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Joanna Swiftblade's page
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I'm playing a Tiefling Gunslinger (3PP Mechanistic) into a Living Legends (3PP prestige class, Tome of Munitions) in a friends homebrew campaign, and my character is optimized in the same way that a brick is optimized to be aerodynamic. Really what I'm looking for is a way remain useful inside and outside combat.
I have a 16 INT so I can skill monkey it up a bit, and I get trapfinding from Mechanist so I'm the party's pseudo-rogue. In combat though my damage is pretty pathetic. I won't have Rapid Reload or Deadly aim until level 7, the remaining of which I'll have to take at level 9. The campaign is going to have few magic items in it, so I can't rely on that sort of thing. My Str is a 9 and I don't have the feats to get Weapon Finesse so melee is right out. What I'm really looking for is mundane or alchemical (and preferably cheap) ways of making my character just a little more than useless.
Any amazing / cheesy / amazingly cheesy mundane or alchemical item combo's you guys know of?

I'm running a high level campaign that's a mix of homebrew and FGG's Rapan Athuk, and my PC's are embroiled in an interplanar conflict between the Four Horsemen of the Apocalypse, and the long lost "Fifth" Horseman (The creator of all demon kind). There's at least a word doc page of backstory that I'd have to run through to make it all make sense, so you'll just have to go with me here. The long and short of it is that the fifth horseman was split into pieces and trapped in 6 different weapons. Four of these weapons are broken and released their power back to the main weapon, and a fifth one is in possession of the party, and the sixth is the god sword. I need some epic mooks for the final showdown between the PC's and the poor sod that picked up the bastard sword and is now a vessel of this mad god.
The PC's are around 19-20, and for the most part well optimized. The one thing they lack is a dedicated Arcane caster, though they have a Magus who helps fill that roll. The BBEG is a 20th level Invulnerable Rager who is stat-stacked out his ears, and has two templates (Fiendish and Broken soul). Adding to his CR is the magic weapon, which has the casting of a level 17 cleric, and gets it's own standard and swift action every time the barbarian takes his turn. Due to this massive action economy advantage, I estimate he alone is about a CR 25, and they're going to end up fighting him twice in succession (the sword prepared Resurrection).
Be creative! Thanks!

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Post your silly, yet ingenious, ways of making absurd amounts of money. I'll start with a fairly simple one.
For this you need: 1 Lich, the Lich's Phalactery, a mortar and pestle.
So you've just defeated the campaigns Lich, and have found his mountain of treasure, and even his phalactery. But wait, there's more! Don't go smashing the phalactery just yet. Gather up the lich's bones and grab a mortar and pestle, and start grinding. A skeleton weighs about 15% of a creatures body (so 160 pound human, lets say), which means you've got a good 23-24lbs of bones. Now, a dose of posions should probably not be more than 1 ounce. which means you have 23*16 doses of lich dust (a posion). Lich dust costs 400gp per dose. You now have 368 doses of lich dust (or 147200gp).
1d10 days later, the Lich will regenerate, and you're party will be ready and waiting to beat him into a pulp (literally). Repeat for infinite profit. Note: you may need to jump from town to town to sell it all, supply and demand and what not.
I'm wondering how to implement SAN into pathfinder for a homebrew campaign I've been kicking around; it's a mix of steampunk and lovecraft. Something like Wisdom Score x5 for your base SAN. That kind of makes wisdom based classes too strong, so it could also be (cha+wis+int)*2, meaning your average commoner possess 54-66.
Any better ideas?

The end of my half homebrew / half module is coming to a close and I am in need of some suggestions for tough enemies to form the bulk of an army that the PC's will be helping to fight against. I'm looking for a mix of high CR Aberrations and evil (or at least neutral) Fey. Anywhere from CR 14 (minions) to CR 22(only need 1 or 2) will do nicely.
Full party composition looks like this, though all are not always present:
Psionic Warrior 18: uses natural weapons for massive dice damage
Blade Bound Str Magus 17: Very Spell/Buff reliant, lots of burst damage
Mystic Theurge Soracle 18: Lots of spells per day, highest level is 7, buff/damage/heal with a splash of control
Str Monster Plant Oracle 17: Hits things with a club, lots of heal spells, likes Huge size and Vital Strike
2h Inquisitor 17: Antimage, decent all around
Bow Ninja 17: Doesn't do much, sneak attacks anything without invisibility
Bow Fighter 17: 1d8+24 damage a shot, up to 7 arrows a round. Full round actions result in very much pain for anyone on the receiving end.

