So I have a barbarian who just hit level 5 i need some advice or interesting ideas for feats. I have the majority of the build fleshed out but wanted some advice on where to go from there
Thornan Jr - Invulnerable Rager/Totem Barbarian 5
combining the flawed scarlet and green ioun stone for endurance and fatigued = sickened with internal fortitude to abuse bolstered resilience thus doubling DR. The combination of rage + reckless abandon means AC is pointless. Anyone have any other suggestions?
So I'm running RoW and I want to tie in a characters backstory in with some of the antagonists. I know the witch queen Elvanna is at least 100 but what about the rest of the Jadwiga? More specifically how old would Nazhena Vasilliovna and Radosek Pavril be? Is there something about being a witch that slows/stops aging?
Before I buy Inner Sea Gods I have a question. When the Evangelist PrC says "She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains." does this include gaining spells and spell levels, caster levels, arcane pool, magus arcana, and everything else included in the aligned class?
Ok so I have a home group that I am running RotRL with. They are interested in doing the PFS thing. My question is how do I apply the chronicles for their characters for a new PFS char. The group they want to join is 4th level. I ran First Steps and Silent Tide already. since they are level 1 can I apply The Skinsaw Murders to their level 1 chars? This should bump them to 2.6. If I run or they catch another scenario it will bring them to 3. Then I they can apply Burnt Offerings to the 3rd level PC bringing hem to 4. Is this correct?
Mage armor via wand to arcane caster or UMD or pearl of power to arcane caster. Will be on spell list along with touch of fatigue at 6th level.
Under A Bleeding Sun wrote:
Haha good! Become numb to this world!
Bob "Mega-Cheese-Min-Maxed" Smith
The 30 AC is with cat's grace, shield and mage armor up. He aslo took the scaled skin variant trait for the previously mentioned +1 natural armor. Add +2 to the attack rolls for cat's grace.
I run a tiefling dervish dance bladebound/kensai magus. I'm usually the party tank with 30+ AC at level 4-5. I always have mage armor up and shield from a wand when i know a battle is coming up.
You can always give a level 1 pearl of power to an arcane caster for mage armor or hand them your wand. Don't forget UMD is a class skill, max it!
If you take the tiefling favored class bonus for +1/3 to arcane pool it helps with the penalty from bladebound. Wearing no armor makes you mobile,DEX to AC attack and damage is great. Losing spell recall sucks, however, all the gp you save on weapons and armor means you can stock up on pearls of power.
When I get home I'll post my build.
But what does the fox say?
I'm sure I could conjure a plethora of other more complicated deeds to impress me, but lets start with the basics :P
Most of my characters are CN. None of them are chaotic stupid. In fact they are the most conniving, plotting, outside the box thinking characters at the table. They don't kick in doors, they don't murder bums, and they don't hinder the party. They have their own agendas but won't sacrifice everything for themselves.
I play a TWF character using keen wakizashis. Sure I might fumble twice as much as the barbarian across from me, but I also critical 4 times as often.
Ok so I'm playing a level 1 human barbarian, right now I have combat expertise and improved trip. I'm smashing face with a greatsword for almost 20 dmg, and haven't tripped anything yet because charging it and killing it is easier. I know this will be harder to do at higher levels (until greater beast totem kicks in). My question is should I swap them out for power attack and furious focus for even more damage or continue on with the trip build?
Rage powers are cool, but effective tripping requires at least 4 feats, which I am starved for. I would need combat expertise, improved trip, greater trip, and combat reflexes. With most of my points going toward STR and CON, plus the 13 int required there isn't much room for more than 12 DEX so maximizing combat reflexes would require gold. And no bonuses to damage from power attack until 5th level.
Should I just drop the trip thing and go for power attack at the beginning, and drop my INT to 10-12 for more face smashing? I'm leaning toward that direction but wanted to know if anyone has built an effective tripper barbarian.
I was in a similar situation. Except this GM asked for feedback and when I gave it to him (with examples) he denied everything and took offense. Shortly after a player rage quit, and I followed suit after having none of my class abilities work multiple times in a game session and being told that I could not attack with a spell while being compulsed to attack an empty sarcophagus.
If you notice its usually the letter "D" with "fence" over some white pickets, resulting in a drunken fan's best attempt at clever wordplay. I have an unhealthy feeling of agitation every time I see it in the crowd -_-.
I run a game of all noobs so I gave them max Hp for the first 2 levels, then roll, and if the roll is less than half they just get half. Sure this takes the penalty away but as GM I can also raise a monsters HP. It really just helps being killed by a lucky crit by a mook.
I'm in a game where we get max at each level, but all the NPCs have max HP also so its harder to kill characters on both sides.
I am also running RotRL and unfortunately the part with Shayliss never happened, the party member who I was going to use her to get more into RP didn't show that day. Shalelu has flirted with the monk in my party in front of her step-dad Jakardos, that makes some pretty awkward moments lol.
