Low magic, humans only, one spell caster for the party.
Have to pick "Warrior of the Holy light" or some non-caster type. "Divine Bound weapons" too magical for some reason.
"Bonded mounts have an Intelligence of at least 6." implies sentient. So instead of a "Divine Bound mount", I just get an Human squire Warrior. However, Holy horse would be better in every way.
What would be good stats for this "Squire", and what would be good for actual abilities for this npc?
Also, Detect evil replacement, since in his campaign, "good and evil" don't exist in that fashion, so he is letting me replace that with something else instead. but Holy gun is awful, and conflicts and conflicts with the "low magic.
Its awful, all of our characters are constantly separated, so we get 2 hour monologs for characters. Since they are all in prison. We really can't do anything but let the dm rp out his evil character. Any reaction ends in instant death, and actual conversation with npcs end in a pissing contest or being attacked. A good chuck of the campaign has been to describe rape, gory scarifies, or gory scarifies rape orgies. When the novelty of rape descriptions and dick jokes wore off it has now become boring and concerning on how often these keep coming up.
Its a "low magic" campaign so we are only allowed one spell caster. Every time he does a spell its a god damn spectacle that takes the dm at least 5 minutes to describe casting level 1 spells.
We have been level 3, 5 sessions now, we started at level 3 mind you, and our characters have never all been together in the same room for more then 5 minutes. The DM calculated level 3 being the less troublesome for his story, err campaign.
My character, and alchemist, because that doesn't count as "magic" has been killed because I was going to be arrested and the dm told me I can't use any of my alchemist abilities in prison. Basically a wizard without his spell book. I choose to die by resisting arrest. What should I reroll as since this is getting very annoying.
or better question, what should I do? Aside from stop playing, which I am considering heavily.
From what I can tell, the mind blade effectively IS a "real" object, and it can copy the properties of any object it mimics. I've seen people use whip builds with it.
This also mean things like Harpoons or Mancatchers right?
What about mundane thing. I would thing if I could make a scythe or hammer, I could also make a crowbar and use it as a crowbar as appose to a weapon.
Great swords are pretty tall, could one even assume it could be made to actually make a ladder, or a rope, since you can turn it into a whip.
What about a parachute, since it is actually still "physically" there one would assume it would have the same resistance towards "or rather" against wind.
So a campaign I'm going to be playing in soon will have us in modern day, but we are super heroes. No idea how pathfinder rules will end up, but could be fun. No idea at races or loot available.
Probably going to just be human.
DM says abuse the fluff text all you want, but they must mechanically work the same. Homebrewing can be arranged.
Spoiler:
Originally I was going with a gentleman master thief, who had the ability to form objects with the help of a "magical/psionic/alien tech" matter. Basically, its a formless ooze that could turn into anything, but when I explained it, everyone kept calling me green lantern, so screw it, I'm the green lantern if he was a Jewel Thief turn superhero instead of a space cop.
Build suggestions? I'm sticking with the idea the power coming me and not a power ring.
Thinking of straight soulknife and asking for a psionic warrior power point and powers known/list progression so long as it can fit with the green lantern ring powers.
such as, SKATE is just me having a healthy green glow under my feat, force screen is a green energy field around me. Animal Affinity, my body glows green and I get stronger/dexier/consitionabliery/smarter somehow. Defy Gravity, green glow around me and I can now move up in the air.
While I can make the shape of things, like, if I wanted to lasso someone, I make a whip as normal to do so. ect
I also expect this campaign be a low level campaign, meaning the DM will milk level 1 for as many sessions as he can, and near the end we will get one level per session as we rush towards the finish, as has been the case for the last few.
Help me build the green lantern in pathfinder terms please.
Build idea if the homebrew adjustments don't go through, for a "legit" character is.
Soulknife, War Mind, from how I read the ruling, as I progress as a War Mind, my Soulknife enhancements would still be boosted with War Mind levels. I would only be pick powers that could be expressed by "the rings power" but again, I will not need to use a ring.
Quote:
It’s less common, but sometimes a multiclass soulknife enters one of these prestige classes with a bit of manifesting talent. In high psionics games, for this special case, each indicated level of the prestige class advances both the soulknife’s Enhanced Mind Blade, as above, and his existing manifester level by one level. In games that are not high psionics, choose one or the other to increase, but not both.
