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One of the things I noticed in this playtest was that making a Cleric with the kind of flavor I was hoping for was incredibly hard. Mostly because when I read through the gods - and much of those blocks made sense - one of the things that seemed strange was specifically the domains and their powers. In Pathfinder 1e, fist level domain powers were typically powers that provided some significant utility or mild combat effect. It ranged from save or suck things like AoE confusion, to getting bonuses to skills, etc. In the playtest however as I read through some of the first level domain powers granted by the domains many of them just felt... non-thematic. For example, the Might domain's first level power feels more like a Dwarf domain power. All it does is prevent penalties from armor or encumberance for one turn. Not only is that highly situational, and a cleric of Might may not care about armor at all; perhaps they care more about being strong and powerful? I feel that Destruction's 1st level power fits here far more. Another great example of this is the Magic domain's first level power. All it does is provide a slight saves boost. To me I feel that a Magic domain should provide some other benefit. Perhaps a free Identify spell that can be used from your pool? What do others think? Do you feel the domain powers feel not only thematically appropriate to their domains, but do they feel worth it? I find that I care more about my spell choices and the spells granted by my god more than the domains themselves. And some of the domain powers are just hands-down more effective than others (I'm looking at you, Zeal).
So I am playing a Cleric of Erastil (Evangelist Archetype) using the Feather Domain. As much as I'd like to pick a bird... I get the feeling they won't fit well inside of a giant subterranean tower. I am wondering what would be good to pick. So far I've had my eyes on Small Cat, this way I don't worry about getting a large animal companion squeezing through corridors in the dungeon. Perhaps something that's good at scouting, etc. Does that sound like it makes sense? PS: I plan on taking Boon Companion probably next level (5th).
So my party consists of 3 players. At present they are level 12 and we just entered the Ice Queen's Tomb in book 3. Party consists of Starsoul Sorceress, Time Oracle and a Brawler (Pummeling charge optimized). The problem we ran into with the frost giant camp was that the party is a group of people not inclined to subterfuge or sabotage (in character) and the last few sessions have boiled down to just the Sorceress running around with invisibility. The Brawler isn't particularly stealthy, and the Oracle in her full plate isn't either. And since they screwed up their invisibility abuse pretty hard the towers all geared up with See Invisibility potions. The players themselves out seem to have pigeonholed their characters personalities to overly direct approaches to everything. So what I want to do is shore up their lack of flexibility a bit with a GMPC, but I'm uncertain as to exactly what I want to make. I think a rogue-like would be good, although not a necessity. Someone who can aid and suggest alternatives but not necessarily steal the spotlight from the players. Any ideas?
I'm not getting much inspiration on where to turn for this party. Currently I only know two of the classes, which are Arcanist and the other is some Weapon Flurrying Warpriest of Gorum build. So I wonder what will fit in here without knowing the 4th party's choice. Usually I fill to help me narrow down my options, but I feel like with the two classes selected it could go a lot of ways. Note: We are playing in the Emerald Spire superdungeon, which makes me hesitant to play any kind of archer. So if people know differently in that arena concerning that module I'd be happy to know it. Thanks for all the advice given in advance.
So I was thinking it'd be cool to combine a roguelike bow sniper with arcane archer and was curious about how people would accomplish this. I know the traditional Arcane Archer selections would like be Ranger or possibly even Magus. But so far my ideas are as follows: Rogue 9 / Sorcerer 1 (Sage Bloodline) / Arcane Archer 10
Slayer 6 / Sorcerer 1 / Arcane Archer 10 / (sorc/slayer continue)
Anyone have more input on this concept? I know it's not optimal and likely never will be, but I do think it'd be fun to have a sniper-like arcane trickster which is a little more focused on magical arrows than just magic in general.
So my sidecart tells me to "contact customer service" about it being "suspended and will not ship until further notice.". Curious what that means and how I fix it, since I've been wondering where my items have been all this time and only now noticed this on my profile. I have received no emails as to why this happened and am once again frustrated that my items aren't shipping to me when soonest available. I know there is some way to undo the "sidecart" option. But there's no way to view the items in a "cart" again to undo the sidecarting. This seriously needs to be fixed since my subscription is automatically putting them in sidecart. I go to my subscriptions page and it says "hold for monthly shipment" as well as "ship as soon as possible" and both are greyed out. I do not have sidecart selected as a shipping method either. Is there any compensation that can be given? Because I don't understand why I'm paying for a subscription if these books don't ship ASAP.
http://paizo.com/products/btpy9c25?Pathfinder-Roleplaying-Game-Pathfinder-U nchained I wanted to move this so that it ships right away. I didn't realize it had been put in my 'sidecart', whatever that is and wouldn't ship until it was later bundled with something. So I've been waiting on a shipping email and was wondering why I'd not gotten it yet. Anyways, would glad to see if I could get this expedited since now I've been waiting for a while and will get it later than expected (not required though). Would also be nice to know if it's at all possible to have an option (unless there is one I've not seen) to not automatically sidecart an item with no way of moving it to a normal order? Lastly, wouldn't mind knowing when sidecarted items shipped.
