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![]() In the end play what you want as long as you enjoy it and the group is supportive. Evil Aasimar - cool
If you need any more proof that non-evil Drow exist look up the Blossoming Light Cleric archetype from the Adventurer's guide. "These clerics are increasingly at the vanguard of the organization's efforts to redeem the fallen, particularly Drow who seek to escape their society's strictures." ![]()
![]() Dastis wrote: Sorcerer or Arcanist. That way you can invest in charisma and actually use it for non people skills. Enchanter or Illusionist. Boost your save dcs as high as possible. Subtle spell might actually see play. An arcane caster is certainly a good option given the group. You may however what to consider something more fun. - Bard
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![]() Claxon wrote:
I’ll forgo the petty eye roll lack of imagination rebuttal. The bottom line is no race with hundreds of thousands of individuals is going to lack variation. The idea that there are NO Drow on the surface is not true at all:
Drow/Elf war
Lantern Bearer prestige class Drow have an elf gate…where does it go? Here are a few options for a Drow moving to the surface
Cult worship
Captured
Soldier
It’s easy to imagine that once outside the cruel reality of Drow society that an individual Drow could, and most likely would, change their behavior. You can easily imagine a neutral or chaotic neutral Drow living in and surviving in a neutral evil society. If your group is okay with the concept don't let other peoples ideas of what 'should be' get in your way. It's a game so play something you enjoy. ![]()
![]() If there is anyone considering running this campaign setting be prepared to do the following (1) Speed up the first part of the book because it starts to bog down.
With a few tweaks this can be a fun adventure. (note: hard to believe this book passed play testing as written) ![]()
![]() StabbittyDoom wrote:
Winter witches give up spell progression and a caster level on spells but not hexes or other abilities. WW level 1 spells per day = +0. Spells per Day At the indicated levels, a winter witch gains new spells per day and patron spells as if she had also gained a level in the witch class. She does not, however, gain other benefits a character of that class would have gained except for additional spells per day and an increased effective level of spellcasting. Winter Witchcraft Levels of the winter witch prestige class stack with witch levels for determining when she learns new hexes, the effect of her hexes and other witch class abilities (including archetype abilities), the abilities of her witch's familiar, and the level at which she can select major hexes or grand hexes. ![]()
![]() Linguistics is the most appropriate skill as it deals in forgery of letter and documents and seals are major part of documents in the world. To be honest linguistics doesn't get much love so throw people with the skill a bone. Disable device doesn't make much sense as the issue has nothing to do with locks or traps. ![]()
![]() Hi All, I’m working on a character for my next campaign based on Lord Flashart from Blackadder. If don’t know Blackadder go find the series and watch it STAT. =p To create this iconic character, I settled on a Cavalier from the Order of the Cockatrice (OotC) with the Dune Drifter (DD) archetype. The OotC was a no brainer and the DD archetype seems like a good fit. Jump in shoot some stuff and yell, WOOF (with pelvic thrust) In all, I’m happy with the concept. However, I want to make sure I’m not missing something cool or nerfing myself too much in my quest for a bit of fun. Can you guys see any glaring gaps in the stat allocation or feats? Quick note, I went down the path of using snap shot and improved snap shot to maximize steal glory. I’m concerned that those feats are a bit weak. Lord Flashart
Stats:
20 Point Buy Starting: Str 14, Dex 14, Con 13, Int 10, Wis 10, Chr 17(15+2) Level bonuses @ 13th Dex +2, Chr +1 Traits:
Traits Fast talker (compliments the fabulist grit feat) Larger than life (compliments order of the cockatrice braggart) skills:
Skills to focus on Perform oratory, bluff, intimidate, perception (always) Levels and Abilities:
Level 1 (Dune Drifter 1) (1st level feat) fabulist (Human bonus feat) Point Blank Shot (Class features) Amateur gunslinger (Chr), gunsmithing, challenge 1/day, quick clear, mount Level 2 (Gun Slinger 1)
Level 3 (Dune Drifter 2)
Level 4 (Dune Drifter 3)
Level 5 (Dune Drifter 4)
Level 6 (Dune Drifter 5)
Level 7 (Dune Drifter 6)
Level 8 (Dune Drifter 7)
Level 9 (Dune Drifter 8)
Level 10 (Dune Drifter 9)
Level 11 (Dune Drifter 10)
Level 12 (Dune Drifter 11)
Level 13 (Dune Drifter 12)
