Umagro

*Khan*'s page

Organized Play Member. 875 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


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Grand Lodge

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The egg evolved millions of years long before chickens.

Grand Lodge

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Summon the giant moray eel on the ground and follow up with a quickened slipstream on the Eel.
Now your moray eel can “swim” on land.
The Moray Eel will be submerged or almost submerged in the slipstream which makes ranged attacks less effective.
Perhaps follow up with the Hydrophobia spell next round to make enemies try to get away from your eel and possible provoking AOO.

Grand Lodge

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If you use an AP as written (typical 4 players) for a 6 person groupe of expirenced players - then no wonder they steamroll everything.
My advice is
1) more minions!!! Could come as reinforcements a few rounds in, so you can evaluate if there are needed or not. Could come from another direction to threaten bard and sorcerer.
2) make good use of terrain and hazzards. These makes combats memorable and fun as well as difficult.
3) Limit vision on the battlefield makes the players come up with new strategies. Could be smoke, Darkness, Fog, Illusions or muddy water if under water.
4) Rebuild NPC enemies, as they are much weaker than equal CR monsters.
5) check your players abilities. Cacophonous Call fx. is a mind effect.
Lots of monsters are immune to mind effects like; undeads, construct, vermin, plants, oozes and swarms.

Grand Lodge

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Hi I have a similar idea.
Found this oneshot adventure that I think about changing to PF2. And I would properbly change it to “Gnome Alone”.

kobold-alone-1st-level-holiday-adventure

And Map:
house_built_for_kobold_alone_oneshot

Grand Lodge

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The archtype is about disappearing in the shadows (which are gray/dark/gloomy so this transformation will help you.
But if you are trying to disappear in the mob of a spring festival, bright colours would properbly be better.

Grand Lodge

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Gas spells, swarms, underwater entrapment.
Or just stick some jerk to the back side of a giant and enjoy the show.

Grand Lodge

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I would properbly lean into the story your GM is telling instead.
What type of character would be fun in this setting?
If you really want champion reactions then use the free archtype to get them.

Grand Lodge

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But what do you want to play?
Don’t force your self to be a “tank” if that is not your kind of fun.
Druid

Grand Lodge

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Deriven Firelion wrote:

There are some brutal encounters in Agents of Edgewatch.

Not sure how you recover if you're not enjoying the story. GM needs to get you back in if you're losing interest. If they aren't doing it from too many deaths, they should be toning down the encounters or handing out more hero points to help you survive.

Tough situation if everyone else is having fun and this is your usual game.

Yeah Heropoints and avoid splitting the party helps.

Or perhaps just play 1 level above the recommend level.

Grand Lodge

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Dubious Scholar wrote:

I'd also argue that your body's senses are functionally normally, but you're using magic to substitute what you consciously perceive.

For instance, nobody is going to suggest you instantly fall over and ragdoll because you lose your sense of balance, right? (I mean, if we're being literal - the human body has more than five senses since there's subtle stuff like balance, proprioception, etc). All the subconscious/automatic stuff is still functioning.

Walking is not something you process consciously (as in, you form the intent to walk but all the sensory information is processed subconsciously to achieve it), so it shouldn't be impacted. I'd agree you couldn't feel the eidolon holding your hand, but that just means the eidolon has to hold it tight. Or you need to keep your body within the eidolon's field of vision (I would argue it's reasonable for a summoner to have tried this enough to stumble through it).

In combat is definitely fuzzier, but that's largely due to the lack of fine details on how magic is aimed. How does Electric Arc target? Stuff like Ray of Frost is clear enough, but...

I will disagree with you here.

While the consciousness has left the body only the autonome nervous system works. So the left behind (temporary brainless) body will breath (nice) and the hearth will beat (nice) the organs will digest food, fight infections, clean the blood ect. (nice again)
Reflexes will work, so the body will shake if freezing, or twitch if the tendon reflexes are activated.
So all the stuff you cannot directly control consciously will continue to function.

But walking or standing is not an autonome activity, it is a automated function which the frontal cortex dont need to control because the person has years of experience and has it automated in the cerebellum.

