Hello everyone!
I was curious if a player's guide, with campaign specific traits and player information, existed -- or if anybody had made something like that, and would be willing to share.
So I'm planning on finishing my CoT game next week, and Book #6 is just an extreme "yikes" all around in terms of focus, characters, and story. Although I'm still working on the details about the narrative, I have a much simpler (I hope) problem for y'all. I was wondering if y'all had any suggestions about turning the Drovenge siblings into an actual threat. Eccardian in particular is.... kind of lame. My players had a VERY tough time with Ilnerik -- and it would be such a let down if the final bosses went down more easily than he did. The fact that neither of them is a spell-caster is a bit... strange ... but at the same time, I suppose that they have a devil for that. Any tips towards making the final encounter much more memorable? Thanks!
Hey y'all! I'm planning on playing a half-elf paladin for this AP! I was thinking of going the relatively tanky route, but I've filled that role without a sword and board before, using a greatsword, and I'm not really certain of what route to go with my paladin. I know that I want to be a half-elf paladin (which is somewhat sub-optimal) but I was wondering how I could compensate for race? In general, I'm looking for recommendations people have for builds for this AP? And, in addition - any advice on playing a paladin in this AP in particular would be really welcome! I tend to play paladins that are all focused on talking, redemption, and diplomacy, and I'm not certain if that's the route I should be going here. I'd really appreciate whatever advice anybody has! Thanks!
Thank you for the advice! I think I've ended up playing an Ancestor-Patron Scarred Witch Doctor. However, in the days leading up to the campaign, I may switch to that inquisitor, using the class bonus that you guys mentioned. I'm glad that I was correct in my assessment that we really needed a support/healer type. C:
So I'm about to start a LoF campaign, and I legitimately have no idea what to play. Our party currently consists of a summoner, a transmutation/polymorphing Protean bloodline sorcerer, a switch hitting ranger, and a fighter of some sort. My thought was that the most useful thing that this part would need to round it out was a buffing-support style cleric. The party suggested that the cleric--role could be replaced with a wand of Cure Light wounds - an argument against the support classes that I personally -loathe-. Suffice to say, my DM didn't agree with my assessment that a support was needed and has suggested instead a skill-monkey. Personally, I disliked the skill-monkey role in 3.5, but have played it in Pathfinder with the form of a long line of (doomed) bards. I did poke around the message boards a bit, and they seemed to suggest that traps are not an issue. While I realize that skill-monkeys do other things than poke around traps, I'm not sure if that's more useful than a support. Ultimately, I'm interested in making a character that is -useful- ; I get the most fulfillment out of D&D when I'm playing something that is of use to the party. Ideas? Thoughts?
leo1925 wrote:
Our group was very involved in Golarrion. The justification for my character having Smite Chaos, was that, even as an evil son of a b*@@$, he cared more about Law than he did about Evil. However, he still cut a deal with a devil in the process, causing him to fall - which ended up fitting antipaladin a lot more than a hellknight.
Hellknight does have the same 'Smite Law' deal, but the flavour didn't work for the character, who was quite literally a fallen paladin. He fell during the campaign, like a total loser. He -was- trying to do the right thing, admittedly. But it backfired. However, I found the LE/Smite Chaos/Antipaladin very useful in the campaign, and since its main class ability (smite) wasn't totally useless, since there's actually chaotic monsters to fight, I stayed pretty much on par with my neutral and good aligned party members. I think that's the main reason my DM allowed me to go the Smite Law route -- so I didn't feel TOTALLY useless against a majority of foes that were evil aligned. As an OOC aside, I find Hellknight a fun and flavourful class, but I generally like antipaladin more. I think it was BECAUSE of the whole Carrion Crown campaign that I ended up liking it so much as a class. I considered playing one in the Way of the Wicked campaign my DM ran as well, but I ended up playing a weird cleric instead. Alas!
I played a slightly tweaked Antipaladin in Carrion Crown; using a Lawful Evil alignment, and switching out Smite Good with Smite Chaos. It worked out quite well, for roleplaying. I managed to convince most of the party to sort of help the Whispering Way at the end, for the greater good of course. There were some minor conflicts with the party along the way, but playing 'the big dumb guy' got me far. Spoiler: The part where I drank the Carrion Crown potion was... memorable.
You wouldn't be overpowered.
Also, how are you generating these stats?
Well, it depends on what you're going for. Strength and Constitution are the most important things in a melee combat situation -- Dexterity can sometimes replace, strength, but not always. The thing is, as a Magus, you need high Int as well. So, I would reccomend boosting up Str, Con, and Int. Aasimar don't provide bonuses to any of these - I would say they're a bad choice.
Victor Zajic wrote:
Ah, I sort of neglected a very important detail in this story. There was a demon coming out of him; as long as he survived, there was going to be a demon that was coming out of him. She chose this moment to try to come out of him. When I cut Jake's head off; her hands were already outside of his gut. To protect the party, and to protect our citizens, Jake kinda had to die. Our DM has houseruled that demons/devils -can't- be redeemed. It's literally impossible. This is off the topic of the thread, however. Just some clarification. :)
Alcomus wrote:
4th edition truly does make for a good start, in a lot of ways. Especially for young players - and for rules that are relatively clear. And I second the single class, core rulebook. All the way.