A game I am in my character has a drug addicted witch that he keeps around for heals and what not. My character is evil so he is just using her. In one battle she was healing my char and then when he fell unconscious instead of continuing to heal him she looted him for the drugs it was comedy!
In a PFS game my 7 CHA barbarian ended up taking 2 of the rich merchant daughters home out of spite (thanks to the oracle insulting them both on the date) and then died the next day due to color spray spam and coup de grace. Then I played with the same oracle character as my barbarian's progeny. The oracle got to tell him all about his old man, that was cool.
The one peeve I do have about it is when a character constantly tries to pick up every female NPC on the planet. It detracts from the rest of the party and the constant fade to black scenes get old after a while.
I also print out individual Stat blocks of each monster type. I track initiative, npc he and status on a clipboard sized white board. I have an index card with all my players AC, and saves taped to my screen so I know if something hits without having to ask the players. I also print out the feats or abilities of anything I am not really familiar with. I use Perram's spellbook to print out any spells the npc may know so that I don't have to flip through the book.
No matter how well you prep, there will be things that you miss. As long as the players don't know they'll be none the wiser. Don't be afraid to improvise, the best moments at my table were when I jumped the rails and dropped a quirky npc or gave the baddie a cause that the party could sympathize with. If they miss a clue give it to them somewhere else.
I started pre-rolling initiative on the npcs to speed things up. I use mostly paper minis for the bad guys and number them with a pencil so I know which one is which in battle.
I printed out different conditions if they aren't listed on the back of my screen and that helps. If you are unsure of something have the player who's turn is farthest away in initiative look it up for you.
Familiarize yourself with the PCs abilities so that you don't have to look anything up in game. And sometimes to move the story along don't be afraid to fudge the mechanics (in the party's favor of course) to do so.
If you are running an AP, read the entire thing so you can set up foreshadowing and know who the recurring NPC's are. Pre-draw your maps, I use a chessex battlemap and the 1 inch grid easel pads. If I don't want to waste time with an outdoor random (non-boss) encounter I go free form and don't use a grid for movement.
I'm still somewhat of a newbie GM myself (bought the BB then CRB and started running games). I roll behind a screen, and have fudged rolls usually in the PC's favor while they were still newbies. Once they understood the mechanics more the fudging of rolls has lessened if not ceased. Now if i roll a crit that can seriously wreck a player I have the one closest scoot over to verify the crit roll and confirm it on the table. I also roll random effects such as miss chance or what mirror image/bad guy they hit. Some things I flat out say won't work such as a intimidate build fighter not being able to intimidate the big bad raging barbarian ogre king, that's just not gonna happen. But I also let things slide that normally wouldn't work if it increases the fun and memorability of the encounter.
The dice do get bone chilling cold or center of a volcano hot sometimes. I've had entire nights where attack rolls were never over a 9, and some where I roll 3 critical threats in a row.
I've played many different types of characters from mega cheese magus to sub optimal multiclass to fit a theme. I have fun with each one of them. I've had just as much fun with a successful bluff check as I have a critical confirm. I think the term normal is all a matter of perspective. There isn't much difference between the core only guy, and the theory craft the most broken build possible if they are having fun working as a team enjoying the game.
Three builds come to mind.
2. Rogue 3/ranger X. The 3 level dip in rogue to get 2d6 sneak attack and some extra class skills, but slower ranger progression. But this will make a STR based twf viable. You get your own flanking buddy, better BAB, and more hp. Bane weapons + instant enemy = murder.
3. Slayer. Slower sneak attack progression, but full BAB and d10. Bluff is a class skill max it. Make sure you have at least 15 DEX and enough gold to buy a +2 belt when you can qualify for improved two weapon feint. The favored target helps with the twf penalty and is more versatile than favored target.
Any one of these builds could also benefit from 1 level of wave Oracle to use obscuring mist for more sneak attacks. It does mean that u will need some CHA however. These are all twf builds which will get you more sneak dice but lower your attack bonus so boosting that is priority.
I bought the RotRL anniversary edition. I also made sure to purchase the pawn set, to add to the bestiary 1 pawn set that I already have they have been working out well. I did buy the face cards, my players actually look forward to seeing the cards pop up from behind the screen and they actually talk to the cards like they are actual people (after they chant puppet show). Btw they are all in their late 20s early 30s lol
This class needs Bluff as a class skill. It has sneak attack which means feinting is going to be important to it. It also has Sense Motive, so it kinda makes sense to have Bluff.
Yeah the skill set seems pretty limited too. Searching out your quarry could entail gathering information and the location inside a city so some sort of social skills so bluff and diplomacy would be a good addition. Disable device is missing too, as a rogue alternative that's kind of important.I would rather play Rogue 3/Ranger X to get the added class skills and combat style feats.