Which archetype is the best in general (for a low gun level world) for both in and out of combat? Either way I can get multiple attacks (Either by cylinder rifle or pepperbox pistol), though the rifle cannot use alchemical cartridges so that is a downside. Muskets also have longer touch attack ranges, can get a see invisibility sight, a far reaching sight and have an outright higher damage dice However, the musket master also loses utility shot which takes away from out of combat use. Furthermore, the pistolero can smuggle their weapons a lot easier, making them better suited for potential stealth (Especially with oil of silence). That's just what I'm able to gather from my own looking over with little-no experience. Any recommendations or better explanations/builds for either and where they excel?
The Sylph alternate racial ability goes as so: Breeze-Kissed: Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A Sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph’s AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity. Whilst it says nothing about underwater usage, I would assume this wouldn't work underwater without some kind of infinite air supply with which to draw from?
Davor wrote:
What's the thing about being a cleric? Flat out druid would get the giant frog immediately as a more powerful companion and all you're really sacrificing from the main focus of the build is a toad familiar and 3+ times per day speak with animals
I'm looking to make a completely stupid character who makes no sense as a character in terms of class and race (Thinking along the halfling barbarian line of thinking, or Sir Bearington). Do any of you have any particular favourites or out-of-the box ideas for these kind of combos? Many thanks in advance!
In regards to providing reliable sneak attacks from range, greater invisibility would provide sneak attacks on every attack whilst the spell is maintained (The greater variation being important as it doesn't wear off immediately after an attack). Alternatively, blinded, climbing, and enemies who have had to take an acrobatics check to move over a narrow or uneven surface are also denied dex to AC which allows for sneak attacks
The dirty trick manoeuvre explicitly states "In melee" so by that I would suppose the answer is no without DM improvisation or homebrew rules. Furthermore, none of the dirty trick feats seem to allow you to attempt them from range.
Touch spells/touch attacks. Hell, spells in general. If they're focused on their physical stats, chances are they probably lack in the mental stats department for saves and whatnot. Eventually it'll be reasonable for NPCs to have access to dominate person, which could be a fairly nice lesson to teach them not to put all their eggs in the 25 ac basket. Going further into spells, AOE spells would encourage them to not all swarm and "chop him up". Alternatively, look into his CMD. Certain combat manoeuvres could be particularly punishing whilst not seeming like complete BS. Grappling can lower his AC considerably, as can trip. Sundering his armour can also lower his AC. If you're particularly open as a DM then using dirty trick to cause nausea or blindness (pocket sand style) would also prove helpful. As a final bit of combat, firearms act against touch AC within their first range increments. With pistols this could be used in conjunction with Sword and pistol to avoid AOOs or just outright point blank mastery for the same effect with just a pistol/2 pistols. With muskets/rifles you could introduce cover, ambushing and elevated positions to make it so that it's a whole lot harder to just swarm the guy and also make it harder to hit him (cover). Outside of combatants themselves, consider introducing traps in the combat environments or anti-magic fields to deal with the armour buffs.
Kalindlara wrote: The phantom thief is the only wholly sneak attack-free rogue archetype currently available, at least that I know of. You'd be correct, but there are also greatly reduced archetypes. Namely the Snare setter (The Kobold racial archetype for rogue) and the Eldritch Scoundrel (Whose main benefit is the ability to detect magical traps within 10 foot)
Hey! I was looking into designing and encounter and came across the Shae. With a monk in the party I wanted to clarify something before I may or may not severely nerf him in said encounter(s). The Shae cold ability goes as follows A shae’s touch saps heat from living creatures, leaving patches of colorless flesh rather than physical wounds. A shae can deal 1d6 points of cold damage with a touch. It adds +1d6 points of cold damage to any melee weapon damage it deals. Does this only apply if the shae chooses to touch with, say, a hand or would anyone touching them (say, through an unarmed strike) also be affected by this?
So a player in my homebrew game wants to play a blind character (Like, fully blind, not like the oracle curse of blindness) and honestly the idea is quite compelling and he's managed to create a great backstory and reasoning for their character being around. However, there is quite the roadblock of making them feel useful both in and out of combat. Beyond giving them blindsense (and eventually blindsight) how would you suggest that I make this character balanced?
I intend for a new campaign I'm writing to have a pit fight encounter for the introduction (Level 3 start) and almost definitely as a recurring encounter style (though voluntary on subsequent occasions to the first.) and I wondered what sort of enemies would be appropriate (Be that non-sentient creatures or NPCs). I was considering pack style creatures like the shocker lizard, wolves, etc in hope that this would give the group a challenge. However, I was unsure what sort of creatures could be feasibly kept for such pit fights. Alternatively, I was also considering creating NPCs. These seem a bit more complex to manage multiple of in one encounter and it seems like a bit of a waste to dedicate time to designing these people just for them to die. So I guess what I wanted to ask is if any of you have tried something like this before, and if so what worked/didn't seem like a hit. If anyone is willing to go more detailed with their suggestions then that would be greatly appreciated! Cheers!
Hey! I'm developing a homebrew campaign and I'm struggling to create encounters. What I've been able to find just from general searches seems to say that 1 CR 3 monster would be an appropriate challenge for a 4 person party of level 3 characters (Using this example as this will be the starting level for the campaign, not that that is relevant.) However, actually looking at the monsters they seem to be about as strong as a single character (With exceptions, i.e: dire wolves, wights, etc.) This feels like it would make for an underwhelming fight as a whole, maybe even making the party feel overpowered (Not a scenario I desire) so I was hoping for someone to be able to help clarify this or give suggestions/tweaks. Should I be giving them several, stronger lower level monsters? Several monsters of their CR? Singular monsters of higher CR? Or is the system designed for a slow wear of singular monsters over multiple encounters? Any help is greatly appreciated!
I'm currently designing an NPC to act as a commander of the garrison in a castle/outpost kind of thing. I'm most definitely still looking for this character to be optimized (As he will eventually come under PC control, probably.) So far I've looked at the Castellan Cavalier (An archetype that seems woefully useless), the Strategist cavalier (Who also doesn't seem great), as well as the beastmaster and drake warden ranger archetypes. I was wondering if anyone had any suggestions for this kind of character?
So I'm going into a new campaign soon where we will be likely to end up building a base/outpost of sorts. I'm currently thinking of making a Cleric (Of the forgemaster Dwarf racial archetype) but I was wondering if anyone knew of any better methods? My character would ideally be the general item crafter for the party (Magical and/or mundane.) and perhaps also having a ranged weapon focus. Cheers for any ideas in advance :)
Drahliana Moonrunner wrote: No... that's why it's called a misfire. Which can be caused by all manner of things, namely overdose of powder for one, which is what I was thinking along the lines of. drumlord wrote:
Thanks for the answer, probably what I'll go with in the event of a horde.
A DM is making a game (Very alternative, comical, homebrew races) and I intend on playing a mount (Basically a medium character for a small character to ride on). What class would you go for with such a character? I've been looking at Barbarians and Bloodragers so far. Archetypes welcome, no 3rd party though please.
Now when I say "setting things alight" I don't mean people, I mean a bridge. In this situation I would like to set the bridge alight with a tindertwig. Would it basically just be like setting a campfire alight? How long (Possibly with a link to source) would it take for a 2 square wood bridge to be completely destroyed by the fire? Finally, how much damage would be caused by going through it? Thanks for any answers in advance :3 |