Hello guys. I'm currently running an IRC campaign and am looking for a couple more players. Setting:
Confused and disturbed by what they've been seeing, the party's mission is one of answering questions but also of exploration. This new world is filled with strange and unusual creatures, races and an odd lack of magic. A new frontier ready for exploration and conquest your mission is to survive!
This world is entirely homebrew, and populated with both lore and races designed be my and a co-gm. Our goal is to allow you to dow what you want, and provide the story hooks, places and characters as things happen. This is meant to be a long term campaign, therefore I am alright with players coming and going as they please, but one thing I must emphasize is that this game is an RP first and foremost game. There will be sessions that are slow going and mostly talking so be warned. That being said, the time for the game is PST at noon (mountain time, or utc/gmt -7). If you would like more details you can comment here or send me a message. This will be an open thread for anyone to ask about openings and if new openings do come up I'll be sure to update this thread as well. Character Creation Rules: Level: 5 Starting gold: 3000gp. Races:
Classes:
Stats:
Backstory:
Other details supplied upon confirmation of entry.
I'm about to start up a campaign and I'm attempting to create an evasive tank to some extents. In comes the Dervish Dancer which I've decided to break away from straight martial classes. So far my plan is to dip into MoMS for 1 or 2 levels to get the WIS to AC and Crane Style feats. Taking things like Dodge and Osyluths Guile, Combat Expertise to get my AC as high as possible and just taunt enemies around the battlefield (proceeding to flank a lot with the rogue). It's a different kind of concept from traditional support and tank but the whole idea is to be impossible to hit (even if I'm gonna suck at hitting back). To give some context, the character was originally a servant at a bath house and then when she was attacked by a mob she was snuck out of the city. A patron taught her to dance and thus she uses that ability to fight (or at least wear the enemy out). She's not very confrontational, nor is she trying to kill anyone, in fact she'd rather avoid it. All this leads up to my current concept. So, now the question is, is it worth it to dip Monk, are there any feats I'm missing? Anything I should consider to help my output a bit or improve battlefield control? Stats are: STR: 8
So what do you guys think? how can i guarantee she won't be swathed off the map like a fly? If I feel she's too low on HP I'll certainly be getting the Toughness feet to offset the issue, and I think my favored class ranks are going straight into HP.
I'm not too keen on the play by post idea (although I am willing to try it). What I would like is a Skype/Roll20/Google/IRC/Instant Message based game and I'd prefer to play in something more serious/dark. Most of my current IRL campaigns are fairly lighthearted or devolve into joking (and are extremely inconsistent in when they are played). So I'm looking for something to change things up a bit. My local time is PST (GMT-8) and I am currently free at the following times:
If anyone is looking for a player to fill a spot I'm game.
