![]()
Search Posts
![]()
![]() Okay guys. I'm working on a build for a greedy bastard of a rogue. He's a thief, and a damn good one! He will focus on out of combat thieving, but use the cut purse abilities if he needs to. He will be more of a role-play, scouting, type of character than a combatant. He's always paranoid about someone who he stole from tracking him down, and rightfully so. He can't keep his greedy hands of of anyone's pockets. I am specifically wondering what items beyond what I've already listed you would suggest. I was also considering swapping one of his rogue talents out for the Slow Reactions talent. What might you guys suggest for talents, feats, and items moving forward? What would you swap out? Alignment: CN
Initiative: +11 (9 dex 2 trait)
Rogue Class Features:
Cut purse Alternatives (in place of trapfinding and danger sense):
Rogue Talents:
Feats:
Attacks:
Skills:
Gear: budget of 62,000 by 10th as per WBL, but will probably have more form all the thieving +4 Belt of Dexterity (16,000)
Which leaves about 9k to spend. I have no idea what else to buy. Maybe a Swift runner's Shirt. Thoughts? I'm hoping to rely on his feats Roll with It and Acrobatic Dodge to avoid most of the damage he might take. Thanks! ![]()
![]() Hi guys! I will be running a campaign that I've written in the coming weeks and months. I'm looking for specific advice, things which can improve the efficiency and enjoyment of game play for all. I am not looking for"remember, it's all about having fun, for everyone," or, "be sure to balance the difficulty!" No, I am looking for specific tips for running games. This could be anything from how you suggest running combats, RP sessions, etc. Thanks in advance, and I hope the question is clear enough. ![]()
![]() Just as the title says, I am looking for ideas on building a grapple-focused eidelon. I am not looking to deal damage, just incapacitate enemies. I like the idea of something with several arms flailing them madly while drooling and gnashing its teeth scrambling and climbing over enemies while pinning them... I want them to feel fear as they find themselves unable to move in the clutches of a truly hideous beast... ![]()
![]() Toppling Spell (Metamagic) Your spells with the force descriptor knock the affected creatures prone. Benefit: The impact of your force spell is strong enough to knock the target prone. If the target takes damage, fails its saving throw, or is moved by your force spell, make a trip check against the target, using your caster level plus your casting ability score bonus (Wisdom for clerics, Intelligence for wizards, and so on). This does not provoke an attack of opportunity. If the check fails, the target cannot attempt to trip you or the force effect in response. A toppling spell only affects spells with the force descriptor. Level Increase: +1 (a toppling spell uses up a spell slot one level higher than the spell's ------------------------ Does is work to use Toppling Magic Missiles and pick up Feats in the trip chain to add to this trip check CMB? ![]()
![]() So I am running a campaign where I am hoping to lure the party into a trap when they leave the city and head into the wild. They are knowingly heading into hostile territory (there is an on-going war with the Kobold tribes to the north) and expect fierce resistance. What they do not know, is that a series of evil NPCs have allied with the Kobold coalition and have provided training in tactics, improved equipment, etc. The Kobolds the party has faced thus far have been exceptionally easy, and so the party is riding pretty confident atm. They are level 3, are generally all quite experienced and competent players, and have good cohesion between their builds, plus a good mix of abilities and strengths. I hope to use a well-placed ambush at a particular site I know they will be at as they head north, and I want to use this opportunity to give them a greater sense, some foreshadowing of the more ominous threat that awaits them in the wilds beyond. It needs to be balanced between being a serious threat, and avoiding a TPK. I worry about this being TOO unexpected. So, my plan is this: The characters are tipped off in town about a well-known crossing at a river about 20 miles north of town. It is the shallowest part of the river, and the reduction in depth slows the current down so that even the smallest of characters can easily cross. It is also on the main road leading north, so no risky detours would be involved. There is also an inn just south of the crossing by about 3 miles, so they can rest and stock up one last evening before heading out. Unfortunately for the party, they are expected by the kobolds and their sinister new friends, and will be caught in a trap at this very spot. In the river, I plan to have 8-10 Kobold warriors using hollow grasses to breath from under the water, where they have camouflaged themselves with other weeds. On the far side of the crossing (which is about 50 feet across and about 3 feet deep) there are 2 Kobold druids. Also in the crossing would be large net nested on the river bottom, cleverly concealed in the sediment. When the characters are within the net(s?) the Kobolds would surge out of the water and try to capture them in the net, assuming the characters did not spot the trap first. They would then stab them with spears and other nasty weapons through the net. They have no intention of taking the party alive. There will also be an officer type Kobold with character levels, maybe in rogue. I am not sure where on the ambush site he will be hiding yet. I am looking for suggestions to improve this encounter and make it interesting and challenging. I do not want it to reach the deadly level, just to be a challenge for a competent group of players. The camouflage I have decided (not set in stone) will provide a +4 on their stealth check will stationary, and reduced to a +2 while moving. They will get another +2 for remaining under the surface of the water. The roll to conceal the net will receive a +4 as it is mostly buried in the sediment and under the water as well. Thoughts, ideas, suggestions? ![]()