15 DWARF ALCHEMIST (Reincarnated from a Half Orc so I only have +2 Con)
STR 13 +6 (MUTA)
DEX 14
CON 18 +4 (MUTA)(There's an extra +2 in there from an even during the campaign)
INT 22 -2(MUTA)
WIS 10
CHA 7 -2(MUTA)
HP 167 (+30)
AC 21 (+9 MUTA)
SAVES 17/15/11 (4/2/2 MUTA + ORCHIDS) (2/2/2 DWARF)
MODERATE FORTIFICATION
IMMUNE POISON, COLD, NONLEATHAL DAMAGE, PARALYSIS, SLEEP
SPEED 30
CMB 12 (+3 MUTA)
CMD 24 (+3 MUTA)
ATTACKS
BITE (+16) 2D6+6
CLAW X2 (+17) 1D6+6
PA: -3 TO HIT +6 DMG
ARCANE STRIKE: +4 TO HIT +4 TO DAMAGE
BGH: +1 TO HIT +2 TO DMG VS LARGE OR LARGER CREATURES
FEATS
1 POWER ATTACK
3 IRON WILL
5 ARCANE STRIKE (<GM let me have this)
7 IMPROVED NAT WEAPON BITE
9 LUNGE
11 TOUGHNESS
13 WEAPON FOCUS (CLAW)
15 BIG GAME HUNTER
DISCOVERIES
2 FERAL MUTAGEN
4 PRESERVE ORGANS
6 PRESERVE ORGANS
8 INFUSE EXTRACT
10 MUMMIFICATION
12 GREATER MUTAGEN
14 EXTEND POTION
LEVEL 1 7/DAY
TOUCH OF THE SEA
ENLARGE PERSON
CURE LIGHT WOUNDS
ANT HAUL
SHIELD
COMPREHEND LANGUAGES
DISGUISE SELF
NEGATE AROMA
TRUE STRIKE
DETECT SECRET DOORS
LEVEL 2 6/DAY
RESIST ENERGY
INVISIBILITY
BULL'S STRENGTH
CURE MODERATE WOUNDS
LEVEL 3 6/DAY
ORCHID'S DROP <- Prepare 1/day for bonus saves
BURST OF SPEED
HASTE
CURE SERIOUS WOUNDS
LEVEL 4 5/DAY
DEATHWARD
STONESKIN
FREEDOM OF MOVEMENT
CURE CRITICAL WOUNDS
LEVEL 5 4/DAY
ELEMENTAL BODY II
OVERLAND FLIGHT
SPELL RESISTANCE
MUTAGEN +6 STR, +4 CON, -2 INT, -2 CHA, +9 NAT ARMOR (DWARF FAVORED CLASS BONUS)
ITEMS
DRAGON RINGS +4 SAVES, +10 FIRE RESIST <Story item
HEADBAND OF INT +2
CHAIN SHIRT +5
AMULET OF MIGHTY FIST +1
BLOOD RESERVOIR OF PHYSICAL PROWESS
BOOTS OF STRIDING AND SPRINGING
BELT OF CON +2
1750 GOLD
150 Skill points to assign. Probably max Fly, some Knowledge's, Spell Craft, Climb, Swim, Acrobatics, Stealth, and figure the rest out from there.
Note:
Since all of the buffs I have chosen stack, I have relied on them to provide stats and used most of my buy in to up my casting. This means I'm fairly reliant on a buff round or two for to a good power level in a fight.I like the long duration buffs like Overland Flight and Mutagen to give me versatility and power throughout the day.The items are sparse because the GM likes to keep our power level lower than it normally is. If there's something I might change it would be the Improved Natural Weapon feat. It's a small boost in damage and not much else. Might change it to Improved Iron Will.

"Savage Seer
A rage prophet’s class level stacks with barbarian levels for determining the effect of his rage powers, oracle revelations, and his oracle’s curse. This does not grant additional abilities."
-Quoted from D20PFSRD
Now I understand that, if following RAW, I do not gain any extra rage rounds by taking class levels in Rage Prophet. Is that not just a little stupid though?
This class is supposed to be combining the divine casting of an oracle with the combat prowess of the barbarian. You get D10 hit dice, right between d8 and d12. You get good will and good fortitude saves, a combination of the two classes strong saves. You get +7 effective levels in oracle for casting, not full but not bad. You effective level for your mystery and curse increase, along with your effective level for rage powers. You even get greater rage at 10th level in this class.
But you don't get extra rage rounds.
The one thing that's supposed to be a staple of the class and you're limited to doing it 5-10 rounds a day (unless you invest a precious feat for another +6). By the time I'm level 16, there's a dozen better things I COULD do than rage for half a battle and leave myself fatigued for the rest; it's hardly worth it.
Is this really how the class is supposed to be, or does it need an errata?

I'm going to be playing RotRL this thursday and I just wanted some advice on my the character I've made.
I'm playing as a Changeling Dual-Cursed Oracle + Barbarian into Rage Prophet. The rest of the party is a Fighter/Ninja/Assassin, a Sorcerer, and the last is unknown. I'm either going to be NG or NE, for various personal reasons.
We're starting at level 1 with a 15 point buy in. My mystery is Lore (for Sidestep Secret to get Charisma to AC and Reflex saves), my curses are Wolfscarred Face and Lame (for bite attack and immunity to fatigue so I can rage cycle). I focus in natural weapons, my stats look like this.
STR 16
DEX 7
CON 14-2
INT 10
WIS 9+2
CHA 14+2
I took the adopted racial trait (part of my back story) to gain the bonus feat from humans, and the reactionary trait so my initiative wasn't negative. My two feats are Toughness and Mother's Gift (Hag Claws).
We're skipping the first part of chapter 1, so we've all started with 500 gold to buy stuff with. My big purchases are a buckler and chain shirt, with a bunch of other stuff thrown in there for utility.
My next level will definitely be into Barbarian for fast movement and rage. I will be 4 Oracle / 2 Barbarian by level 6 and then I'll start into Rage Prophet. I'm using Changeling favored class bonus to raise my effective oracle level for determining the effects of my curses so I will gain immunity to fatigue and d6 bite by level 6. My second revelation will be either Focused Trance or Misfortune.
Thoughts, opinions, criticism?