If you lose all sensory imput from the left behind body, then your consciousness wouldn’t even register pain if some one stab your body.
If your body is choked you would properbly feel faint an instant before you pass out.

To put it short - find a safe place to lay down while you use share senses.

Grand Lodge

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Hmmm
The rules are below. (A bit weird in my opinion)

Raw seems like your GM is correct. It is an ability, where you sit somewhere safe and Scout through your eidolon. But you dont get to use the eidolon senses - you use your own - so no darkvision ect. if you dont have it allready.

But the special ability where your eidolon projects its senses to you (darkvision, smell, tremorsense or what ever) and the eidolon stays behind somewhere safe could be a solution.

——————————————————
You project your senses into your eidolon, allowing you to perceive through it. When you do, you lose all sensory information from your own body, but can sense through your eidolon's body for up to 1 minute. You can Dismiss this effect.

Special This action has the trait matching your eidolon's tradition (arcane, divine, occult, or primal). Your eidolon can also use this ability. When it does, it projects its senses into your body.

Grand Lodge

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I will suggest Tattoed Aquatic Sorcerer.
Fits the theme and will shine in this type of Campaign.
And you can take your familiar with you under water as a Tatoo!

Grand Lodge

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Perhaps oral tobacco like Snuff would be an acknowledged way of ”improving” the consistency of the spit.?

Grand Lodge

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VoodistMonk wrote:
Kurald Galain wrote:
VoodistMonk wrote:
Some love for Flame Blade Dervish:

Or, Nature-Bonded Magus to get the flame blade spell with Spell Combat. Getting an extra attack per round does a lot to improve Flame Blade!

Oh fun... looks like it could have Flame Blade Dervish by level 5... not Charisma-based, but the extra attack could make up for the lower Charisma modifier. I like options.

What about a Sarenrae Warpriest… or dual wielding Ranger?

Grand Lodge

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A whole GM book only with traps and puzzles!!!!

A GM book called “afterlife” which gives options to let dead PC slowly turn into ghost, slimes, ghouls etc. and perhaps let the player fight the proces to keep their PC mind and personality. somewhat intact.

Grand Lodge

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Hi Mark
I tried another approach in my current campaign.
I introduced “active background NPC”. People their character knows that they can include in the campaign. Each player get a d20 active NPC for the entire campaign.

Upon meeting any (non plot) NPC any player can declare that they know this person, using one of their total campaign “active NPC”.
The player then tells how the PC knows this person and describes the person and their former relationship.

They could be former associates/partners, childhood friends, a mentor, the angry ex-girlfriends father, their nemesis or what ever they like that fit in with their background story.
The idea was that PC should have lots of relations before the adventure starts. This was a way for the players to interact with a chosen few of them.

Only two of my players have used this from level 1-7 so far.

Grand Lodge

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I an running an AP at the moment, which I spices up a lot. I like to prepare a lot. Mostly extra NPC’s and making encounters a lot harder.
I prepare maps for encounters and come up with crazy memerable NPC’s - most of them just for flavor, but some get to tvist the plot.
I have about 20-50 Pages of notes to each book in the AP and a lot of handouts ect. besides.
At the sessions with the players I improvise a lot, but the preparing helps keeping the story together.

Grand Lodge

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Most of all make a character with lot of options. Don't specialize too much in one weapon or maneuver or spell. Different options and flexibility is fun and awarding.
A Weakness is fun as long as it isn't crippling for you or your party.

I forgot to mention the Inquisitor class. A Besmera switch hitter inquisitor is very flexible and interesting in this campaign; Bane, judgment, spells and melee/gun plus lot of social skills.

Grand Lodge

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Ask your GM if you can take leadership at level 5 (prerequest is lev. 7) and take on a divine cohort. Preferable one that dont take to much of the attention from the other players, like a deaf oracle.

Grand Lodge

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Or shadow oracle. I took the deep one curse.
Once you get shadow enchantment, spontaneous casting is very flexibel.
The mix between cleric spell list, illusions and darkness spells are very good.