I also wanted the ability to shape my mindblade at will as green lantern can seamlessly change his constructs.
Suggestions for builds? Suggestions for homebrew changes?
So I have a DM that pretty much has been doing dick moves to counter our characters. I won't go into details since I have before.
Long story short, I thought this was just going to be a phase, but its effectiveness against the party shows that he shouldn't stop. He keeps throwing swarms at us. I tend not to want to carry around 50 pints of oil, alchemist fire/acid flasks, but he just keeps using swarms on us every fight, and at this point 1d6 fire/acid damage ain't gonna cut it at level 11+. On top of the other crazy things he gives these swarms.
Basically I'm a hybrid melee/range ranger with high AC. So of course swarms ignore my magical mithril full plate armor and +5 shield.
A full spec archer ranger, and a Cleric who has tons of spells to burn at this point "but not earlier" but this is less about the cleric being able to get the swarm and more about not having the time to take care of them.
Most of the monsters we have been fighting tend to burst into "swarms" or can puke them out and make them attack us. Completely negating my character's AC.
So one of our players haven't showed up for several sessions. His character is now 3 levels behind the rest, he is level 4, while we are all level 7.
The DM wants to "punish" the player by making him 3 levels behind, but I see that making a player weaker only makes the team weaker. He was going to be a pure class monk, and is right now a level 4 monk. I asked the DM to maybe give him 3 levels of warrior as a way to keep up with the party, and maybe replace them as we level normally if he actually keeps a current attendance. Since by hit dice and base attack alone, he is already starting to fall behind.
Is the DM right do this? Should he give something since the encounters we face are by no means easy as it is.
Both as a DM and a Player, I have been on both sides of high AC.
As a player, getting high AC means no one will even bother to hit you aside from casters, but as a DM, do you just make the monsters have a higher to hit bonus?
I ask from both sides, because I myself have been guilty of monsters having much higher then norm hit ratings, but have also been the victims of encounters suddenly rolling several criticals in a roll, or doing enough damage to KO a character.
Yes AC means nothing over all, but at lower levels you can't very well start throwing non AC attacks at players or touch/flat-footed attacks. Not to mention what happens if the players AC has high all around AC regardless, or has such insane saves.
As a player, nothing is more annoying then to know that your AC tank build you made has not only been rendered completely useless, but that the DM has effectively punished the whole party for you having a high defense.
As well as running into encounters where the boss AC was so insanely high that you had to score near criticals to even hit the boss in the first place. Which makes the DM angry when your first actual hit on the boss does max critical damage causing him to effectively die "in one hit".
So what should someone do when AC runs high, in ether role?
So I'm pretty sure our characters are being countered now. Not that I didn't think so before, but I'm just sure now. Also, why I am glad I didn't pick rogue.
So I need some clarification, about this explanation, but what do you do when your DM counters you.
Spoiler:
At our current level, since this is a low magic campaign, most of our characters, with our 1 caster per group rule, made sure that most characters would probably be full base attackers. I was "encouraged" to go rogue, but every time I have gone rogue with this DM, at some point sneak attack becomes harder and harder to do, because everything will start being immune to it or start having improve uncanny dodge.
So at current, I went level 6 ranger, 19 strength "elite array", and have been power attacking my way to victory with two handed weapons. (weapon damage) + 12
and as far as our party goes, I am not the only major damage dealer, as the other ranger with his 16 strength and 4 attacks and feats was dealing a health amount of damage.
On top of that, I have the ability to trip people on certain attacks with shield slam, and daze people on other attacks, and I have an animal companion wolf who trips on attacks. A bit much yes, but this is effectively all I have been doing the entire game. Trip, flank, AoO, being a full base attack class with restrictions to super natural abilities.
Now, not only do most encounters have enemies that have hero levels, but they also have ridiculously high health, which I wouldn't have minded too much, but the kick was, HOW EVERY SINGLE CREATURE NOW HAS THE SKIL TRICKS, Back on Your Feet and Nimble Stand. Meaning they can recover from being tripped without getting AoO. At level 6, the d10 HD ranger was one rounded one the second round. Technically it would have ended in a complete party wipe, on turn 2 mind you, if the demons didn't, for some strange reasons, find our animal companions and familiars so much easier to hit. "He must realized that it was going to be a party wipe." Granted this wasn't suppose to be a fight we where suppose to win "rail road, chuchu, not that I have anything wrong with his story."