Playing him in a homebrew campaign. He's all about HP, DR /-, and DPR. Who needs AC anyway? Not your typical Pounce / AM barbarian, so don't recommend it. I'm just looking for some feed back or just general comments on the character.
Full hit dice at level 1, 3/4 rounded down every level after that.
*I can't recall when I took the alchemist level, but it's in there somewhere. I didn't actually take it at 15, but let's just ASSUME I did to make things easy for me
GoreGutz
Half Orc/Dwarf Invulnerable Rager 14 / Alchemist 1
STR 17 +3 level
DEX 10
CON 16 +2 race +2 belt +2 campaign bonus
INT 11
WIS 10
CHA 7
HP 224 (+60 while raging)
AC 20 FF 20 T10 (-2 while raging)
Saves 21/10/8 (+9/5/8 while raging)
DR 7/- (+3 while raging)
Speed 30ft
Attack (round down .5', they do add together though)
+1 Vicious Greatsword 2d6+8.5 +2d6 (+21/+16/+11)
Rage: +3 to hit, +4.5 to dmg
Power Attack: +12 dmg, -4 to hit
Reckless Abandon: +4 to hit, -4 AC
Large Size: +1.5 dmg, 2d6>3d6, -2 ac, -1 reflex save
Raging Brutality: +10 to hit, +15 to damage, -3 rage rounds (doesn't multiply on critical)
Mutagen: +2 to hit, +3 dmg, +2 AC, -2 int
Feats
1 Weapon Focus (Greatsword)
3 Power Attack
5 Furious Focus
7 Extra Rage Rounds
9 Improved Critical (Greatsword)
11 Raging Vitality
13 Extra Rage Power
15 Raging Brutality
Rage Powers
2 Reckless Abandon
4 Energy Resist (Lighting)
6 Energy Resist (Acid)
8 +1 DR /-
10 +1 DR /-
11 +1 DR /-
12 Superstition
14 Flesh Wound (Awesome because of rage cycling)
Extract
1/day Large Size (1 minute)
Special abilities
Mutagen: +4 Str, +2 Nat armor, -2 Int (10 minutes /day)
Rage: +6 Str, +8 Con, +4/0/3 saves, +4 will saves vs enchantments, -2 AC (42 rounds/day)
Hardy: +2 save vs spells, spell-like, poisons
Items
+5 Scalemail
Amulet of Ice Resist 5
Cord of Stubborn Resolve (+2 Con, and lets me rage cycle)
Cloak of resist +4
Ring of Fire Resist 10
+1 Vicious Great Sword
Changes I would make: Swap the second through sixth rage powers for the Dragon Totem to get even more DR /- when raging. Maybe swap out the Extra Rage Round for Brutal Throw (a 3.5 feat) to get my Str instead of my Dex to hit when using throwing weapons. Finally, buy a Blood Reservoir of Physical Prowess because that thing is awesome.
Funny thing. His HP and saves are almost identical to that of a Great White Whale
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Hello forum! This is my first attempt at a Class Guide, so I'm sorry if it feels a little bare-bones. It takes a look at the little-know 2h weapon Shadow Dancer build that I love. Let me know if there's anything I missed, or anything that I should add.
Guide link here
Thanks for reminding me hyperlink it :P All fixed.

Short story is I'm GMing Rappan Athuk and my party raids the Temple of Tsathoga. They get about half way though the mini-dungeon and just books it out with over 200k of items in their bags. The whole while, they had managed to completely avoid the main evil cleric and his minions who were trying to find them in the maze like basements of their cloister. This is meant to be a reminder to the PCs that their actions have consequences, and that leaving a job half done is just not going to cut it.
The PCs are now selling said items up river (Literally. I made a trading metropolis called Up River; it's an inside joke). When they get back to Zelkor's Ferry they will be greeted with dark and stormy weather, and an village that's been taken over by what what left over from the temple, save a few guardians left behind to deter any passers by. The village is small, only 7 buildings for 18 residence.
The encounter consists of:
4 Level 2 Fighters
3 Level 3 Clerics
1 Level 9 Cleric
25 Zombie/Skeletons (CR 1/2s)
8 Skeleton Champions (CR 3)
1 Orge (CR 3)
1 Hell Hound (CR 3)
1 Advanced Tsathar Scourge (CR 6)
1 Level 8 Fighter Vampire (CR 9)
I calculated out the EXP and it comes out to about 26600 total, which is slightly above a CR 13 encounter. A large portion of it comes from the zombies and skeletons which are more or less canon fodder, so in reality it's closer to a CR 12 without them.
The Party is level 7-8, with about 6-7 members showing up tomorrow for the ambush.
The Party Consists of:
Human Oracle 4 / Sorcerer 4 CN
Ophiduan Psionic Warrior 8 CN
Human Fighter 1 / Inquisitor 7 LN (GMPC)
Human Magus 7 NG
Human Sorcerer 7 LG
Halfing Ninja 7 LG
Human Gunslinger 5 / Living Legend 2 CG (3rd party prestige class)
Elf Wizard 7 LN
Orc Barbarian 7 CN (Currently a frog, not too much of a problem though)
Human Druid 6 CN (Cohort of Oracle/Sorc)
There is a good chance that the gunslinger, barbarian and / or the wizard won't show up. They range in power from flavorful to min-maxed. They have more gold than they should if they manage to get the items they found sold.
I'm not looking for this to be a TPK, but I want the message to stick. Any ideas on how I should plan the ambush? If you have the PDF or book, there's a map of Zelkor's Ferry on page 100. Thanks for the help.
I don't know if there's a rule for this, but my party found two spell books containing various spells (level 0-5) in a dungeon and wishes to sell them once they're done copying their contents. How do I go about pricing such things to sell on the open market?