All classes can buy wondrous items, to my knowledge. Vow of Poverty used to be a thing, in 3.5, but I don't know if it is anymore. Of course, some Wondrous Items are restricted by alignment and class. For instance, a Cauldron of Undeath (or whatever its called) isn't going to be something the Cleric of Pharasma or the Paladin of Iomedae is going to use. It'd be weeeeird.
Paladins are great. Paladins are amazing. I will always pitch the paladin. Also, complaining about something being too OP? I can see that. But not in this thread. That being said; Paladins are only good in very specific situations. Like when fighting evil. The -very- strict code of conduct also limits the paladin pretty heavily. And yes, as a paladin you can buy magic items. -Lots- of them. My personal favourite realitively easy magic item is the Headband of Vast Charisma, but I'm a sucker for improving my channel!
I think that in the end, what makes druid shine is the wild-shape potentials, and the very exciting spell-list that druids have. Focus on buffing you, your compatriot, and your power-gamer buddies, and then, simply smash everything. If you're worried about your abilities not being terribly interesting; find some sort of RP reason to make them interesting to you. Though, I don't know how much your group RPs with a bunch of power gamers... As an aside, Trentmonk's guides are -very- good, and I would honestly always have them open when you play. I know I do, when I'm learning how to play a new class.
Honestly, if you're not entirely sure about the core mechanics of multi-class synergy; its best to go straight up in a single class. You definitely won't get s+~@ for not multiclassing into oblivion. I very rarely find multiclassing worthwhile, personally. That being said, if you wanted to be a buffer (which I'm inferring, since you mentioned wanting to 'help out the team') you should have gone straight wizard. Because wizards can do anything. Because they rock.
My favourite characters to play were either Jorah Genveer or Quinn Danielson. This is gonna get long winded! Jorah Genveer
Quinn Danielson
Quinn is ridiculously fun to roleplay, and amazing mechanically. He's selfish, vain and cocky - but he also cares deeply about his family (and children in general) as well as his longtime friends and associates. His biggest flaw is that he sucks at planning, and he's absolute rubbish at knowing when the odds aren't stacked in his favour. His philosophy was always; "There's always another way out." which inspired me, as the player, to find loopholes and look for creative solutions to adventuring problems. He also had a balor in his kitchen. Long story. My least favourite character I've played was probably Many Many 3.5 Rogues. I have no idea why I thought playing Many Many 3.5 Rogues was a good idea, but I definitely did it early in my Dungeons and Dragoning. They were all pretty much the same; Chaotic Neutral, really unhelpful to the party, mostly tools. Ugh. Those were dark times. I don't think I could ever play a rogue again.
Andrea1 wrote: Rather interesting that a paladin had any dealings with Urgathoa beyond cleave and smite, what was the story behind this? It's Lethal Reword campaign; we're playing ourselves as characters (for valid story reasons!) All agree that when it comes down to it, I'm basically a Paladin; Lawful Good, interested in the wel being of others, pursue redemption before death, yadda yadda yadda -- BUT. But I'm kind of a horrible person who really likes undeath and necromancy. If my real world intelligence was higher, I would have been a necromancer (albeit one who tried to be Lawful Good.) That being said, I'm a paladin of Sarenrae. I'm interested in redemption and shtuff. Urgathoa and her undead aren't yet on the 'past redemption meter', particularly givent he unusual way she and her followers have been acting in our Kingmaker campaign. TL;DR:
Name: Jake
I was the angry paladin in question. Jake was a novice player who was interested in balancing the cosmic forces of the planes. Unfortunately for Jake, he wasn't aware that the planes were already balanced, and though the rest of the party tried to convince him otherwise. He insisted on trying to balance the planes himself. At level one. So he bound an archon and a quasit within himself, without consulting the party. Though we were (eventually) able to dispel the binding, his soul got linked to the abyss; and, even worse, he was going to be dragged to the abyss by a Marilith. He was (SOMEHOW) able to preserve his neutral alignment. Suffice to say, things went to s@#! at a certain point, and suddenly, Jake started detecting Evil. Me, the normally chatty paladin, had witnessed something traumatic and kept the knowledge of Jake's alignment change to himself. He did cast Smite Evil on Jake, though he did not act on it, ad only the druid of the group heard him. Later, after they had arrived back in the city, within the Cathedral of Urgathoa, the party was able to force Jake to reveal his secrets via tricking him into wearing a cursed item that compelled him to tell the truth. He revealed the situation with the Marilith, and the paladin (me) told him to face the justice of a paladin, but Jake was suddenly repentant and tried to kill himself via landing on his sword. However, he rolled a natural one. The now furious paladin rolled an 18, with Smite Evil bonuses. I chopped Jake's head off. The cleric of Urgathoa was pissed that we got blood on his carpets. And there was much rejoicing.
Possible Spoilers! So, in our Kingmaker game, Chorral the Conquerer had a son, who my character found hiding in a well. Chorral the Second (going by the name of Arwyn) had abandoned the throne of the Rogarvia house because he was sick of human squabbling and the chaos of the nation - after 200 years, you can imagine an old and powerful dragon getting very sick of that. The problem is, my character fell in love with Arwyn, and over the course of 3 years, they've been continuing on a relationship. They very recently were wed, and they're now considering the possibility of having children to leave behind a legacy (my character is the Ruler of the kingdom) - but they're both male. My DM mentioned that there was some sort of ritual that could conceive a half-dragon without traditional pregnancy - not alternate form, but a specific ritual. Does anybody have any idea what that might be? Sorry for the weirdness of this question! |
