made a half-orc bloodrager with the abyssal bloodline. looking at using armor spikes, plus claws, plus razortusk bite attack. any suggestions on how to optimize my natural attacks (which are all secondary attacks when I use my armor spikes) for both damage and to hit? I've got some ideas, but I'd like to see what the community comes up with. about to hit 6th level and trying to plan feats and equipment.
Don't Play With Drugs Kickstarter I think this game has a lot of fun potential. It's easily transportable and quick to both learn and play. Something to do when you're waiting for the rest of the gaming crew to get here, when you're in line at the theater with your friends on opening night, when you're out at the bar with a few buddies, etc., etc. Check it out.
MechE_ wrote:
My take on why Mage armor gives its full bonus while regular armor does not on a tiny creature is that when the material is manufactures for a character so small it would have to be made much thinner to accommodate for the size of said creature. Materials such as metal and leather are weaker the thinner they are where as a magical force effect doesn't care how big you are, it will cover you in a thin layer of force regardless. This is why walls made of metal have HP depending on how thick they are and a wall of force doesn't care how thick it is in regards to how much HP it has, it only factors in how powerful the caster who cast it was. Edit: ninja'd
Kimera757 wrote:
Righteouse might remained largely unchanged (it used to give you a +8 bonus on strength, though I believe it was errataed down to a +4), but divine power used to give you a +6 enhancement bonus to strength along with increasing your BAB equal to your HD and giving you temp HP equal to caster level. The war domain also used to give you weapon focus in your god's favored weapon, if memory serves. Now I'll admit freely that the 3.5 cleric could get out of hand fairly easily and I do think it needed to be knocked down a peg, but I was just a little disappointed to be unable to find a viable archetype/prestige class that would be suitable for the battle cleric. I like playing heal bots too and find the channel ability to be ingenious, but when I looked for a different path to build my cleric on I felt a little uninspired. I think out of anything else the lack of heavy armor proficiency hit me the hardest in this specific regard.
To state a couple more details The question of fairness was out if line and I acknowledge that, it was not my intention to sound like anyone was whining about this. The level of our party members ranges between 9-11, so we were a little surprised by a powerful effect such as that since our DM has been using artifacts of varying power (usually very underpowered for what I thought an artifact was supposed to represent) since we were 2nd level. He likes artifacts and, even though I don't share his views about them, he likes using them and that's ok. The wizard would be leaving from a character stand point as I know the player has put a lot of time and effort into him and is very fond of the character. The only real problem I have with the situation is that the DM is ok with the player bringing in a new character if it comes to that, but at 1 level lower than his wizard. That, to me, seems a little off.
Here's the situation with my group. This last mission we were on was to get this artifact level sword away from a paladin that thought he was doing good with it. What we knew about the sword was that when the paladin struck something with it, the creature struck would often times start behaving opposite it's nature (ie: evil creatures started being good, good creatures started being bad). Our group consists of mostly good characters, including a paladin, so we choose to talk to the guy instead of beating him up and taking his stuff. When we talk to him he's convinced his god gave him this weapon to do this work (his god being an old d&d god named Trithereon(sp?), a CG god of individuality) and no matter what facts we gave him (including telling him the sword was technically taking away others "individuality") he would not listen to us in the slightest, not even a diplomacy check was asked for. Our wizard, who seems to know everything, decides that casting Legend Lore on it to prove the function of the sword to the paladin and prove that the research we did on it is correct and it's a weapon not of his god would be the best course. To cast the spell he had to touch the sword. The paladin refused to see anybody that was wearing magic items, offensive our otherwise, for fear they would try and take his sword as others have tried. The wizard agrees and convinces the paladin to let him see the sword. Upon touching the sword (and failing a will save as he rolled a 12 and without any magic items that got him a 19) his alignment immediately goes from LN to N because of a randomly rolled, via percentile dice, alignment shift. This shook up the character quite a lot since his extremely structured life and mindset was now compromised, so the party decided to regroup. Now it looks like the wizard may leave the group as his lawful nature was the main reason he stayed with the group in the first place (he had to rely on his lawful sense of duty to stay because of some members of the group being extremely volatile and endangering his life unnecessarily and constantly, ie: goblin alchemist). My questions after that necessarily long explanation are: Do you think it is fair to leave alignment shifts like that up to percentile dice as you could just make a LG PC instantly CE? Do you think the DM unnecessarily punished the wizard for going about the scenario the "goodly" way? Do you believe it's ok for a DM to mess with a PC's personality like that? How about leaving it up to chance on how a character turns out? I'm glad we didn't fight him in the end as our whole group could have gone through an extremely drastic change. As is there are already multiple characters leaving/looking to leave because of how the scenario turned out. Am I thinking too strongly on this subject?
Halfling rogue/barbarian. 1 level barbarian for fast movement and the ability to rage as an "oh no!" Button, then the rest rogue. Start your dex out at an 18-20, end up using a heavy shield and chain shirt at 1st level for a starting AC of 21. Later get that dark wood shield and mithral chain shirt to reduce armor check, get armor spikes and go two weapon fighting. So... many... d6's. And you'll also be getting the +2 charisma from halfling so you'll have a leg up on social skills. Maybe go for the alternate racial that bumps your speed up to a racial 30 therefore moving at 40 from barbarian. Oh, btw, weapon finesse I thought would go without saying, but might as well mention it.
Other than finding access on a chronicle sheet, that is.
I'm barely recovering from the awesomeness that is the rune giant (though i painted his pants an off white and was a bit happier with it) and you've already got me drooling over the next incentive mini and i don't even know what it is yet! Very excited for this set. Between this coming out in January and my 250+ minis from Reaper's kickstarter coming in march I'm going to have a mini for almost any occasion! My players shall fear the collection of monsters I've accrued!
When I ran it I dolled out trust points very loosely and kept track of them secretly without telling my players they even exist. Really I just used it to remind myself how the PCs were treating the townsfolk and thus how I should be treating them in return. It just doesn't work well as a rigid mechanic.
I'm running the carrion crown AP for 3 people right now. The party consists of a barbarian, a ninja who took a couple levels of cleric for in game flavor purposes, and a witch. They're just about to end the second book and have been doing just fine. It's a little tough at times, but they haven't had a single death. I've always been in the mind set of "if you play smart you can overcome most anything" and these 3 players reassure me of that in how well they overcome the odds.
We have some great games at some great venues here in the bay area but non in the city. The only problems I have is I live in the boondocks of SF, I don't drive and I work a lot, so it's very straining to get to them. If I could find a PFS game INSIDE the city it would reduce my commute to one source of public transportation and that would be a game I could make regularly! So where are all the local games?
Jorda75 wrote: The bonus is permanent, it's like memorizing the contents and getting a bonus for having it in your head. The headband is less because it can easily be stolen, dispelled and/or destroyed. Not to mention the two stack, so you work your way up to your +6 stat item and then dish out the dough for those wonderfully expensive books at those golden aged high levels.
I'm playing in a game that I'm pretty fed up with but feel obligated to play out and I'm making a new character for it because obviously role playing is not a goal for the GM. I'm making a wizard that's going to craft, he's 8th level, and I'm wondering if there's any feats or abilities out there that reduce the cost of crafting further than hedge magician does. I wouldn't be asking this normally but the people in this game seem to only concern themselves with optimization, so I don't feel bad cheesing it a bit as long as I'm not cheating. We're allowed any third party material so long as it's "in a book", so any advice would be welcome. |