Long story short: I have 5.8K to spend on my level 8 Inquisitor, possibly more. The party found two very valuable items in a dungeon that we are trying to sell. I'll get about 16.6K as my cut if we manage to sell the items for 60% of their value.
Details (the boring bits):
I am a 2H weapon Inquisitor who uses a elven curved blade. I am a primary tank (a base 22 AC, which I can raise to 30+ with little problem, good saves other than reflex, and 83 HP) with decent damage (1d10+12 per hit) and support capabilities (no healing, just buffs and utility). The only thing I lack is ranged damage (I have a 12 dex, so bows are kind-of out of it for me).
My current arsenal consists of mwk elven curved blade, +1 mithral full plate (party pitched to get it for me by level 7), a headband of wisdom +2, a belt of strength +2 (on loan from our barbarian, who is currently suffering form a mild case of being a frog), and a lesser rod of Extended spell which I use at the beginning of the day to cast Greater Magic Weapon and Magic Vestment on myself and the party.
My current thoughts are a +1 Keen weapon (which is a little out of my price range unless we get the other stuff sold). A cloak of resistance would be good for my reflex saves. Getting my own belt of strength would be a worthwhile investment, maybe even a belt of +2 dexterity and +2 strength. Wands of CLW and what not are not needed as we are up to our neck in potions and have around 50 charges of CMW between two wands.
Are there any specific magic items that I may not know of? The town we are in is basically a magic-mart, so nearly anything goes at DM approval.
Thanks!

The short version
>Playing Rappan Athuk
>Small group here today, just our oracle/sorcerer, barbarian, and my inquistor that I use to pad out the party on days like this
>Orc barbarian trys to steal some gems from a statue of a frog
>Me: "Make a Fort save"
>Barb: Fails
>Me: "Make a Will save"
>Barb: Fails
>Me: "You are now a frog. Your mental stats are 1 Int, 9 Wis, and 10 Cha."
>Me: "Also there are now a dozen killer frogs swarming out of the nearby pond, roll initiative."
We have a Druid cohort in the party, so we can communicate with the player a bit. Between his Rage and his power attack, he deals 1d3+9 (respectable for a tiny sized frog). He's embraced his new form quite quickly, though I doubt I will hear the end of the Battle Toads references. The first thing we're doing when we get back to town is ordering him a set of frog-sized breastplate and a tiny sized earth breaker. (I don't care if he can't technically use manufactured weapons, that sh!t is hilarious)
My first question is how the hell he's supposed to roll play having a 1 int, and also being a frog. We have some basic communication down with the druid teaching him one croak for yes, two croaks for no, and he understands common from a past point in linguistics so he can understand when we talk. But what sort of things should he be capable of, and not capable of?
My second question is that of move speed. He is an armored hulk, so when he puts on his new froggy breast plate he will have a speed of 15 feet (pretty abysmal). What are some easy ways to increase his speed without making too many sacrifices? Travel Cleric comes to mind, but he would need a Belt of Wisdom +2 to make the most of it.
I need a 7th level feat for my character.
Human 1 Fighter / 6 Preacher (Inquisitor)
STR 18
DEX 12
CON 16
INT 8
WIS 15
CHA 7
HP 73
AC 22 (10+ +1 fullplate + +1 dex + +1 trait)
SAVES 10/3/7
Current feats
1 Exotic Weapon Prof (Eleven Curved Blade)
1 Power Attack
1 Furious Focus
3 Judgement Surge
5 Shield of Swings
7 ??
I'm thinking Improved Initiative, Lightning Reflex, or Extra Bane. What do you think?
Will of the Blades - Base Class
*Obvious League of Legends knock-off*
Melee Brawler with some flair and a lot of special abilities for utility, defense, and damage.
The 1st level class abilities are lengthy because I felt they needed a thorough explanation, though they may be confusing to some due to their shear length. The rest of it is pretty straight forward. I feel it's pretty balanced compared to core and base classes, but tell me what you think.

I am currently running the FGG conversion of Rappan Athuk with about 8 or 9 PCs (usually only 4-6 show up at any given session). Right now they're sitting at level 5-6 and are dead set on the long and arduous task of clearing out entire dungeon levels before moving on. Sadly, this has caused them to not move past the level 1-2 area. You can see the problem.
I have a few ideas for compelling them to move on:
1. The easy way: The floor collapses and they fall relatively unharmed to the next level down. Replace floor collapsing with a wandering, crazy, wizard who likes to cast teleport for even more flavor.
2. Roleplaying: I have an idea for two NPCs to show up and give them a quest that will bring them to the lower levels or farther east into the wilderness to face higher level encounters.
3. The rip-off: Anyone who has play Nazi Zombies knows the mystery box, and how it has a bad habit of teleporting across the map when a teddy bear pops up. I was basically going to do this, but with a statue they found in dungeon that... well lets just say they're particularly fond of it.
Which ones are good, which ones are bad, should I do something entirely different? Let me know!

Apologies if this is not on the right forum, but I figured it was discussion of product so I couldn't be that far off.
Simply put, I'm going to order a brick of miniature boosters in a few days as a birthday present to myself and I am debating over the Pathfinder Battles standard booster brick, or the Rise of the Pathfinder Battles: Rise of the Runelords brick.
A bit of backround: I already have a brick of the Pathfinder Battles boosters (a Christmas gift from loving girlfriend). I am not running RotR, but I have seen some of the minis that come with their boosters and they good. I am looking for general use miniatures for whatever campaign my friend or I happen to be running. The RotR bricks look smaller and cost more, but it actually comes with 8 Large and 24 medium-small creatures where as the standard pack only comes with 3 large and 16 packs of 1 medium or 2 smalls each. Money is not a significant factor to the purchase, I am just looking for an opinion for what will suit me better. Thanks!

