So I am having an argument with one of my players about a magic weapon he is making. the weapons is a Heavy Flail with Impact and shock. He is adding it up thus:
Now I don't think is fully right. I wanted to get another source of input. to put this argument to rest. Thanks for any help.
Not beat a dead horse but, I too am having some trouble with a summoner. I have not looked at the synthesist summoner, but I have come to not like it. My player has worked it out to where he has a large flying eidolon with a large broad sword and then casts enlarge person on himself. This has un-balanced my game. With the flying he bypasses my terrain and now with cleaving finish he goes through monsters like used tissue. I understand the focus of being focused on combat, but I don't want to put in too high of CR monsters in fear for the other players. Any thoughts on this would be most welcome.
I have a party made up of four level twelve characters. I am trying to build an encounter that won't kill them but come close. The encounter is:
All of which are from the Gamemastery NPC gallery. This should be an encounter CR13, but if my math is wrong this might be off. Should I include the CR equivalencies for building encounters with more then one monster/NPC or should this encounter stand as is?
I was going for a "Jedi-like" class in the sense of it being an old and powerful teaching. but from the sound of it the force might be a bit too strong with this one. I took all the bits that I liked and tossed them in. so now would be the thinning of the powers. what thoughts do you have on what should be dropped or pulled back?
I have this idea for a class but I want it to be as balanced as I can get it so I was wondering if I might get some input on it. Please tell me your thoughts, and don't hold back. Link:
I have been going through the ultimate combat variant rules for armor as damage reduction, vigor & wounds and piecemeal armor. I want to incorporate these into my next campaign so I thought I would ask if anyone has anyone run a game with these? How did they work? Did you have any complaints? How did it affect survivability for the players? Did it add a bit of strategy to your encounters? How did the monsters hold up to damage?
I like the idea of catastrophic flood tides. It gives the reason to use some of the water based monsters that I rarely get to use. Cities made out of coral and winding sea caves. options just spring to life.
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