This may be a stupid question, but here goes...
We're about to begin our first second edition game, and I am going to play a bard. But I'm not sure how the new skill system works in regards to performance. Do I have one type of performance, say oratory, and that is that, or does performance cover different types of performance, dancing, singing, lute playing and so on?
I can't seem to make heads or tails of it...
I ran into this belt randomly. No one in our group found it particularly impressive, especially at 12k gp.
It protects against fatigue, svanen and sickened conditions if you move No more than 5ft pr round.
Are we missing something besides corner cases like barbarians rage powers and such?
I was looking at Deadly stroke, which doubles the normal damage for an attack. Will this also double the precision damage from the Swashbuckler's precise strike deed?
Name: Kaleb Lopas
Race: Half-Elf
Classes/levels: Rogue (Charlatan) 2
Adventure: Random Encounter
Location: In the forest somewhat 20 miles south of Oleg's Tradepost
Catalyst: Shambling Mound
The Gory Details:
Spoiler:
We are travelling back towards Oleg's when we are ambushed by a Shambler. It targets the groups elven diviner wizard, who somehow percieves the danger and rolls a 20 to tumble away from danger, just making the DC. The human druid (me) encourages everybody to flee this creature, but is hackled a bit as a coward. In defense of the group I'd say that we had just descimated a gigantic boar without suffering any wounds. At all. The Oradin (Oracle/paladin) engaged the Shambler as did the druid and his tiger. The Halfling ranger stood at a distance and began peppering the Mound with sling bullets from his staff sling. The bard began to inspire som courage, which surely was needed. And then things turned ugly...
The half-elf rogue tried to tumble within striking distance of the Shambler but failed and was soon grappled, taking a nasty hit at the same time. Shortly after, the Shambler squeezed the rougue who feel apart dropped to -18... and with Con 10, he was really, really dead. So the Shambler decided that it was time for a TPK... He dropped the druid, Oradin and the Tiger, and having gained more hp from the wizard, who realy didn't know Shamblers that well and decided to hit the Shambler with a lightning attack, felt rather confident though it had been taking some nasty cuts from the trio, was looking to advance on the pesky adventurers... But grease and grease and grease the shambler went down, time and time again and was denied attacks and advancement, so ever so slowly it was taken down by frost rays from the wizard and sling bullets from the ranger and some really almost hit arrows from the bard, it finally stopped squirming. The druid, tiger and oradin had stabilized by them selves and one after another was brought back on their feet...
I really thought we'd all die, but we didn't...
I was thinking that metallurgy was knowledge of the properties of different types of metals; melting points, how they react if put together, what to put into metal to strengthen it, iron=>steel and such. But I suppose it'll be easier to let engineering cover it.
I agree that we don't want more skills to eat our precious skillpoints ;)
I was just wondering how you would cover metallurgy?
Would it go under craft arms and armor? Knowledge (Engineering)? Or a third thing?
Is it already covered and I'm just blind?
And what would DCs be to identify them? Some metals are readily recognizable, I suppose, via Appraise but would a skill like Knowledge(Metallurgy) even make sense, since it is sort of limited...
I can't help thinking that the slayer would be fine if you removed spells from the ranger and just inserted SA. And Maybe just changed FE to the way FT works... but of course, that removes the talents. So how to keep those in? Maybe look at the way the skirmisher ranger-archtype works... thoughts?
Yes, quite :-) Now I was lead to believe this thread was about rogues, rogue-builds and comparing then to their fellow 3/4 BaB brothers. That's why I was a bit confused ;-)
I can easily build a full BaB character that can easily out DPR most rogues. But it was my assumption that we were to go with standard rules and make viable and optimal rogues that might even be fun to play for real! :D
Now you're a claw/claw/bite pouncer (with a greataxe slung across your back and a longbow) with a higher intimidate and the ability to panic as well as make them shaken. I think a pouncing barbarian will out damage the rogue too. So what do I have to say? Your build works, it's not a bad build, but another class does the same thing better. It's clearly a rogue. Also, an inquisitor may be better than the barbarian at intimidate/damage/skills but I haven't checked that class for a build.
Okay, first of all, I fail to see how your build is rogue, or did I miss something along the way?
I only reluctantly chose the Swashbuckler since that made me able to stay all rogue, though I sadly have to give up trapfinding.
