|
HurrGen's page
9 posts. No reviews. No lists. No wishlists.
|


stringburka wrote:
Weapon Finesse already moves melee attacks to dex, which means dex becomes a quite high-loaded stat - the only thing strength is good for then, is weapon damage. Moving that away from strength into dex means dex becomes the stat to go to for everything offensive, and strength a total dump stat.
Of course, RAW means that they take penalties to damage for low strength. If you look at it like taking a shot to the guy's heart, hitting it is massive damage regardless of what you slam into it, but you have to force your weapon through the ribcage, or spear all the way up the abdomine to get to it. The precision is what does the main part of the damage, but if you are scrawny (10 being the average) you are going to have to fight to get it to that place, and that's ignoring their armour. And as mentioned, dealing with armour and weapons alone can be a pain for a high dex character, so those combined should ensure Strength is NEVER a dump stat, in the same way it isn't wise to dump Wisdom.
Yeowch! Well, we will definately have a caster, and the other melee combatant is also a 'Striker' type, so we'll divvy up the enemies accordingly, and even besides that, UMD is always in my list so I'll make sure to keep a couple of burning hands wands tucked in my belt. I don't think there will be many swarms, but it just hit me that I was compeltely unprepared for them.
Thank you guys, once again!
Cool. Well, Alchemist Fire is cheap, so I can 5 foot step out of range, rummage for it and then throw it in one round. When a swarm is immune to weapon damage, what does that mean exactly? Like, the damage from the weapon, but not strength? Does it disclude unarmed?
Hey all! Dipping into the advice pool onc emore, if you would be so kind to indulge me.
Situation is simple: Curently I'm making a monk who is focusing on trips and grapples (Saw the manouver master in the Ultimate Combat list, starting ideas now). He's alright as a combatant, should be suitably a pain in the ass for single very strong people, or even multiple tough enemies, has a few good backup skills, I rather like the character. It just hit me, though: Swarms. His con score is decent enough to have a bit of health, but everything is being built around grappling and tripping, or getting into position to grapple and pin.
So I was wondering if there is any neat tricks that can be pulled against things like swarms, or should I just pack a few bottles of Alchemist's Fire?
Cheers!

Necromancer wrote: Well atonement, as written, can't force an alignment change; that said, the caster will likely be aware if the rogue tries to resist the change. Since the rogue's a coward, I could see him accepting the change and then slipping back into the same mess.
This is how I would handle the situation:
Go through the ritual. Next have the party mage magically examine the rogue and see if any lingering effects remain. If any monitoring magics remain, play nice for the next few days; afterwards visit the party magic again, rinse and repeat. While the rogue's "probationary" period is active, brush up on the city's laws. Learn the laws down to the specifics and, more importantly, any loopholes.
Next start making social connections: representing corrupt merchants in court who might be morally wrong, but legally right is a good way to build strong alliances. The goal is to slowly build animosity between the ruling church and the greedy merchants. The rogue will likely have all sorts of favors coming his way and the church will be under pressure to focus on the merchants' activities.
I like this. I'll give that a shot. Time for the rogue to just grow a pair! Thank you very much everyone, jsut talking this out made me feel a lot better about everything.
I may be off, but the way the DM worded it the ritual was basically an Atonement spell cast by one of the clerics to make him LG, and what will probably amount to being scryed upon regularly.
Noah Fentz wrote: I didn't see you mention level of characters, so it's tough to say.
At low-level, he's pretty much at the whim of the counsel. At higher levels, if he's really 'in' with a devil, why not suggest to your DM to have the devil hook him up with an item that makes it very difficult to discern his lies?
Naturally, I'd limit this item to only function under certain circumstances, like when lying about his diabolic affiliation, so it's not overpowered for the campaign.
All up to the DM's discretion, of course.
We are level 11. I like that idea, though. Only issue is that with the summoner gone it's hard for me to think of a way for him to contact his 'patron'
The issue, of course, being the insane amount of sense motive I am positive the paladins and clerics have. From a non-metagame sense, he has tried, and failed, quite a few bluff checks against the clergy, which was written off as standard rogue trickery until this new information made them a little more twitchy.
Basically the only way they'll let my character stay and live is if he renounces his faith and goes through the redeption ritual. This isn't just the DM trying to force me, they were always set up as your classic harsh paladins. The summoner was providing quite a few solutions to the DM's problems (flying over the zombie camp instead of an ambush etc) so I think he was more happy to remove the sorcerer than anything else.

Hey all. I've been playing pathfinder for some time now, and I've been trying to make the change from 'game playing' to actually roleplaying my characters. Which has led to a problem, amazingly enough.
See, in my current campaign, my character is a Lawful Neutral Rogue who is both a coward and a Devil whorshipper. He's not into evil acts or anything, but revels in the whole lust and greed kind of sinning. He picked up a follower who is a sorcerer on the path to being a Diabolist, who summons minions to help the rest of the party in combat (since the rogue = coward, and rarely hits with his bow due to being more face and skill oriented). Current party opinion is that he is creepy and they may not exactly trust him or his friend, but he's done nothing but help them so they are cool with him for now.
The city we are in right now (homemade city, in the mountains to the north... not that that is relevant) is basically the plot nexus of the campaign. Everyone and everything is in the city, to try and minimalise the world tromping we have done in the past (was kinda boring and slow, at least given how we are as players). It is very much a holy city, run by a paladin, council of clerics being the senate basically etc etc, very theocratical and LG all the way. What has happened is the sorcerer made the mistake of revealing his connections infront of said council, resulting in the banishment of his summons and his summary exectuion, leaving the rogue to hold the blame. They have given him the choice to stop worshipping evil gods or be killed. They made it clear the only reason they gave him the chance to clean up his act is the fact that he had been helping the city quite a bit.
So here is the issue: As a player, I know that this is probably a plot hook, or a little quest I should have going on throughout the campaign. But as a character who a) is a coward, b) doesn't want to tick off a whole heap of experienced fighters and c) actually likes being a devil follower, the correct solution is just to pack up and leave before they try to hunt him down, removing a character from the campaign I enjoy playing and the party enjoys so they can dump cha/int, and what I am concerned will be considered a 'rage quit' by my fellow players.
So, that's the situation. What do I do? I want to RP truely to my character, but I want to keep playing without seeming like the guy who changes things whenever the situation isn't what he likes.
|