Spells like these:
1. Comprehend Language, Cure Light Wounds, Endure Elements, Liberating Command, Murderous Command, Sanctuary, Shadow Trap, Tap Inner Beauty.
2. Lev: Inflict moderat wounds, Invisibility, Searching Shadows, Twilight Haze, Aboleths Lung, Delay Poison, Enthrall, Lesser Restoration, Silence.
3. Lev: Inflict serious wounds, Deeper Darkness, Twined Double, Shadow Enchantment, Summon Monster III, Prayer.

Grand Lodge

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Just remember to discuss the other side of this houserule with your players.
Do the monsters get the same benefit? Will this mean more sudden Character deaths? Is this funny for your group?

Grand Lodge

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I think the players would find it scary if one of them woke up in the middle of the night because a big snake is crawling in under the blanket for warmth...
Or if nature is acting weird.
Like if all animals/birdlife ect. is starring at the players whenever they sees them. Or if all the town cats are following the players around at a distance.

Grand Lodge

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Most animals have respectable wisdom. They should learn from their failures. They will test a new prey cautiously. Wolfs would follow the party for days. Harrassing them at night. Wait for a single player to leave the group.

Grand Lodge

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It is the vitalstrike featchain and enlargement that makes Butchering axe strong.

Grand Lodge

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Derklord limited movement like corridors and small rooms.
Obscuring mist could also be casted by an ally. But partymembers will not have murksight which is problematic.

Grand Lodge

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Minigiant wrote:

OUTLINE

Race: Half-Orc (Sacred Tattoos)
Class: Rogue
Archetype: Sylvan Trickster

Stats – 25 Points
Str: 13
Dex: 16+2=18
Cons: 14
Int: 14
Wis: 10
Cha: 10

TRAITS

____________ (Campaign)
Fate's Favored (Faith)

FEATS

1 – Rogue – Level – Iron Will
3 – Rogue – Level – Step Up
5 – Rogue – Level – Press to the Wall
7 – Rogue – Level – Power Attack
9 - Rogue - Level - Rhino Charge

ROGUE TALENTS/HEXES

2 – Rogue – Level – Nails (Hex)
4 – Rogue – Level – Flight (Hex)
6 – Rogue – Level – Gift of Consumption (Hex)
6 - Rogue - Favored Class Bonus - Greater Gift of Consumption (Hex)
8 – Rogue – Level – Combat Trick: Improved Bull Rush (Talent)
10 - Rogue - Level - Animal Skin (Lynx) (Hex)

What do you think? How can I improve this build

The idea is a Natural Attack build that can give themselves Flanking. Then at level 11, with a Lynx in Beast Shape, and always Pouncing. That should be 5 Primary Attacks all with Sneak Attack and all adding Dex to Damage. Theoretically I could take Bludgeoner to then go into the Sap Master line for even more damage

Another combo to lock in sneak attack as Sylvan Trickster is the Hex: Murksight + a wand of obscuring mist. Then use either a reach weapon, Lunge feat or enlarge/long arm spell.

Grand Lodge

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UnArcaneElection wrote:

Almost tempted to add another level of Hunter to get Improved Empathic Link (for scouting) and 2nd level spells (for utility), for the price of delaying your Sneak Attack by 1 more level (1/2 d6).

Yes it is always a trade off.

Reach could be a problem if your mount is large. Some GM’s would rule that you are mounted too long from the head/tail/claws and cannot reach far enough to gain all those AOO. Longarm spell would help with that.

Grand Lodge

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UnArcaneElection wrote:
*Khan* wrote:

{. . .}

An alternative is the feat Animal Ally at level 4

{. . .}

Progression:
1 lev: Snakebite Strike Brawler (Improved Unarmed Strike, Nature soul) 1d6 sneak attack
2 lev: Unchained Rogue (Weapon finesse dex to hit) 2d6 sneak attack
3 lev: Unchained Rogue (Evasion, combat expertise, Rogue Talent- combat feat: Combat Reflexes)
4 lev: Snakebite Strike Brawler (Brawlers Flurry-Two Weapon Fighting, Animal Ally)
5 lev: Unchained Rogue (Weapon finesse dex to dm. Beast Rider) 3d6 sneak attack
6 lev: Unchained Rogue (uncanny dodge, Debilitating Injury, Rogue Talent-Surprise attack)
7 lev: Hunter (Animal focus, Improved Two Weapon Fighting)
8 lev: Hunter (Outflank)
9 lev: Hunter (Hunter Tactics, Paired Opportunitist, Pack flanking)
10 lev: Unchained Rogue (Rogue’s edge-Ride) 4d6 sneak attack
11 lev: Unchained Rogue (Rogue Talent-Befuddling Strike, Boon Compagnion (BAB +8))
{. . .}

Actually, in this case, if you're willing to wait, you wouldn't need Boon Companion, because Animal Ally says "If you later gain an animal companion through another source (such as the Animal domain, divine bond, hunter’s bond, mount, or nature bond class features), the effective druid level granted by this feat stacks with that granted by other sources." Since Animal Ally starts you off with effective Druid level being your character level - 3, this means that the 3 Hunter levels will catch you back up to character level. Boon Companion would be of temporary use before that, and then you could retrain it for something else; even then, Beast Rider covers 2/3 of the delay in your Animal Companion progression, so you really only need 1 level of Hunter to catch up, and might as well eat 1 level of progression temporarily to leave out Boon Companion and adjust the rest of the build the way you like, OR take Accomplished Sneak Attacker and make up for Sneak Attack progression lost in the 3 levels of Hunter (since the 2nd and 3rd levels of Hunter have stuff you actually want).

I assume you...

Ahh I didn't realize that! If you skip beastrider and boon companion you could make the build come online earlier.

It could be like this:
1 lev: Snakebite Strike Brawler (Improved Unarmed Strike, Nature soul) 1d6 sneak attack
2 lev: Unchained Rogue (Weapon finesse dex to hit) 2d6 sneak attack
3 lev: Unchained Rogue (Evasion, Combat reflexes, Rogue Talent- combat feat: combat expertise)
4 lev: Unchained Rogue (Weapon finesse dex to dm., retrain combat reflexes to Animal Ally) 3d6 sneak attack
5 lev: Hunter (Animal focus, Combat Reflexes)
6 lev: Hunter (Outflank)
7 lev: Hunter (Hunter Tactics, Paired Opportunitist, Pack flanking)
8 lev: Snakebite Strike Brawler (Brawlers Flurry-Two Weapon Fighting, Improved Two Weapon Fighting)
9 lev: Unchained Rogue (uncanny dodge, Debilitating Injury, Accomplished Sneak Attacker, Rogue Talent-Surprise attack) 4d6 sneak attack

Grand Lodge

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Hmm Befuddling Strike is Core rogue only - Sorry about that.
My build is more theory than practical. I would not want to play that from level 1.
Dex to dm is first at level 5. And pack flanking is at level 9 if no retraining.

Grand Lodge

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UnArcaneElection wrote:

^The problem with Boon Companion is that it is only good for 4 levels in non-Companion classes, after which your Animal Companion will fall behind. But if you're willing to dip 1 more level, 4th level Cavalier has Expert Trainer (sadly, the Strategist archetype trades out Expert Trainer, so you can't use it for this), which qualifies you for Horse Master, which makes your Animal Companion progression depend upon your character level, no matter what your class is thereafter. If you take it at 5th level, then you don't have any levels at which progression is lost even temporarily.

An alternative is the feat Animal Ally at level 4

Packflanking build
Half orc
Wavveblade, Stegosaurus Compagnion (1 level dip open without animal compagnion getting weaker due to Animal Ally, Boon Compagnion & Beast Rider.)
Get in snapping flank (BAB 9) somewhere.
2 levels Snakebite Strike Brawler
4+ levels Unchained Rogue
3 levels Hunter