Quote: Cast a sending? If word gets out I'm missing, five hundred girls will kill themselves. And I wouldn't want them on my conscience, not when they ought to be on my *face*! Hello? Cancel the state funeral, tell the king to stop blubbing, Flash is not dead! I simply ran out of juice! And before five hundred girls all go 'oh, what's the point in living any more?' I'm talking about magic! Woof! Send someone along to pick me up. General Melchett's mage will do, she hangs round with a big knob so she'll be used to a fellow like me. Woof! ![]()
![]() Brom the Obnoxiously Awesome wrote:
Sadly the GMs I play with hate this book and will not allow it's use in game. Having read the beta materials they both agree the book is over the top and a major power creep (i.e. base classes now worthless). I disagree but experience tells me it's pointless to argue. ![]()
![]() The alignment system has multiple uses all of them make for a better game: (1) Motivation - helps the player tell the story of the PC. What motivates them? How would they act given a particular situation? If you want to bounce around and do whatever you want their are alignments for that type of persona. (2) Guidelines - helps make sense of certain organizations, activities, and classes. Of course a Hell Knight's must be lawful that's what they are all about. You wouldn't be a Hell Knight for very long if you were chaotic. They are supported by actual powers and abilities directly from the Hells. (3) Understanding the world - their are beings in the world that are physical manifestations of good/evil. How these beings act should be motivated by this fact. Super happy and friendly Balor? Outside of powerful magic not bloody likely. People want to rationalize the need to power game. The "I want to dip x levels in Y" crowd and then go back to being a person that is directly opposite of what it takes to be, or learn to be, Y. I mean to be a monk you just wait for a level and starting adding monk abilities right? There is no need to have ever set foot in a monastery. There is no need to be the type of person that would train for month/years in an extremely regimented way to achieve amazing feats of mind and body? ![]()
![]() Jesuncolo wrote: I was wondering, who would worship an evil deity. Possibly, why would a "sane" person do it. Anyone with any kind of logical capabilities. What gain would you get? Unlike the real world (not looking for a debate on region here) there is ZERO doubt that gods exist. They are real, you can sometimes see them, and they grant real power. Given this fact some people will take the power and use it for their own selfish reasons. Groups of these like minded individuals will create communities and then before you know it whole generations are indoctrinated to the cause. Are all Drow evil? Likely no, but I wouldn't turn my back on one or assume they'll do the right thing. Not a chance. Imagine if you were poor, barely surviving, and someone said "I can help you. I can give you real power and wealth." What would you do? These things happen in the real world and that's why we have gangs willing to kill to survive. ![]()
![]() SeraphX2 wrote:
I'll start off with...I love this. Currently I'm playing in two games and in both games I'm playing an archetype. Once you've got those loaded I'll be all over this sucker. Thanks for the hard work. ![]()
![]() Zhayne wrote:
Character development yes. Flipping alignments to min/max no and our GM will call a spade a spade. In our group your alignment is at the core of who you character is and how they view the world. You should have a good reason to change alignment. Like I said your group may differ. Back on topic. I still think the class is a fun option that has a lot to offer. If I could change anything it would be knockout. ![]()
![]() Rynjin wrote:
True you don't lose abilities but it's a no go in my gaming group to flip alignments. YMMV. ![]()
![]() Rynjin wrote:
Except that a 2 level dip in Monk requires a Lawful alignment unless you go martial artist which isn't all that great IMO. You get full flurry
A lot of really great flexibility here with some neat possible combinations. ![]()
![]() The equalizer wrote: Fighters still have limited feats.You choose what your fighter specializes in or if you want a really nice chance to prevent something like being grappled then you take close quarters fighting. No fighter build can do it all. The same could be said for every other class. As opposed to the solution of "there is a spell for that" as if casters were not limited on the number of spells they can cast per day. The issue with fighters, for me, is how the game deals with feats. To be affective fighters MUST plan their feats and pay the feat tax (which can be MASSIVE). Even with well planned feats fighters will still have big holes in defense/offense. Magic items can circumvent some of the limitations but not all. Even after a fighter has planned their combat future out of combat potential is really limited. It's the out of combat mediocrity that really bothers me about the fighter class. In a perfect world every class would get combat abilities/feats and out of combat abilities/feats that were separate. Of course more martial classes could get more combat and less out of combat but at least they'd have something. As it stands fighters must spend all their feats on combat to maintain effectiveness. ![]()