On no fault of the players did we do anything "wrong". demons started to appear in a crowd of people, so first round, shoot the hell out of the demons. After that round, we then realized we weren't doing a whole lot. second round, 1 player and 2 animal companions/familiars dead before they could go. Two weapon Rend tree, they all had it, and another one that allowed for a +15 damage on certain Twf situations.
First The demons have DR/10, they have an insanely high health regeneration, they have improve uncanny dodge so are favorite, trip flank strategy have a a reduced effect as well. Even with the DR, we managed to score well over 80 hits of damage to them, with criticals, and all, yet they did not fall. So glad I did not go rogue. Now I got into an argument on how dazed counts as a mind effect and that THEY ALL ARE IMMUNE TO MIND EFFECTS. I've been rolling high too, so because of that, the AC and CMD at level 7 have reached the 30s.
Long story short, I believe the DM is attempting to balance the encounters, but has us now playing on hard mode due to counter builds.
Long story short, are you immune to Dazed condition if you.
A. Are immune to Stun.
B. Are immune to mind effects.
C. Are immune to enchantments spells.
My DM does not like my Shield Slam, from Complete warrior, Charge, on hit that deals damage (DC 10 + 1/2 your character level+your Str modifier) Dazed unless immune to critical.
Since Dazed is an entirely different condition from stunned, and the spell daze and becoming dazed are two different things, but I think other reasons are at play here as well, but to stay on track, what is Dazed, and why are you not immune to it?
Trying to make a good BloodStorm Blade 10 level prestige class conversion from Tome of Battle to Pathfinder.
I posted this in conversions, but I don't think many people actually go to that part of the forums looking at the dates of some of the other posts.
http://paizo.com/forums/dmtz5m3p?Bloodstorm-Blade-conversion-recommendation s-what
D12 health class, full base attack, good fort bad ref and will, 4 +int skills, Acrobatics, Craft, Intimidate, Perception.
First was to drop anything maneuver related, since the class didn't really use them for anything except as a pool source, or allow you to do maneuvers on range throwing attacks. The main appeal to this class is that you can, at level 4, throw any throwing weapon back and have it return to you to allow you to make range full round attacks with the same throwing weapon.
So, the basic idea was to replace the "maneuver usage" with a pool, like the Rage pool, since it was intended to be something you can do constantly. Also, You can trip and disarm with a range weapon, as you could originally with that class anyway, among other powers that we will never use for pathfinder, at least with the DM I am playing with.
Do you think this class is fair? I personally thing it needs additional rage powers, but that is about it.
I've seen other posts about Captain America with this class too, but nothing that actually says what should be changed.
So I talked to my DM about this class and my character, and we decided to do this with the Bloodstorm Blade class.
The decision was ether between giving a ki-pool, or usage of a rage pool. We went with rage pool. Since a ki-pool would be far more restrictive do the amount of ki I would even have while the original intent of the class with ToB classes could effectively do many of these things all day.
First thing, the DM did not want anything to do with Tome of Battle so any requirements to stances and maneuvers was removed and replaced with Rage and barbarian Rage pool, and levels in Bloodstorm Blade count towards my rage duration. Certain abilities that would take a maneuver to use has been replaced with a usage of my barbarian rage rounds per day, or can only be used while under rage. "Stance" simple get apply passively while I am raging and I treat them like normal, "there are only one stance you get, and it is unique to the class.
Requirements (Rage, point blank shot)
Abilities
Hit Die: d12
Base Attack: full HD
Fort: Good Ref: bad Will: bad
Acrobatics, Craft, Intimidate, Perception,
Skill: 4 + Int
While under rage, weapons You can hurl your weapon at a foe and command it to ricochet back to you. Any weapon you throw behaves as though it has the returning special ability for one attack.