To keep trapfinding, I'd toss in a level of fighter instead, but that would skew the feats and abilities a bit, though I'd keep going for the same build. That way, I suppose you could whip out your longbow and fill the poor shaken sods with lots of holes with arrows sticking out if you don't feel like whacking them with your Big Bad Axe (TM)
So, late in the game... I haven't really any idea if this has been posted yet, but this is a character I've been touing with to try and take for a spin.
Meet Ragnar the Orc Swashbuckler (!)
(Alternatively, I'd dip for 1 lvl of fighter otherwise I'd have to... cheat)
Str 18; Dex 14; Con 13; Int 10; Wis 10; Cha 12
Feats/Talents:
1) Skill Focus (Intimidate)
2) Power Attack (T)
3) Furious Focus
4) Weapon Focus (Great Axe)(T); +1 Str
5) Dazzling Display
6) Intimidating Prowess (T)(The rogue talent version, of course)
7) Dodge (Doesn't hurt)
8) Shatter Defenses (T); +1 Str
9) Vital Strike
10)Crippling Strike (T) Just for fun...
At lvl 10, without any magic of any sorts, He'd have a +27 to his intimidate checks if he also got a trait bonus from somewhere. If he chose Persuasive instead of Dodge, he'd end up on +31. Watch that dragon cower in fear.... ;)
He'd be an okay debuffer and while they are shaken for the whole combat, he'll be able to Sneak Attack at will and adding extra juice to the beat down with Vital Strike...
I guess you have to be inside my head then. Luckily you aren't, there's crowded enough as it is.
The punisher feel would be his mentality, I see now how I failed at my help request in that department. Also I would have to get an okay from my GM for swapping abilities.
Sorry that I've confused you guys. My bad, but thanks none the less.
Well, first of, it's for a Kingmaker campaign. Secondly, I think the favored enemy makes more sense in my head, for this guy.
I haven't thought of him to be a shooty ranger. I'll be giving him the two-hander fighting style. So I'll be sneaking up on people and whack the living daylights out of them.
He's a lone wolf, at least to begin with.
So gunslinger is really not what I'm going for, neither is the guide, but that is a good archtype as well.
So maybe I should be more precise about any input ;)
Within the constraints of ranger skirmisher with twohanded weapon, what ability could you reasonably exchange with hunter' bond?
I'm working on a ranger which I'm sort of letting myself be inspired by the Punisher. But I'd like to find an ability/power/thing to exchange Hunter's Bond with. I don't feel an Animal Companion is fitting to this image I have of him, and that other part with hunting companions is in my view downright rubbish and doesn't fit the bill either.
Also, I'll be using the Skirmisher archtype, since the divine nature part takes second place in his view, having dedicated himself to Calistria, not your typical nature deity, I think.
So what would be an appropriate exchange for Hunter's Bond?
A feat?
Some other ability, maybe something from the Inquisitor?
Heya! I'm tinkering with the idea of bringing the Isle of Dread into Golarion, but I'm kinda at a loss of where to put it, though. There isn't any place that seems ideal to me. Any body out there with an idea.
In case anyone wonders, the Isle of Dread is this Classic island from the old X1 module from Classic D&D....
I've been wondering why a straight up alchemist can achieve a more superior form of mutagen, than the Master Chymist, that seems to be build around the idea of being a wee bit mutated.
Is there a good rationale behind this, that I just don't see?
But achieving something like True Mutagen would make a whole lot of sense for a Master Chymist, right?
I am myself advocating for the cleric powers to be swift actions instead of a standard action, just like Lay on Hands, when used by the cleric himself...
But there seems to be silence on this matter anywho...
Okay. I was under the impression that SR worked against Alchy-bombs. Guess we were in the wrong, then.
Side note: Our alchemist died last session. He was at 3 hp, tossed a bomb, missed and it scattered right into his face doing 19 points of damage. Yup, he had Con 15. Of course the famous words were uttered: He's dead Jim, take his stuff. Good times! :D
that is why precise bombs is always my fist choice my square is always unaffected.
Yeah, but does that work when you miss-fire? We are under the impression that Precise bombs only work on a successful hit?
Okay. I was under the impression that SR worked against Alchy-bombs. Guess we were in the wrong, then.
Side note: Our alchemist died last session. He was at 3 hp, tossed a bomb, missed and it scattered right into his face doing 19 points of damage. Yup, he had Con 15. Of course the famous words were uttered: He's dead Jim, take his stuff. Good times! :D
I just "ran" into this problem yesterday in a game where no running through is possible. A guy chose to stand in a doorway in a building nad there were no way to get past him, so I had to go a long way around him. But otherwise I'm all for collision. We are not ghosts! :D
The first time you put a rank in a skill that is a class skill you add the +3 bonus. As far as I know, you get the +3 bonus if you multiclass and gain a given skill as a class skill and have ranks in it already.