Ignoring the obvious choices (spell casters and pure monks) what would be a way to build a character who does not use armor? Well here's my thought
Take Goblin, for +4 dex and small size giving you +3 to AC right off. Take a base 17 dex and drop a point into it at level 4. take a 12 con, an 12 int, an 10 wis, and a 7 cha (-2 from goblin bringing it down to a 5).
Your stats should look like this with a 20 point buy in:
STR 15 -2
DEX 17+4
CON 12
INT 12
WIS 10
CHA 7-2
Level 1 and 2 you take Master of Many Styles, grabbing Crane Stance and Crane Wing with your bonus feats. Take Weapon Finesse at level 1 for good + to hit with your fists, and for use later. This will also net you evasion, which will be great in conjunction with your high dex for shrugging off AoE damage.
Third level you need to have 3 ranks in acrobatics, to increase your AC while fighting defensively. You also take a fighter level at level 3, picking up Exotic Weapon Prof with the Elven Curved Blade and Power Attack (needed for a later feat).
Level 4 and 5 are alchemist for two reasons. The first is the Mutagen, which will give you +4 dex, and +2 natural armor (at the price of -2 wisdom sadly), and the second is the vestigial limb discovery. This discovery will be needed to use Crane Wing while still using a two handed weapon. At level 5 you will also gain access to shield of swing, bumping your AC up another 5.
Finally, level 6 and onward is levels of Urban Barbarian. Due to a shift in alignment, you will lose the ability to take monk levels, but you retain class abilities so who cares. Now you can rage for another +4 dex, and later +6.
Now for the math.
Level 6 (2 MoMS, 1 Fighter, 2 Alchemist, X Urban Barbarian)
10 + 6 (dex) + 2 (dex muta) + 2 (natural armor muta) + 4 (fighting defensively) + 2 (dex rage) + 5 (shield of swings) + 1 (small size)
=
32 AC + the ability to deflect one melee attack every round, and reflex save for full at level 6. Nearly all of your AC is dex or dodge, so gunslingers, incorporeal creatures, and ray mages hate you with a passion. Next level you get uncanny dodge, and rogues everywhere weep.
No magic items. No armor. Deal with it.
Sadly, your DPS is looking pretty pathetic at 1d8+1, +6 from power attack, but divided by 2 from shield of swings. Also, being a small sized goblin with ungodly AC will probably end with you being ignored by every enemy.
*Build for later levels
Your Con at this point is lacking, as you dumped everything into dex. Favored class does little to make up for this, as you spec into 4 classes withing 6 levels. Take toughness if you are desperate for more HP. Dodge works for more AC, but it's like pouring a cup of water into an ocean: its not really doing much. Crane Riposte and Combat Reflexes make for a good combination. Improved Critical, Critical Focus, and other Critical feats can pad out the DPS you lack once you get to high levels.
Taking another two levels in fighter (assuming you are using the weapon master archetype will net you another feat and Weapon Training with your ECB. If you continue on the route of specing Urban Barbarian, work towards the Dragon Totem rage powers. These will net you an incredible amount of DR /- once you get the Dragon Resilience (check with your DM, it is rather ambiguously worded). The Guarded Stance rage power will also give a small bump to your AC, but it only lasts as long as your Con Mod so it's hardly worth it
Look to pick up an Agile Elven Curved Blade as soon as you can to help with your damage. Belt of dex is an obvious pick up, though a belt of con can help pad out your low HP. A headband of wis is a luxury (you get your wis to AC thanks to those monk levels and it provides you will +1 to will saves), but the bonus is removed when you use a Dex mutagen so it is not needed. Other magical armor items (rings, bracers, etc) are cherries on top of the cake.

Sounds like the beginning to a bad joke, but it's probably how I'm going to introduce a pair of NPCs to the campaign I'm running. The idea is that they are brother and sister. If this was a joke, it would probably have a good punchline. To put it bluntly, one of their parents had a thing for outsiders.
To sum things up, the Aasimar is a Fighter/Wizard going Eldritch Knight, and the Tiefling is a custom class I'm making (Fighter type, flavored similar to a Soul Knife). They're both rocking a 16+ Int score, so they're a very intelligent pair. The Aasimar (Peri Blooded) is a Chaotic Neutral who tries to be good, but is suffers sporatic fits of pyromania (lots of fire spells in his spell book). The Tiefling is Lawful Neutral, trying to escape her dark heritage by living a very disciplined life, similar to a monk.
My question is how I should go about role playing the pair. There must be a good amount of sibling love between to two, enough to protect each other from anything bad that comes their way. Any suggestion?
On that note, any ideas on some kind of quest or mission they might send the PCs on? (APL of 6, 4-6 players at any given time) I'm running the Rappan Athuk campaign for those familiar with it, though I have no problem altering existing content to make an interesting side plot for the PCs.