![]() Hi everyone. I have been playing Pathfinder for 5 or so years now, and before that I played a lot of D&D in 3.0 and 3.5. I used to run some of the Wizards of the Coast modules as well as some of my own adventures. Pathfinder certainly has a unique style and I have been really enjoying playing through my first few APs. We have done Iron Gods, Rise of the Rune Lords, and The Mummy's Mask. What adventure paths would you suggest for a GM new to running the Pathfinder APs? I understand this is a tough one to answer considering that each DM and group is different. I have heard good things about Skulls and Shackles, as well as Kingmaker. Any suggestions or advice would be greatly appreciated! Thanks guys. ![]()
![]() I am building a reach barbarian/rogue that is going to utilize the stand still feat... I am using unchained rogue with elven branched spear and agile maneuvers. How else can I improve my CMB to make sure I keep all the baddies away from me? I am also using the lunge feet to further extend my range. Thanks! ![]()
![]() Ok so I am looking at a Paladin or maybe a Barbarian and I am wondering what suggestions people have for a Sword-and-Board build. I really like the idea of smashing my shield into them, stunning them with the sheer force of the blow, then cutting them down with my blade! I'd appreciate any ideas, existing builds, class dips, etc. that people have come up with. Thanks! ![]()
![]() So Slayer class holds no appeal to me, whatsoever. I feel like it is the less-than-appealing bastard child of the Fighter and Rogue whom, with Unchained, seem to be much better off than previously. Can someone provide a solid build or review of what they think makes the Slayer so appealing? I try not to disown a class without ever creating a character/playing one, but this class doesn't do much for me. I once discarded the Inquisitor without reading much into the class, and since having played one I hold them in highest regard...maybe the Slayer will be my next discovery. Thanks in advance! Edit: As proof that I know little about this class, I realize that it is a hybrid with Ranger, not Fighter... :P ![]()
![]() Ok, so I am not really thinking of "tanking" with a summoner... BUT, I think it would be a neat twist to create a melee-focused summoner. Paired with a beastly eidelon, the two could potentially make a brutal tag-teaming duo! Flank buddies, maneuver experts, etc. I am wondering if anyone has tried this before, and what advice people have? How would you go about this? I know for sure that some extensive teamwork feats would really come to good use. ![]()
![]() So I have been playing these sort of games since I was a kid. A good friend of mine is a generally great DM and has been hosting games for many years now. It's been a blast playing with him, and those games are the only consistent ones I have attended. We always have fun. That being said, there is a chronic issue that has plagued our games in the background of every session. No matter what class of character or type of character, or the style I play them in, the GM seems to just loathe my characters. I am the type of person that enjoys optimizing my characters. I feel that picking a melee guy for example that can't hit things or kill them with his sword isn't much fun or very useful, so I try to make them as capable as possible. We use a 20 point buy system, he is somewhat stingy on loot, so I have average wealth or at many times less than average wealth in terms of gold and investments in gear. This is not bad, because it makes it in some ways more fun to find loot. There is nothing that really sets the characters I have made apart from others beyond their customization/optimization. This has not, btw, detracted from role-playing and other aspects of the game... I used to play fighters a lot as a teenager because I, as many others do, loved hacking and slashing things into tiny pieces with my characters. I would deck them out with a greatsword, max their strength, etc. Their feats would all go towards the single purpose of utterly destroying my enemies. Because of this, I sacrificed saves, HP, armor, etc. The next character he complained about was a dwarf fighter who utilized full plate and a tower shield to simply not get hit. He would bull-rush with the shield and pin enemies against the wall while his allies killed them. He would railroad them off cliffs, into fiery pits, and all sort of other fun places. I have since played many more casters. I really enjoy controllers and de-buffers in particular. He now complains almost every session multiple times about my character(s). No matter what I pick, choice I make, action I take, he HATES it because it is GOOD and playing a class to their fullest. I don't think I should have to stop playing characters the way I enjoy playing them (and thus, in a sense, the game itself) because he can't seem to find ways as a DM to combat them properly. I have operated completely under his rules and expectations and yet he whines. I am wondering what advice people have for these sort of situations. I really respect him and appreciate his friendship/DMing as mentioned before. Maybe it is a matter of bringing it up with him directly. It