How about leaving a PC in a barrel in a sewer for almost an entire session (you know, one of those you did when you were young and could play from noon till your eyes and brains just had to sleep?). Just because said player decided to go do something the DM/GM didn't like or approve of... He stayed there for like 10 hours, RL time. This was back in the 2ed days. We still talk about that from time to time...
The spellsong is nice, though not quite what I'm looking for, but thanks, hadn't thought of that. It might come into consideration later on in the campaign, depending on how things turn out.
Hmm? I think I have lots of performances as it is, but of course, this could boost it somewhat. Maybe something with a bit of Oomph! Going turtle is a possibility, but not my first choice. But I'm not really sure in which direction I should take this... Oh, and I do really like combat ;) I have given him a lot of spells, though, making him a bit casty, but you'll never be overly casty with a bard...
Okay, level 7 is looming up ahead, and soon choices are to be made... This is what I've got:
LG Half-elf Bard
Str 14
Dex 14
Con 14
Int 12
Wis 12
Cha 22
Feats: Arcane Strike, Skill Focus (Perform (oratory)), Weapon Focus (Longsword), Spell Focus (Enchantment)
Skills: A bucket load...
In the party we have a dwarf barbarian, Human Ftr1/Alchemist5 and a half-elf Ftr1/Rogue5.
My role is pretty spread out. Buffer/off-tank/support.
I'm not sure in which direction I should go. Usually I play warrior types, and this is my first go at something like this in a long while.
I'm not sure whether I should choose feats like dodge or shield focus, to further enhance my okay AC (22)
Or I could become the debuffer via Dazzling Display, seeing how I could easily get a good Intimidate score...
I was also considering Augment summoning (not until 9th lvl, naturally) But I have sooo much I need to do in combat, and taking a full round to summon something.. well, It's not sitting well on me...
Please help me a bit ;)
There's always pro-active healing... That's what our group has come to call it. It's merely to inflict a ton of damage to the enemy so they are destroyed before they can retaliate... It doesn't always work, though ;-P
Then there's this thing we use, more or less: Variant HP rules by Evil Lincoln and others...
Oh! Forgot about this stupid, unlucky death in a shadowrun campaign.
I played this amazing physical adept that could throw anything, even a pencil and turn it into a deadly weapon. Almost killed one with a pen once...
I had sooo many dice to roll when I threw weapons. Then came the fateful grenade-toss... I just rolled too many ones and that was an instant failure, so I ended up blowing myself to smithereens!
Normally you say he who rolls the most dice wins, but in this case you die... :D
1st character death was back in the red box d&d days...
I played an elf, named Funterlies (Sounds awfully hippie-like, but hey!). Our party had encountered what appeared to be mind-controlled rocs. Funterlies having just drunk a potion of giant-strength (an having a player not fully grasping the rules yet) believes himself to be like a superhero, so he jumps to tear of that mind-controlling devive on the tweety-birds forehead. The only problem is that the roc gets to attack him first and one peck later, Funterlies is no more. 5th level elf, if I recall correctly. Dead, just "beak"ause!
Another one is in the City of the Spiderqueen. I played a monk that was fast and nimble, and he really pulled his own weight in combat. He was 10th or 11th level at that time, I think. Suddenly there's this drow wizard that fires a horrid wilting at us. Everybody saves, but me. Only needed to roll 5 or more, I think. Massive damage! Need to roll 4 or more... Rolled a 2 or something like that... He's dead Jim! Take his stuff! Ah well... then I got to play this one: Ivy
Consider instead a 2 level dip in ranger rather than a level dip in sorc.
Pros: +2 BAB instead of losing BAB so you hit less.
Free Archery Based Bonus Feat!
Gravity Bow is added to your spell list, allowing you to use wands/scrolls/etc without making UMD checks.
Technically, you can 1 level dip in ranger for all of that except the bonus feat, but you may as well take the 2nd level, since its more BAB and nothing but good things for Archers.
Would that work? A ranger doesn't have a spell list per se before 4th level. His caster level is Rgr lvl -3. This issue came up when I ran a ranger and wanted to use a wand of CLW before I hit 4th.