I am running the Rappan Athuk campaign with a group of PCs and 6 of them died today to a fairly simple trap. For those who own the campaign, Room 2B-35 on page 157 if you want to follow along.
It started with them entering a room that contained a bunch of lit candles and a rug. The rug was magically trapped to make anyone who stepped on it fall asleep (no save) for 24 hours. The candles in the room were magic too, but they were only made to burn indefinitely so long as the party stayed in the room. The party Summoner detect magic'd the room and detected magic on the carpet, but I forgot to mention the candles were magic.
The Oracle said she stepped on the carpet and she fell to the sleep spell. Five remained. The Ranger then carefully searched the room, moving the carpet with his sword instead of touching it, and found a trap door under the carpet. The Orc broke open the door, causing everyone to make a DC 15 will save or fall asleep for 24 hours. Only the Elf Alchemist, the Summoner, and the Ranger's mantis animal companion made the save leaving the Ranger, Fighter, and Oracle unconscious.
The looted the room under the carpet, and were about to set about moving the bodies of their allies to somewhere safe when some giant rats attacked, which they handily took care of. They wanted to bring the bodies of their allies upstairs to a safer area, but neither of them had a high enough STR to move the 300 pound Orc in full plate up a ladder. So they decided to wait in the room with doors closed for safety. This is where the trap began to take effect.
The magical candles began to eat through the rooms oxygen supply and in an hour, I rolled a d6 for the two party members, and the mantis, who were still conscious to see if they noticed the fatigue of suffocation setting in (the roll was determined by the campaign, it was not arbitrary). The two PCs rolled a 4 and a 2, remaining oblivious, while the mantis rolled a 1 and started to panic. It bolted for the door and managed to get it open and flee to the base the party had made on the first floor of the dungeon. The summoner followed, saw what it was doing and figured it was nothing so he came back to the room. I then rolled again an hour later to see if they would notice again (as the opening of the door would allow more fresh air in) and the two awake party members both rolled 3s. They then proceeded to pass out and all 6 of them died of suffocation as the magical candles drained the room of oxygen.
When they asked how they died, I explained it to them and mentioned that the candles were magic which lead to an uproar of me withholding "vital information" from them, which I admitted that I had forgot. The party wasn't incredibly mad, some didn't even mind because they didn't really like the characters they were playing to begin with, with the exception of the Oracle (who happens to be my girlfriend which makes the problem that much more... problematic).
Personally, I don't think the candle thing made a difference. The barbarian might have smashed a few and gave up once it didn't turn a result and the party would have forgot about them in favor for the magic carpet that made people fall asleep.
The party is almost level 6, and there is means for them to come back to life practically free of charge. There are three others who drop in and out of this campaign who could find and bring their bodies to a statue in the dungeon that can cast raise dead on them, and even grant some of them another level to make up for the loss
What do you guys think?
TL;DR: I forgot to mention that candles in a room were magic'd to burn forever, and they drained the room the party was staying in of oxygen, killing everyone. What do?
Prestige Class: http://www.d20pfsrd.com/psionics-unleashed/psionic-prestige-classes/pyrokin eticist
I was planning on making one of these as an opposing NPC (not a BBEG, but someone that works against them) in a campaign I'm running, but I don't want my party to feel completely dominated by it. Now I know people have varying opinions on psionics ranging from "OMG OP NERF NOW" to "Worse than a tank wizard" (on second though, wizard tanks might not be TOO bad, buff spells and what not). I just want to know if there's anything game breaking about them.
My first thought is to half the values on Fire Adaptation and reducing Bolt of Fire to 1d6 per 2 class levels. I'm thinking of cutting the Hand and Weapon Afire damage in half as well. Finally I would make Leach Heat a full round action with a range of 60 feet, or a standard action with a range of 30 feet, but allow the user to heal 1/2 damage dealt.
Any thoughts?

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Idec, The Dice God
"The roll of the dice is the will of the gods." -Anonymous D&D player.
Idec is a true neutral god. He came into existence via the collective wills of thousands of GMs from across the globe wished they could be playing with their PCs, rather that narrating. He provides GMs an actual roll playing option that allows the to take part in the campaign, while allowing the GM to say unbiased in the decisions he/she makes.
Followers of Idec believe that their god will lead them through life successfully, so long as they do not displease their god, and make decisions in their life based on the roll of a die (whatever is available, though the D20 is considered the most holy of all dice. Anything higher than that is just getting frivolous). Followers will always strive to acquire the most balanced dice available, though Idec acknowledges that some may not be able to afford such things. Knowingly using weighted dice, or dice made to purposefully fudge rolls is considered nothing less than an act of heresy, and such acts are liable to cause Idec to descend from the head of the table and smack-a-bro. So is the act of not acting upon rolls if the outcome does not suit the persons personal desires. Many misguided gamblers worship Idec, and are looked upon with scorn. He is not a god of luck, he is the god of arbitrary decision making, can't those fools at least skim his wiki page?
Most who worship Idec favor classes that allow them to re-roll checks, as they see these abilities as favors from the Dice God himself (see Preacher's Determination ability, Samurai's Resolve ability, or Weapon Master's Reliable Strike ability for examples).
His favored weapon are considered to be any weapon that has a natural crit-range of 18-20 as they give an improved result most often. Keen weapons (especially 18-20 keen weapons) are highly valued by the Idec's followers, for obvious reasons. They are seen as weapons personally blessed by Idec himself (though that's usually not the case).
Idec's worshipers are neutral, or chaotic neutral for the most part, though any class of any alignment can worship his ways (except paladins, they can kiss Idec's unaligned left butt cheek for all he cares). More fanatic worshipers tend to become paranoid if someone in their presences seems to be "getting a lot of bad rolls", the infamous "double one" from fellow colleagues is an immediate cause for suspicion. What could they be doing so bad to displease Idec? Maybe they didn't buy enough Ye' Olde Girl Guide Cookies... the monsters!
Feel free to add or change anything. You are the GM's, who am I to argue with you?
Alright, now how this all works out in game. If you're like me, you love GMing, but you also love playing. While you can't interact with NPCs without looking like a schizophrenic, this lets you have all the fun of making your character, and playing along with the PCs. You don't have to worry about ruining the campaign by doing things that would otherwise be outside your knowledge (either willingly or accidentally). Most any decision (other that the most obvious) will be made by rolling a dice and assigning actions to certain numbers (like what way you should go in a maze, or what door to open next). Such outcomes should be fairly distributed across the dice's sides, though in the case of a level 2 stumbling across a Balor, let's just say Idec is a great advocate of common sense.
As long as you are fair to yourself and your PCs, there should be no problems. And if this is a stupid idea, I hope you at least got a chuckle out of it :)
Okay, I'm trying to get heavy armor prof on a level 3 inquisitor without spending a feat, or dipping into fighter. I know there are ways of getting weapon proficiency like your deities favored weapon, or racial features, or traits, but what about armor?
The method used must be by-the-rules. No home brew, asking favors of the GM, etc.
If it's not possible then I'll learn to cope, but I have a feeling that someone out there has figured out the solution to my problem already if there is one.
Thanks!