(Changed) Martial Throw (Ex):
Spoiler:
While under rage, you may spend a round of your rage duration, and any thrown attacks may also trip, if your attack can already trip without this ability, you may also (trip and disarm) OR may trip as done with (greater trip).
Thunderous Throw (Ex):
Spoiler:
Beginning at 2nd level, while raging, you build up incredible tension as you ready yourself to throw your weapon, which becomes visible around you like heat waves. When you release your weapon, that power rushes out with your weapon. As a swift action, you can choose to treat your ranged attack rolls with thrown weapons as melee attacks for the rest of your turn. You use your melee attack bonus, including Strength bonus, feats, and so forth, to determine your attack bonus for each attack as normal, but you apply the standard modifiers for range penalties. Attacking into melee, through cover, and so forth incurs the standard penalties. In addition, you can apply 1-1/2 your Strength bonus to damage if you wield the thrown weapon with two hands, and you can use Power Attack with your thrown weapon attacks (adding two times the number subtracted from attack rolls as a bonus on damage rolls when throwing a two-handed weapon).
I'm going to assume this also means I could actually throw two handed weapons as part of a full round attack, it seems like the intention, but I'm using a throwing shield.
Since the original intent of this ability was to apply maneuvers. I have the feat shield sling already, which allows me to trip with any thrown shield.
Bonus Feats are an extra combat feet I meet the requirements for.
Lightning Ricochet (Ex):
Spoiler:
From 4th level on, you can throw your weapon at a nearby foe and command it to immediately bounce back to your grasp. Any time you make a ranged attack with a thrown weapon on your turn, the weapon immediately returns to you, and you can catch it as a free action. This ability allows you to make a full attack entirely with thrown weapon attacks, or with a mix of thrown and melee attacks.
This also effectively takes away the need for me to be in a raged state. to "return" on a weapon as the intent of no longer needing to use a maneuver with the original class.
(Changed)Blood Wind Ricochet (Ex):
Spoiler:
As a full-round action at 5th level and higher, you can hurl a weapon at a foe and compel it to ricochet to other enemies before hurtling back to your waiting hand. (functions as returning), except that you determine the point during your turn when the weapon returns to you.
When using this ability, you make a full attack with a thrown weapon, but each ranged attack must be resolved against a separate target. You can chose the order in which you attack your foes. Range and cover penalties are resolved for each attack after the first as though that attack originated from the space of the creature you last attacked. If a creature has total cover relative to you, you cannot attack it.
This uses a rage duration round.
(Changed) Eye of the Storm (Ex):
Spoiler:
While raging you gain a +4 dodge bonus to Armor Class against ranged attacks and a +2 competence bonus on Reflex saves. In addition, when a foe makes of an attack of opportunity against you when you make a ranged attack while threatened, you can make a single melee attack against that foe as a swift action (assuming you're not unarmed and you threaten the foe). Such an attack does not count as an attack of opportunity. To retain this defensive posture, you can move no more than 10 feet on your turn.
Blood Rain (Ex):
Spoiler:
You can enter a state that enables you to inflict a terrible bleeding wound on any living creature you damage with a thrown weapon or a melee attack. Instead of gaining the abilities of Eye of the Storm, The creature you hit with your attack takes 3 points of damage due to blood loss at the beginning of your turn each round. This effect ends if you stop using the stance. An affected creature can end the effect by being the beneficiary of any healing (such as a cure spell) or a DC 15 Heal check. The bleeding effect of blood rain does not stack with itself or the blood rain ability of another Bloodstorm Blade. You may switch to Eye of the storm or any other stance as normal, as a swift action.
I can't get to level 10 of this class if I tried.
I personally think I should have gotten rage powers as I leveled, maybe every 2 (2,4,6,8) or 3 (3,6,9) levels, and that the bread and butter skill Lightning ricochet should be gotten earlier then level 4.
As of right now, I am a level 4 ranger Skirmisher Infiltrator (Undead), going on to level 5. My stats are 19,16,14,10,14,8 (Heroic Array). I wanted to get to level 6 ranger to get shield master, and I was given an extra feat at level 4. The DM is lenient with feat retraining, so I can switch these around so long as they are not required for interfere with another class or feat. I was thinking about droping two weapon fighting and just going straight two handed
Ranger 4/
Human(Improve shield bash)
Level 1(two weapon fighting)
Ranger 2(Shield Slam)
Level 3(Point Blank Shot)
Ranger 4(Shield Sling PHB 2) Trip someone with a thrown shield as well as an attack and damage.
