SuperUberGeek wrote:
Check out Treantmonk's Guide to Rangers. Its an amazing guide IMHO. Also in the guide it says, and I am not telling you to change your character, that a archer ranger who takes out a greatsword does more damage on average than a TWF ranger and hits more often. And after doing a couple test runs with identical rangers, one taking archery, one taking TWF, the archery ranger just destroyed the TWF. In order for the TWF ranger to do the same amount of damage an Archery ranger does with a greatsword, he would need to hit with both hands for each time the Archery ranger hit. For example: Ranger A is TWF with str 18 and now has TWF and Weapon Focus (a must for TWF). Attack Bonus +2 BAB, -2 TWF, +4 str, +1 WF. OK so he has an attack bonus of +5/+5. With shortswords (the norm in many rangers) 1d6+4/1d6+2 (2d6+6 if both hit. Ranger B is Archery, so his feats are unimportant (Point-Blank Shot and Precise Shot for example). Str 18. OK so now his Attack Bonus is +2 BAB, +4 str. So a +6. With a greatsword he is getting 2d6+6 damage. The same amount of damage a TWF ranger has and he isn't even feated for it. But again the choice is yours. I suggest reading that guide. It is amazing. Especially the switch hitter.
Ra Je wrote:
If you don't like that archetype. Take a look at the maneuver master. He can do all different types of maneuvers. And flurry of maneuvers.
Andy Ferguson wrote: Grab still requires a Combat Maneuver check. I just worry without massive bonuses to strength or size that I won't be able to keep up. Yea I think the Tetori archetype is amazing now that I see it. With a full BAB and 18 strength at level 6 your grapple check will be +14 (+6 for BAB, +4 improved grapple and greater grapple, +4 strength). If you are enlarged it becomes +16 (+6 BAB, +4 feats, +5 strength, +1 size). At level 6 that is amazing. There won't be anything you can't grapple at that level. Except maybe something with like 6 arms, lol. Mind you, your AC will be lacking
wraithstrike wrote:
I am running the first part of the series right now with a group of 6. I scaled it to be about the same difficulty and exp value as the 4 group. Also I increased the random encounter chance by 15% initially and 5% each additional day. So initial entry to a hex was 30% chance to fight a random encounter and 45% the 1st night, 60% the second and so on. Also I didn't limit them to one random encounter a day. On top of that. I almost bumped the amount of suggested monsters up a die. So instead of 1 will-o-wisp it was 1d4 will-o-wisp. Instead of 1d4 bandits it was 1d6 bandits. There were times when the group battled a will-o-wisp and then were attacked by a werewolf as they were halfway through the night. Causing them to fail to get 8 hours of rest. Meaning the caster could not rebuild their spells, and the paladin couldn't rebuild his abilities. It causes some hard times for the PCs but nothing they can't handle with the right tactics and some good old epic dice rolls. As for the Paladin smite evil issue, change the BBEG to a BBNG. Its been said several times already, because its the best way to fix it. No evil, no smite evil. A neutral character can do evil actions and not be evil himself. He may even be "good" using evil/neutral NPCs as a "end justifies the means". With a little thought and creativity you could do just about anything to limit the paladins smite power. Charisma drain comes to mind to reduce attack bonus and deflection bonus. Add a secondary little bad evil guy to your big bad neutral guy who can do charisma drain. Now the paladin is smiting the little guy who is draining his charisma as he fights.
Ice Titan wrote:
Yea I am not doing the damage part. As there is a lot of random encounters. I am playing it as only the full moon causes them to change, or in the case of the barb within those 5 days raging. Also, do you think the barbarian would not attack the other afflicted PCs when/if he transformed while raging. I think he would be able to sense their affliction while in hybrid/werewolf form.
Bruno Kristensen wrote: Or 1 Will o' wisp against a first level party ;) My group is a group of 6 and are very good at tactics (except the paladin but we won't get into that right now). They are all level 2, have defeated a will-o-wisp, just barely, and 2 werewolves. I had planned to raise the victim of the werewolves in the middle of the battle as a newborn werewolf but the alchemist torched his body before he could transform. The paladin may have a problem seeing as he is the least RPing of the group and doesn't take the time to work out anything other than combat. They ran into a group of 3 trolls playing "catch" with a boulder in the narlmarches but decided it was best to walk around. I've made it easy for them to stay alive in the outrages random rolls. Anyways, thanks a lot for the fresh eyes.
Andy Ferguson wrote:
My first question is what level are you starting at and what level do you expect to get to? When it comes to combat maneuvers I slightly lean towards monks because they are just awesome at them. They can do it all. At level 3rd they get full BAB progression for flurry and combat maneuvers. Add in a high strength and they can grapple just about anything. Add in the fact that you can get the improved grapple as a free feat and then qualify for greater grapple later on (level 8). You can also flurry while grappling as a full attack. At level 10 you can get medusa's wrath (without meeting reqs), which allows you to get two, count them two, additional unarmed strikes against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe. So first attack of a flurry is a stunning fist (at that point you are doing flurry at +10/+10/+5/+5) and then another two attacks at +10/+10 for a total of +10/+10/+5/+5/+10/+10. At damage of 1d10+str. Enough said
Ok guys, here is my dilemma, my group was randomly attacked by a couple werewolves. The wizard and barbarian were bitten by the first werewolf and both failed their saves. Then it came to the tricky part. The paladin, who is only level 2 so does not have immunity to diseases was also bitten and failed his save. Do I penalize him for transforming on the full moon? And also, the group and I decided that now that he is afflicted he will stay afflicted until the curse is removed. Regardless of if he becomes immune to diseases and such later on. Secondly, I want to add a little craziness to the barbarians rage. I figure that since raging is releasing the primal power and anger inside of the PC, then there is a chance that raging will induce a transformation (only at night and within a couple days before or after the full moon say 2 days before and 2 days after). Do you think that is going too far with the lycanthropy? Any help will be greatly appreciated |