In about a week to two, the brick that is Rappan Athuk is landing on my doorstep and I want to be prepared as ever to die. That being said, my group has gotten a head start by creating 3rd level characters so we can jump right in as soon as possible.
That being said, I was wondering what the community thought of my build, and how I could improve it.
It is the standard 20 point buy in, using starting gold from the character creation section. Written in ALL-CAPS because it's copy-pasted from notepad, and it looks better that way.
--
HUMAN
GUNSLINGER 1 / INQUISITOR 2
CG (CAYDEN CAILEAN)
STR 10
DEX 16+2
CON 10
INT 10
WIS 16
CHA 10
HP 24
SAVES 5/6/6
BAB 2
AC 21
CMB 2
CMD 16
MOVESPEED 40
GRIT 3
JUDGMENT 1/DAY
SKILL POINTS 19
FEATS
1 RAPID RELOAD
1 WEAPON FOCUS
1 POINT BLANK SHOT (FEAT GIVEN BY NOT USING HERO POINTS)
3 DEADLY AIM
*FUTURE FEATS
5 ?
7 VITAL STRIKE
9 ?
ATTACKS
MWK PISTOL 1D8 (+6)
-PBS +1 TO HIT +1 TO DMG
-DE -1 TO HIT +2 TO DMG
ITEMS
+1 CHAIN SHIRT
+1 BUCKLER
MAGIC
LEVEL 0 (5 KNOWN)
DETECT MAGIC
GUIDANCE
LIGHT
READ MAGIC
DAZE
LEVEL 1 (3 KNOWN, 3/DAY)
BLESS
SHIELD OF FAITH
ALARM
TRAVEL DOMAIN
---
Thanks for the help!

Pretty much what the title says. I had an idea of buildings a 4 level Alchemist, X level Fighter (Archer archetype) taking the discovery Vestigial Limb twice to give me the needed 4 arms to wield two bows. Their is actually a 3.5 monster called an Arrow Demon that does just this, though it uses a feat called "Symmetrical Archery" or something along those lines, to allow it to fire two bows as if it was using Two-Weapon Fighting but with no penalties. Obviously this feat does not exist, and it is clearly over powered, but it got me thinking...
I would like to know the ruling on making attacks with two bows in conjunction with TWF. They are not really classified as One Handed or Light weapons, so it is hard to really determine the minuses you get to attacking with them. I made an NPC and ruled that using a longbow for the purpose of TWF is a one handed weapon (because you use only one arm to hold and aim the bow, the other is just to load arrows) thus imparting a -4 to hit on all attacks.
Any thoughts on this? What about short bows? Would they be considered light weapons? I don't know, I'm just rambling at this point.

Like the title says, I'm looking to send my PC's on a big ol' fetch quest. The problem is, I don't know what I want them to fetch.
The PC's (5-7 of them and dropping. PC in-fighting is fun) are level 7-8 and due to the nature of their rolled stats, have a (overkill) point buy-in of about 31-33 points. Also, due to the nature of their campaign, the amount of magical items they posses is higher than normal so they are quite powerful. That being said, I don't want to send them to their doom quite yet, so stop me if you think I am.
So far I have decided I want them to get "One of one thousand eyes". This will be accomplished by them finding, (and butchering) a Gibbering Mouther.
Link here: http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/gibbering-mou ther
And it will probably be accompanied by a Corpse Orgy.
Link here: http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/corpse-orgy
I would like them to get two more objects. Don't worry too much about canon, just so long as the monster/object could be found on the material plane. Paizo monsters are preferred, though third-party is allowed. Any other details you would like to provide on location, description, stats, accompanying monsters, links, etc, would be appreciated. Thanks!
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Seriously? I don't see why you would pick a witch over wizard or cleric. Could someone please explain what they are good for, if anything?
http://www.d20pfsrd.com/feats/general-feats/leaping-shot-deed-grit
This feat is badly written. My first read through makes me think that a gun slinger can make all their attacks at full BaB when using this, but in the back of my head I know that's got to be wrong. I'm pretty sure it's just shot on the run with the ability to shot once with each weapon in your hand and you fall prone at the end.
Somebody please clarify!