Progression:
1 lev: Snakebite Strike Brawler (Improved Unarmed Strike, Nature soul) 1d6 sneak attack
2 lev: Unchained Rogue (Weapon finesse dex to hit) 2d6 sneak attack
3 lev: Unchained Rogue (Evasion, combat expertise, Rogue Talent- combat feat: Combat Reflexes)
4 lev: Snakebite Strike Brawler (Brawlers Flurry-Two Weapon Fighting, Animal Ally)
5 lev: Unchained Rogue (Weapon finesse dex to dm. Beast Rider) 3d6 sneak attack
6 lev: Unchained Rogue (uncanny dodge, Debilitating Injury, Rogue Talent-Surprise attack)
7 lev: Hunter (Animal focus, Improved Two Weapon Fighting)
8 lev: Hunter (Outflank)
9 lev: Hunter (Hunter Tactics, Paired Opportunitist, Pack flanking)
10 lev: Unchained Rogue (Rogue’s edge-Ride) 4d6 sneak attack
11 lev: Unchained Rogue (Rogue Talent-Befuddling Strike, Boon Compagnion (BAB +8))
12 lev: Unchained Rogue 5d6 sneak attack
13 lev: Unchained Rogue (Improved uncanny dodge, Critical Fokus, Rogue Talent)
14 lev: Unchained Rogue 6d6 sneak attack
15 lev: Unchained Rogue ((BAB +11) Advanced rogue talents-feat: Staggering Critical , Sneaking Precision)
16 lev: Unchained Rogue 7d6 sneak attack

Boon Compagnion: +4 level animal compagnion
Beast Rider: +2 level animal compagnion

Grand Lodge

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Puff - replace one class level with a vigilante level... hehe

Grand Lodge

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A Character without weakness is fun to theorize, but not fun to play. Your GM or fellow players will complain or you will get borred. Embrace your faults. It is fun to fail sometimes.

Grand Lodge

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My players plundered a low in the water merchant vessel lately.
full of oozes (Sewer ooze) and captained by a oozemorph shifter and some Old sailors who has lost their sense of smell.
After the PC stinking victory they plundered the cargo… 2 plunder of “The best organisation fertilizer” for truffles (boar s~%#). The greedy players carried it down in their own hold as the merchant vessel was in to poor shape to keep.
The also found 5 barrels with a “private label” on them.
2 of them contains Roiling oil oozes - a nasty fight.
The players later sold the fertilizer on Bag Island, but the mood of the crew was low.

Stats on the ship:
Merchant Ship - - Kelpie's Crossing - - (Andoran merchant caravel)
DEFENSE: Init +4, AC 16, touch 2; Hardness 5, hp 810 (sails 480), Save +9
OFFENSE: Maximum Speed 120 ft. Ranged; crew 20 light crossbows +3 (1d8/19–20), 1 standard
catapult +7 (6d6), CMB +10; CMD 20, Ramming Damage 5d8
CREW: Captain Polly Threeteeth (CN female human oozemorph shifter 5) Profession [sailor] +10;
First Mate Ketra Semoo (CN female human rogue 4), 20 Sailors , 10 Sewer Oozes , usually below
decks in the bilge), 9 hp 17 hp
EQUIPMENT: 20 light crossbows with 200 bolts (mobile), 25 boarding axes (weapons locker), standard rudder, standard keel, ram, standard sails; heavily patched, sturdy hull, 60 squares of sails (two masts), Cargo 2 points of “The best organic fertilizer” for Truffles (Wildboar s@#~) Hidden under the Waste are 5 barrels labeled "Private".
Polly Threeteeth: AC: 18 To Hit: 5+3= 8 2x Slam dm: 1d6+3 Fort: 5 Refl: 6 Will: 5
Hit points: 40

Poorly maintained and lacking obvious defenses, the Kelpie's Crossing looks as though it tries to avoid pirates by being too poor to attack. That's true only up to a point; those who board the vessel can find themselves stepping in a slick of oil which then tries to eat them. Polly can get the cooperation of oozes and keeps a number on the ship.
The reputation and the appearance of the ship is such that few will buy passage or transport for their goods on it. Polly can be a willing accomplice in underhanded or illegal schemes for the coin to keep it sailing.

If chased Kelpie's Crossing sail sharp against the wind hoping the stench will scare off potential pirates. If they are still chased, they dump barrels/loot over the sides.
The 5 barrels under the fertilizer are kept on board. They are 3 barrels of Rum and 2 barrels of Roiling Oil Ooze, which attacks if opened.