Level 5??????????? (Power attack)
I have to take a level of barbarian for rage (unless you can get it another way), and I am not allowed to be a caster. (Party restriction of one caster per party, but alchemist is still legal)
So my GM said ok to a prestige class I picked after skimming it. The class is Night's Watch Ranger from the game of thrones article in Dragon Magazine, which fits with our game of throne campaign.
It is a five level prestige class Full BaB that is isn't all the great over all, except the capstone at level 5 gives you leadership as a feat.
The GM said we couldn't pick leadership for a feat, but the class is giving it to me. What would happen, and what should happen. Should I get the feat? Should I get something else nice instead?
I am assuming that a Skirmishing ranger who uses a Scroll made for a Ranger, with the Ranger spell, say, Longstrider, what does the ranger do?
I'm pretty sure nothing will happen unless he uses a Use Magic Device Check.
Quote:
This ability replaces the Ranger’s spells class feature. Skirmishers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items.
Long story, basically "what due"? Currently level 4, in a "Game of thrones" Setting where magic almost doesn't exist in high levels.
So our current campaign, we are only allowed one spell caster. Which one player picked as a witch. She was given the ability to spontaneously use heal spells by the DM, as he is aware she is the only caster. The DM has a history for not liking caster. Not to mention the encounters seem rather tough and are very good at countering out very specific builds.
Spoiler:
Every fight has her basically using heal spells on the party almost every round, if it was not for her Familiar, she (The Character) would never be able to do anything else but heal. Basically, blowing all of her spells. Her Familiar is effectively an animal companion, the party knows, the DM does not since the Witch character has express that he isn't really having any fun at all in combat, especially having an AC of 12 due to low rolled stats, so we have decided not to say anything. At the table, during the RP sections, he (The player) has his head laying over the table bored out of his mind. Since his characters "Story parts" do not come up as often as some of the other characters. The caster is pretty much dead if so as an arrow nicks her.
His characters overall plot involves that fact that the witch "she" is one of the few people in the world who can cast magic. We expect that would have something to do later on, but I'm not really ranting about the story.
The two rangers, are not really having any true issues since our characters do only 2 things, hit things and get hit. I have adapted to being a switch hitter AC shield ranger, where I shoot with a long bow, and then engage in melee combat when the opponent comes near me. I went Combat Maneuvers with shields as well, and we have a monk who has 16 AC.
Which brings to the next and final part, both the monk and I use Maneuvers, specifically tripping gripping and bull rushing. The enemies we are encountering also have hero levels, but use NPC stats as apose to our ether good rolls, or heroic stats (18/16/14/12/10/8). I don't know which NPC stats he used but I think it was the better of the two. The Monks we fought had 16 AC. The Alchemists "THAT DOESNT COUNT AS MAGIC!!!! :( " where throwing potions at us pretty hard. They all had about 30 health, so it is fair to say that they are at least level 2, but I think they where level 3. We fought them at level 3. These guys are cultist, so of course they would try to suicide bomb us when they where close to death. "The monk and other ranger grappled one, more heals for the witch"
There was around 12 of them. I don't recall the exact number, but I killed 4 guys on my own, while the party took out the rest.
All the monks happen to be quite good at escaping grapples and getting up from falling prone without provoking an AoO. Then the stunning fists started flying.
I didn't take any damage do to my switch and hit strategy, and scored the most kills in the fight because of it, but was constantly annoyed that every damn one of these monks got off wall/floor and tried to punch through my shield without me so much as AoO any of them. "My AC of 23 held out, I fear my DM is going to have something nasty stored for me" Both the ranger and I where allowed a bonus ranger specific feat for not being allowed to cast ranger spells every 4/8/12/16 level on top of skrimish.
two of out party members dropped below 0 during that fight. We leveled after that fight to level 4. So as a beast master, I was going to get 3 wolves with the feat Boon Companion. "You can split the HD" Upon telling my DM this when I went to go venture back outside to get these new wolf friends as it was clear we where in over our heads, the entrance... can you guess what happened? Collapses, and the only now is forward.