I am making a Inquisitor (with 2 levels of fighter for extra BaB and feats)and I have run into a small problem. I have virtually no spells known. Then I come across the Expanded Arcana which lets me take an extra spell. Awesome!
Here's the feat copy+pasted from the PFSRD
"Prerequisites: Caster level 1st, see Special.
Benefit: Add one spell from your class’s spell list to your list of spells known. This is in addition to the number of spells normally gained at each new level in your class. You may instead add two spells from your class’s spell list to your list of spells known, but both of these spells must be at least one level lower than the highest level spell you can cast in that class. Once made, these choices cannot be changed.
Special: You can only take this feat if you possess levels in a class whose spellcasting relies on a limited list of spells known, such as the bard, oracle, and sorcerer. You can gain Expanded Arcana multiple times."
But just one question. The feat is badly worded (IMO) so I don't know if I get the extra spell(s) once or if I get them at the level I take the feat and every caster level after that. It says you can take it multiple times (which leads me to believe you only get one spell and can take the feat more times for more spells) but it could also mean you can take it multiple times for different classes (like a Socr/Bard mix)
Thanks for the help!
Okay, so one of my friends is starting up a low-magic steampunk sort of campaign, and he is recommending that each PC have at least one way of dealing ranged damage. Personally, I've become obsessed with the idea of the Sword + Pistol combination but I have one major problem.
Viability.
I'm thinking of ways in which this could work but, while I can get it working mechanically by level 7, it just won't have the damage or utility to be of great use to my party.
I'm starting at level 4, the buy in is 20 points, and my race must be human.
My idea was 5 levels of gun slinger in two-weapon fighter archetype for the rest of my levels. While this gives me decent damage with my pistol in main hand, and a short sword in my offhand. My damage with the pistol would be average, for a gunslinger, but I would be taking -3 to hit, rather than -1 (two weapon fighting + rapid shot), for an extra possible 1d6+1 or 2 damage.
Anyone have any suggestions, or am I just trying to make the impossible.

Let's get the basics out of the way.
(Note: My DM's said it was acceptable that I use a Elven Curved Blade in place of a Katana with regards to Samurai class features.)
Elf Level 10 [8 Samurai (Sword Saint) / 2 Fighter]
Favoured Class: Samurai
20 point buy in.
Stats (with items)
STR22
CON10
DEX16
INT9
WIS10
CHA10
Feats: (Keep in mind I started playing at level 8)
1. Weapon Focus (Elven Curved Blade)
3. Power Attack
5. Weapon Specialization
6. Vital Strike [Samurai Bonus Feat]
7. Furious Focus
8. Improved Crit (Elven Curved Blade) [Fighter level 1 Bonus feat]
9. Devastating strike, Improved Weapon Focus (Elven Curved Blade) [Figter level 2 bonus feat + level 9 Feat]
Future feats will be, in order, Improved Vital Strike, Critical Focus, Staggering Critical, Greater Vital Strike, go from there...
Items:
+2 Elven Bane Elven Curved Blade
+2 Composite Bow (5 STR)
+2 Breast Plate
+2 Belt of Giant Strength
+1 Ring of Protection
I specialize on focussing down one target, doing massive damage on my first strike through huge bonus damage (from feats, challenge, and strength) and shear amount of dice rolled (Vital Strike, Iaijustu Strike, 15-20 Critical).
My idea is to get to level 10 Samurai, put one more point into Fighter for the armour training (20 ft move speed is a pain), then go back to doing my Samurai thing.
I don't really have anything specific I want looked at, I was just looking for thoughts or tweaks I could make to my build to optimize it. The one thing I don't have control over is items, so don't recommend them unless they're easy enough to get my hands on. My GM is reserved with giving us magic items, and when we get them they don't do a whole lot of good for me specifically.
Maul of the Titans (taken from www.d20pfsrd.com)
"If used as a weapon, it is the equivalent of a +3 greatclub and deals triple damage against inanimate objects."
Does this triple damage apply to objects wielded by enemies. I don't believe natural weapons would count, as they are part of the enemy, but technically wouldn't a sword in sword in a person's hand still be counted as inanimate?
Thanks!

I am a Barbarian/Alchemist mix who focuses on dealing massive amounts of damage in a single hit (mutagen + rage + large size = death). Because of this, I took a 7 in charisma to maximize my strength. Sadly, I got into a fight with a succubus who permanently drained 8 charisma. Needless to say, I fell unconscious. My party was kind enough to hop me up on enough drugs and eagle splendor potions to get a +2 charisma headband to turn into permanent bonus, leaving me with just 1 charisma.
No one in my group knows how this should be played. No one is high enough caster or alchemist level to cure me of the ailments, and I'm not sure how long it will be before I find an NPC who can cure me.
TL;DR: Succubi are whores and I'm now at 1 charisma. What do?
The DM think's I'm a vegetable who can't even poop without someone assisting me, I think otherwise.
I don't know the exact effects that would have on my character, but I would imagine that I would be unable to communicate anything, except the most primal emotions (like fear, happiness, pain, anger etc...)
I can not talk, I can not gesture, I can do nothing to communicate, or otherwise notify my party of anything. Of course, this means I can't use charisma based skills as well. For example, I can see tracks on the ground, but if I'm the only one who can see them I can't notify my party to them.
What do you think of this. Fair, broken, never thought about it? I think it's a rather fair ruling, seeing as the website only states what happens when you have 0 or less of a score (you fall unconscious or, in the case of constitution, you die)
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