Grand Lodge

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Terevalis Unctio of House Mysti wrote:
How are they using their action economy?

Yeah OP describes it as:

"PCs run up to the enemy and then both side are just duking it out. Is that expected behavior?"
That was why I linked to the thread about optimizing 3 action. That video and the video about AOO could change the players perspective on combat in 2e.

Grand Lodge

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Check out the video links in this Thread.

Grand Lodge

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Perhaps look here: Strength of Thousands forum.

Grand Lodge

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Beaware that it is only the Warpriest bonus feats which has that advantage. Your normal feats do not.

Grand Lodge

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avr wrote:

The omdura is a solid option here at level 3, or a cleric or oracle gets the likes of magic vestment and greater magic weapon a few levels from now.

If you're going to be group buffing a lot I advise against dipping. Getting better buffs sooner will matter more than improving your personal combat ability a little, which is what a dip is likely to be best for.

I agree - dipping is best for martial characters. I dont get the need to nerf them - Is that really what the GM wants or is he using the wrong tools to fix his game.

In my opinion limiting ability scores to min 8 and max 16 before racial bonuses would help more. Or no magic equipment to enchant ability scores.
Or actually force a multiclass level on all character...

Grand Lodge

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With that kind of restrains a martial characters who rely on magic weapons and armor will be nerfed and monks/primary casters will shine. Archtypes like a Bladebound Kensai Magus will also be better than normally at lower levels.
If you want a level dip, take it now as you will have passed the dead 2. level for free.

Grand Lodge

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SuperBidi wrote:

The rules fully support this style of play if you include a few variant rules.

As Exocist points out, APB is obvious so you don't need any magic item for your characters to maintain their power level and you can remove most of the loot as a result.
Relics are also very interesting if you want to give your players an item they will keep during their whole carreer.
You can also give rarer higher level items as drop instead of the important amount of on level items. I've given a Decanter of Endless Water to my level 5 party and a seemingly innocuous item became super important during a few levels.
You can reduce investment limit if you want to discourage your players to sell their high level items for a lot of low level items (as they won't be able to invest them all).

Also, one consequence of this type of game is that players can't be sure they will drop any item and as such they will favor "bland" build instead of choosing a playstyle that is highly dependent on a specific set of equipment.
One way to avoid that is to allow easy retraining, so they will retrain as soon as they find a new item to better fit the item type.
Another way of doing it is to give feats with items. For example, if they drop the axe of Thogrog, it can be a +1 Striking Flaming Greataxe giving the feat Swipe when you wield it. So, on top of being a very unique item, it'll allow the player to use a specific strategy with it, enhancing the importance of this axe.

I agree. Unique magic items will be more memorable and less likely to be sold.

A folding bladed knife, which if you use it as a razorblade can create the most fantastic beards and moustaches will properly be a valued belonging.

Grand Lodge

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Gisher wrote:

This thread got me interested in options for acquiring darkvision and greater darkvision, so I complied a list.

Acquiring Darkvision

Nice list!!!

You can add
Gloomseer 1 -> Darkseer 5
For Nidalese ethnicity humans

Grand Lodge

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To sum this discussion up:
Talk to your GM how he//she understands the rules of Bull Rush in advance.

Grand Lodge

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What you need is:
Medium size race
Enlarge Person from potion or ability (from a spell is it a full round action)
Combat reflexes
Improved trip and a high CMB.
Power attack
And a reach weapon+armor spikes. - Done

Grand Lodge

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Cast reduce person on your familiar bat to make it size Fine (+16 Stealth). Then use Prestidigitation to give it wonderfull colors like a butterfly and let it gracefully scout ahead in the sunlight without attracting unwanted attention - but look out for swallows and other insecthunters...

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meyerwilliam wrote:
*Khan* wrote:

Well your AC is not absurdly high if you are medium loaded.

10 base 3 dex 0 cha and some natural armor, deflection and perhaps mage armor from a wand if you are ready for a fight.