is getting really frustrating though, because I haven't done anything wrong, but he sort of treats me that way. I have also felt he unfairly punishes my character because of how he feels about him. As a final example, I have been playing a witch lately. He hates my witch. Utterly and completely. He often forgets to apply misfortune hexes when he rolls. I try to politely remind him that he must reroll, and apply the evil hex for BOTH rolls. I try to give him the benefit of the doubt, but when I KNOW he has missed the reroll, I say something. I don't do this to be a total jerk, but because he would otherwise deny me the entire purpose of my character! If a fighter didn't get to go/attack in a round it would be the same as my hexes not being properly applied, right? He got really pissed at me for quite politely and patiently reminding him about it. I am a little lost as to what to do. ![]()
![]() Ok so I am working on a paladin build that relies on its mount, spirited charge w/lance, etc. I am wondering if anyone has some suggestions for multi-classing. The current build is a gnome paladin to at least 5th level, high CHA (for smite, lay on hands, saves, etc.) and CON, decent STR. I know that multi-classing might hurt my mounts HP and combat abilities, so a build that would continue the mount progression would be ideal. I sacrificed my spells for one of the archetypes. I picked the Shining Knight ability to share CHA bonus to saves w/mount, and the Temple Champion power that replaces spells with the Cleric domain power. I'd like to be able to enhance my combat abilities, just not as the expense of a viable mount. Cavalier comes to mind, but I have never designed one and I am not familiar with their abilities. Something that can utilize the high CHA would also be ideal. Thanks in advance! ![]()
![]() I am wondering why (unless I missed something) paladins do not automatically get mounted combat as a feat when they pick the divine bond for a mount? It seems awful silly to me to get a "mount" but not intend to ride it for one, and secondly, it seems like an awful burden to have to spend feats BEFORE you even get the mount in order to effectively use it later. I am referring to the spirited charge line of feats, etc. Thoughts? Am I missing something? Is there a way to reduce the feat tax for this line of combat as a paladin? ![]()
![]() Hello all! I am wanting to make a character that is as tough as nails! Enemies of this character will have to try their very best to take them down. My vision is that of a character with decent hp, armor, saves, and some ability to heal or mitigate damage in various ways. Covering many or all bases seems to provide the best long-term safety, because you never know what you might come up against and it is always good to have a remedy for any given situation. My initial thought is that a paladin or an inquisitor are excellent choices, perhaps a cleric as well. These builds should not only be defensive in nature, but have the ability to hold their own against foes as well. If you can't kill your enemy there is really no point in simply delaying your own inevitable demise, right? Let's build a character that just won't quit! ![]()
![]() Hi there. I am sure there is a thread for this already. Probably numerous, I would think. However, I admit unabashedly that I am too lazy to look for them... :D That being said, I am wondering what the best average damage weapons are for: Two handers (top 2) 1 handers (top 2) and ranged weapons (top 2) I am thinking in terms of raw average damage, no feats or specials attached to this number. Thanks in advance! ![]()
![]() Hello everyone! I was reflecting on many years of gameplay with a friend the other day, and realized how many great memorable moments we have shared in-game. I know there are other threads that touch on this, but they are a bit older and not active. Here is a place to share some of your favorite moments in (or out of, if you like) combat. These can be funny, sad, heroic, etc. I look forward to reading these! Here is one of my own: Dungeons and Dragons 3.5, City of the Spider Queen - The party enters a subterranean commerce chamber to find a small caravan of poorly-armed kobolds. They immediately flee the scene, leaving the party to search the carts left behind. As they do so, the true threat in the room becomes evident. A mindflayer sorcerer casts a quickened darkness on the party on continues to mindblast half of them inside the darkness. His drow servants appear from the corridor outside and advance on the party with their rapiers, while two others on a ledge fire arrows at the wizard. After a few close calls and much frustration in and out of the globe of darkness, the party manages to severely hurt the mindflayer. The rogue uses her ring of invisibility to move down another hallway leading out of the chamber, and waits. The ranger has been filling the drow cronies with arrows all the while, and turns his attention at last to the mindflayer, preparing to fire his rapid shot, many shot, speed combo into this slithering creep. The mindflayer, having been hacked nearly to death by the barbarian and fighter proceeds to flee down the hall, casting a Wall of Iron over the doorway to his rear. Thinking that he is safe, he begins to run down the hallway away from the players. Little does he know, the rogue is invisible just outside the exit to the tunnel, and as he passes by, the rogue leaps from the shadows and sticks a longsword in his back for a critical hit and some heavy sneak attack damage on top of that. We all got a good laugh out of it. Poor guy must have been so surprised after thinking he had outsmarted us!
|