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Long Version:
Now I've gotten into the habit of limiting myself to the available mechanics in the game to come up with interesting concepts and I've become a huge fan of multiclassing to try and juxtapose two completely different classes together in an effort to make something unique and more flavorful since I like having a toolchest of options. The thing is, most of these ideas end up being extremely underpowered when I try to shoehorn them into the established options in the system and this has resulted in many characters that I have either been disappointed with when campaigns lean more towards combat or have outright died due a single mistake. That being said, I was wondering if anyone had some better ideas for ways to create unique characters without 1) asking for the impossible and 2) getting something that still feels unique. I think one of the biggest problems is looking at classes as part of the character and not just a means to accomplish their goal. Just because you are a Ninja by class doesn't make you a ninja in appearance or profession, for example. That being said, there is a significant amount of baggage in certain classes when it comes to flavor and a lot of that I feel can be limiting and sometimes offputting when you can't seperate the mechanics from the fluff. Anyways, the reason I am asking for help is I need a way to break my mind off mechanics and create more of a concept that is based in the lore and not the rulebook. Also, I want to try and break out of my martial class shell and play some casting classes, but due to my pet peeves with the mechanics of full casters as well as many bad experiences with them. This could be either a result of my compulsion to break the traditional concept of a class (dex/int/charisma based martial classes, for example) as well as my personal dump stat being CON (because I'm fairly cautious in my play). But I digress, when it comes to casting class I prefer manipulation, fear, illusion, etc. I enjoy the subtle/maniacal approach to the way magic works and is percieved but to facilitate that I feel that choices are limited and on top of that it is very risky (especially at early levels). So far the only full casting class I've gotten any relatively decent mileage out of is the Witch, and my combo of choice was Misfortune/Cackle with an extra 1st level feat for hex in Human. That way I could Misfortune every enemy in the area and cackle them into fumbles constantly due to having to reroll so often. I also chose 0 damaging spells, only debuff and mind affecting because that's how like to see things, subtle and manipulative. Elemental magic/evocation in general doesn't strike me as anything but generic and most of the other schools outside a few spells in each don't really have what I'm looking for. I guess another good example of how I play a mage is Skyrim, where I mained conjured weaponry, sneak and used illusion to keep everything silent. Thus I could come up behind you, spawn a dagger and stab you in the back. The first thing that would probably pop into anyone's mind here is Arcane Trickster, but that class takes a lot of time and early level strife to get to and doesn't really come into its own until way down the line. What I want to avoid is being in a situation where I am a) useless and b) unhappy with my choice. And so far it seems much of my preferences are on the trailing end of power and effectiveness (its even more difficult to make a counterspelling wizard/sorc it seems). I know this is TLDR material here but hopefully someone can help out with both the things I'm talking about
Alright so we are starting a Rise of the Run Lords campaign. I've created a Monk who has the following (and since we've done but half a session I can probably move stats around a bit if I like for the game) Nassir:
(20pt buy) STR - 12 DEX - 16 CON - 14 INT - 9 WIS - 17 CHA - 7 Race - Teifling
Now the concept. Nassir is a monk based on Greed. He will take advantage of anything in order to get what he wants, and more of it. His overall plan is to own the world, and perhaps even become a god of Galorion while doing so (Thus why he respects Aroden). In terms of combat I want him to basically use Redirection from Flowing Monk to trip foes, and SA immediately after on his turn. His weapon of choice is unarmed attacks and Sai, but he also employs a Kusarigama for more utility. So thinking of how that flavor works (move in, SA, trip as Immediate upon getting attacked, flurry + sneak attack) what do you think is a good way to go from here (or even better starting options)?
So, I've had this idea to make a thrown dagger based character for a while and I've wanted to add special stuff to the daggers while attacking (be it channeled energy into the strike, sneak attacks, spells through the daggers, etc). That being said, I stumbled on some interesting ways to increase number of attacks without actually running into lesser BAB bonuses. So far the list of ways is as follows: Ninja/Monk: Spend 1 point of ki for extra attack
Using the above, you could make 4-5 attaacks in a round all at a -4 to hit before your BAB gives bonus attacks. pretty good, but not really optimal either. Going against touch AC would be best here but I don't know of a way to make thrown weapons against touch. Now, in order to make this character work I was thinking Ninja 5/Fighter (Two Weapon Warrior) 15, thus giving you both the Ki pool for adding attacks, Ki Charge and if you can Deadly Range then get the benefits of removing TWF penalties from Fighter levels as well as bonuses to full attacks with more than one weapon. This is just a very basic and straightforward way of doing it. This is leaving out something like Knife Master which gets d8's for sneak attacks, which would also work for this (unfortunately I can't do Ninja 2/Rogue 1). Do you guys have any recommendations for more interesting throwing dagger/finesse characters?
Hey guys, I'm trying to create a particular kind of spellcaster. The general idea is to lock you in a room of insanity and while you are fighting off the fear throw in some skeletons at you. So far there I've already picked Wizard with the Phantasm school (the 1st and 8th level abilities suit this idea). But I'm having a hard time knowing where to go with it or even if Wizard is a good place to start. I've picked human for race, but Gnome isn't out of the question either. I also like the idea of delivering coupe de grace to helpless enemies who are frightened enough. So sneak attacks at some point wouldn't be horrible either (a la arcane trickster). But in the end of the day that's not a necessity. I just like the idea of being able to put them in some wacky carnival fighting skeletal horror jesters. If you guys know of a good way to accomplish this I am all ears. Spell advice is great, too since I'm a noob when it comes to spells and the wizard/sorc spell list is kind of overwhelming. |