I shouldn't ever be encumbered ... since as I posted above, I won't really be carrying anything ... headband / belt weigh one pound each ... rings, amulet and stones are also pretty light.

*Khan* wrote:

I would focus more on one thing.

Intimidate str/cha paladin build with full plate. Go for a reach weapon and spiked armor. Works from level 1.

With a natural weapon build I would drop intimidate as a debuff.
Something like
1 lev. Urban Salamander Bloodrager, 1 lev. Scaled fist unchained monk, the rest in Beastmorph vivsectionist alchemist and grab feral mutagen.
With rage and mutagen your dex will be 26 early on. Remember to take the extra rage feat.
Alchemist can make cure extracts.
You could dump cha and Scaled fist monk and just go with a high Wis instead and normal unchained monk.

Since I am level 3 at the moment, changing my character around like this isn't actually an option. At level 3, my AC is 23 for using mage armor (we don't have treasure yet).

Sorry didn’t know your character was already in play. Looked like input on a new build for your group.

Regarding equipment:
Cold weather cloth: 7 lbs.
Travellers outfit: 5 lbs.
Holy symbol: 1 lbs
Bedroll: 5 lbs.
Blanket: 3 lbs.
Hammock: 3 lbs.
Belt pouch: 0,5 lbs.
Waterskin: 4 lbs.
Common backpack: 2 lbs. (emty)
Trail rations: 1 lbs. pr. day
Lamp: 1 lbs.
Lamp Oil: 1 lbs.
50 ft. silk rope: 5 lbs.

And then there is all the fun and/or magic stuff you just want to being along because it is cool.

A horse will help you where you can bring it with you, and your compagnions can carry your stuff as well. But do not go anywhere alone...

Edit: Do you have a high str. compagnion in your party?
A Buffing Bard, a twf dex based unchained rogue, a fighter archer, a control/blaster sorcerer, and a magus....

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Hmm i would properbly go for a Stone Oracle with a Ring of Sustenance to get minimize resting time and food demand.
Earth Glide will come in handy in a big dungeon crawl and Crystal Sight will let you find traps and enemies easier when you suspect something is up.

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A good list VoodistMonk.
But not everything can be sneak attacked..
Tidal Trickster archtype can sneak attack oozes and creatures with the water subtype like water elementals.
Perhaps somebody else know how to sneak attack incorporals, aeons, other elementals and swarms.

Proteans has a 50% chance to negate sneak attacks.
Anatomical Savant Feat helps a bit, but comes late.

Then there are creatures immune to feinting, flanking, sleep, stunning, invisibility or what metode you use to lock in SA.

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Well back on topic:
Give clues on what is ahead by perception rolls (which they properly has maxed).
Give extra info based on the characters intelligens or experience and profession.

I had a party (level 3) locked in by some bandits in a storeroom with multible ooze swarms..
They quickly figured out (perception), that the oozeswarms were stupid and just attacked the nearest opponent and were really slow, but could move on walls and ceilings.
They manage to lure 2 of the swarms into a sideroom and block the door.
The last 2 oozeswarms they entangled with a barrel of flour that was avaible in the storeroom.
I had mentioned the barrels of food incl. flour earlier in the fight and later gave the charcter with profession cooking in the group a roll to remind him of that the ooze swarm are like a bread dough. Too much flour and it hardens and glues.

Grand Lodge

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Ask them why they are so focused on the next +x item. If they dont have weakness then the encounters get borring or you need to bring in tougher monsters.
If they use their money on other stuff to get more options avaible, then they can have a more fun game using the right tool for the job.
Some players tend to forget what stuff they have in their backpack perhaps this is an issue?

Grand Lodge

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Build an obvious trap that conseals the real trap, which springs when you disable the obvious trap.
It could be a 10x10 pitfall in the floor. It has a hidden handle on the wall to disable it tempory, but years of use has made it quite easy to spot. But there is a well hidden pressure plate beneath the handle which release a gigantic hinged stoneplate from the low cealing hitting the PC’s from behind (bludgeoning dam.) and Bull rushing the them into the pit. (Refl. save to avoid)

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