamber the aboleth will be there with a few leveled henchie skum and some slaves working.

The fight is taken into the water. The aboleth attempts his mind control bit on the party and if it doesn't work he resorts to violence.

When he gets to half health he commands the innocent gillmen slaves to dive in and try to hinder the party(i.e. grapple them, get in the way etc...)
while he recoups and tries some more mindplay. Should he be dropped to 1/4 health he attempts to flee.

Is this a suitable aboleth encounter for the party's APL and would an aboleth fight this way. As a relatively new GM I have never used an aboleth nor have i fought one as a player. If you have advice please share!


11, 12, 12, 12, 16, 16

With the stats above I made a Dwarven Transmuter Wizard that will be going into Eldritch Knight.

Str 16
Dex 12/14
Con 14
Int 17
Wis 14
Cha 9

4th lvl stat point went into Int and the +2 for being a transmuter into Dex for the time being, being free to change it and all.

What would you guys do?

Liberty's Edge

So the party has discovered an underwater tribe populated with undines and merfolk, in search for an artifact peice. The tribe told the party that to go into the temple to retreive the artifact, must be members of the tribe. The chieftan has agreed to make them honorary members of the tribe should they deal with the nearby aboleth problem. Easy right? So problem delt with and now they're part of this water tribe. But now I must populate the water temple/dungeon with puzzles traps and enemies. I figure do a half underwater dungeon and half not underwater. And implement puzzles that require the lowering and raising the water level. Legend of Zelda anyone?

Help a new GM who has never built an underwater dungeon before?

Ideas?

Liberty's Edge

So the party has discovered an underwater tribe populated with undines and merfolk, in search for an artifact peice. The tribe told the party that to go into the temple to retreive the artifact, must be members of the tribe. The chieftan has agreed to make them honorary members of the tribe should they deal with the nearby aboleth problem. Easy right? So problem delt with and now they're part of this water tribe. But now I must populate the water temple/dungeon with puzzles traps and enemies. I figure do a half underwater dungeon and half not underwater. And implement puzzles that require the lowering and raising the water level. Legend of Zelda anyone?

Help a new GM who has never built an underwater dungeon before?

Ideas?

Liberty's Edge

Slings, pretty handy little things. Makes throwing a rock more effective. But for a second lets say you want to throw an alchemist's fire. Could you increase the range of your alchemist fire with the aid of a sling?

Liberty's Edge

In my homebrew the party stumbled upon a treasure map to a dwarven engineer's treasure vault. This vault is his best and finest work and something his decendants can be proud of. Now it needs to be infested with traps. Non-magical traps as this dwarf was an engineer not a wizard. Aside from the ones in the book anyone got ideas?

Liberty's Edge

So as a wizard you can copy spells from a scroll into your spell with a spellcraft roll of 15+ spell level. Well what if you fail? Our group figured out that the scroll doesn't get used but the book says two different things on failures that contradict one another. In the magic section it says you must wait until you get another rank in spellcraft. But in the spellcraft section of the book it says you only need to wait a week? Which one is right?