![]() FavoredEnemy wrote: 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'm right there with you. I enjoy CN characters because they are free spirits unhindered by the good/evil paradigm. My characters have agendas, which can be long term, that the work on at their own pace. The characters work with the group, after all it's in their interest, but the don't put the groups goals above their own. Above all they are individuals and that's appealing. Over my gaming career I've seen many people say CN is lazy. In fact to play CN correctly it takes thought and a consideration of the characters motivations. LG is easy, not always fun, or convenient, but easy to determine. There is a finesse to playing CN. Ultimately you should play an alignment for two main reasons (1) it's fun (2) it fits in with the group which in turn feeds #1. Don't worry to much about what someone thinks is lazy or easy-mode. ![]()
![]() Pinning Knockout Benefit: While you have an opponent pinned, when you succeed at a grapple combat maneuver check to deal an opponent nonlethal damage using an unarmed strike or a light or one-handed weapon, double your damage result. Any creature that is immune to critical hits is immune to the effects of this feat. So assume I'm playing a Drow unarmed warrior and I've got some poor sap pinned between my weight lifter sized thighs (strong like bull). Once pinned I decide to use Pinning Knockout, see below: Successful grapple
Do I double just the unarmed damage and add the rest as normal? ![]()
![]() Hendelbolaf wrote:
Great info thank you. ![]()
![]() RafaelBraga wrote:
You could do it by 7 level as a human lore warden Level 1: Improved unarmed (human feat)
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![]() Choon wrote:
Yes that is better. Thank you. ![]()
![]() Ravingdork wrote:
I never noticed that... Benefit: You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity. ![]()
![]() In My Humble Opinion wrote:
Ki throw's movement doesn't provoke an attack of opportunity but the fact that it's a trip triggers greater trip. This trip leads to the prone condition with triggers vicious stomp....so-on-and-so-forth. ![]()
![]() Assuming I had all the feats is this order of events possible? • Unarmed trip (assume improved trip and improved unarmed)
Does that work? If I started the combat near the target (move action still available) could I use greater grapple as well? It seems to me that rapid grapple is out because my swift action would have been used on Binding Throw. It’s a crazy series of events but the feat cost is HIGH. ![]()
![]() RainyDayNinja wrote: See also this blog post. Okay I finally get it and understand your first post. It seems that Awesome Blow would fall into the same category as Trip but it depends on my GM's ruling. Makes sense. ![]()
![]() I'm looking to make a new character to replace one that recently died to a particularly nasty boss (home brew side quest). Our group needs a melee damage dealer with some battle field control (we already have a tank, ranged, healer, and caster). Since we are in Varisia I decided to try a dex based Monk/Brother of the Seal. So my questions are... 1) can you take weapon finesse in unarmed? I'm pretty sure this one is yes. 2)(assuming #1 is yes) Do I need agile maneuvers to replace str with dex for Awesome Blow (brother of the seal) or Trip combat maneuvers while unarmed? Weapon Finesse:
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons. Awesome Blow: Benefit: As a standard action, the creature may perform an awesome blow combat maneuver. If the creature's maneuver succeeds against a corporeal opponent smaller than itself, its opponent takes damage (typically slam damage plus Strength bonus) and is knocked flying 10 feet in a direction of the attacking creature's choice and falls prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle. ![]()
![]() Hi All, I’m looking for some advice on a trip/grapple Lore Warden build. In our last campaign my group we had a real problem with the bad guys getting past our front line and causing our casters and healers real problems. I’m looking to make a fighter than can quickly move in and shut down any of these behind-our-formation shenanigans. As an added bonus it would be great to support the front lines with much needed damage and harass support. Take a look and help me find the gaps….. Concept
Weapons
Build: Human Lore Warden 15
Female Human Fighter (Lore Warden) 15 NG Medium Humanoid (human) -------------------- Statistics -------------------- Str 15, Dex 22, Con 14, Int 13, Wis 12, Cha 14 Base Atk +15; CMB +29(31 for grapples and trips) CMD 41 (43 for grapples and trips) Feats
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