He pulled similar cards on us before, the other Ranger had his animal companion skin level one with one of the archtypes. "You can only choose a bird, and its at half its health until you get 4" He picked a Roc, and after giving it the light armor feat and crafting it some exotic light armor with the ranks I have in craft armor, its AC was something like 25. The DM I don't think was happy. So when ever we entered an "important area" "See dungeon" the animals would be too spooked, and would refuse to go in............
In fact I even brought a guard Dog with me, and the dog was too scared to go in with me. Since this was just a normal guard dog I bought, I didn't try to force it to follow me.
TL:DR, are we being countered? What should we do if we are? This DM values story over combat, so I can see why he would want to restrict certain elements, but still........ Give me my wolf pack.
If you stun/dazed a character, they are not allowed any actions until their next turn. In 3.5 that would also mean apposed checks, but there are no longer appose checks, its CMD, does that mean you still have to make a CMB vs CMD checks?
..............
Quote:
If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.
You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.
Shield Slam
Spoiler:
Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Combat). This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.
Shield Bash Attacks
Spoiler:
You can bash an opponent with a heavy shield. See “shield, heavy” on Table: Weapons for the damage dealt by a shield bash. Used this way, a heavy shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a heavy shield as a one-handed weapon. If you use your shield as a weapon, you lose its AC bonus until your next turn. An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.
So does that mean while grappling someone, so long as I use a light/heavy shield as a light/one-handed weapon, I could Bull Rush someone while holding on to them?
I wanted to know if there was an rules that would allow for creating useful items that aren't magical.
Having a smoke-stick that activates as a swift action. One time use only, similar to blade boot, taping a "delicate" flask of a pint of oil and alchemist fire, so that one square could burn for longer and does not need to be ignited.
Putting an oiled rag on the tip of an arrow and lighting it to create a fire arrow, much like how they worked in real life, as appose to paying 50 gold for alchemy fire crossbow bolts.
Are there official guide lines to this like there are for creating magical times and intelligent weapons, or not?
Long story short, low level game, need legal non magical replacements for magical items and gear.
I was thinking of buying some alchemy arrows, and some poisons since I have 3k+ gold. Since magical items are out of the question. I don't know what are all the available alchemy items though. He stated that we can use items from other 3.5 books, like Complete Scoundrel, which had several.
Background:
I am in the campaign which Magic is Low and rare. As we are limited one caster per party. The caster has already agreed to get the craft item feats so that we will even have access to items. The DM has stated he doesn't mind any Alchemy, or technological items so long as it can be found in pathfinder. He claims to have it all balanced for us, but with how the last fight went, with the caster "I think he hates casters a lot" pretty much too distracted with healing spells to do anything else. DM allowed witches to spontaneously cast heal spells for any pre-pared spells . The witch got healing hex on her own accord, still ran out and still many of us dropped below zero and almost bled out several times in the fight (3/4 of us including the healer). Currently level 3 going on to 4.
Fought people with guns using old 3.5 rules, they do 2d6 damage non touch AC 1 shot muskets and pistols. They are consider "outside technology" but we now have a few, and no body is going to get gun proficiency feats so they are useless. Selling them will probably not be profitable going on how selling items have gone so hard.
One player said the setting was like Game of thrones. I never seen the show, so I wouldn't know.
I once had a DM tell me and the rest of the party that he took us off the main story months ago. To this day I am still baffled at that statement. What did he mean by that exactly? Who are the main characters in this story? What exactly are the players doing then? Is there an awesome story going on in his head at all times?
The campaign in question was also a bit of a meat grinder. I went through at least 4 characters before we finally called it quits. One player I think got up to 7 characters but it was so long ago... I think only one player actually still had his original character in the end before we called it fubar.
So was there any time your DM took you off the main story?
Trying to find weapons that already let you quick draw them like shurikens and quickdraw light shield.
I am trying to make a tactic for my Sword and Board/Archer Ranger. I'm trying to do this without quickdraw since I'm starved for feats, so the throwing shield was a nice touch. I picked a variant of ranger where I could not get spells, but at every 4,8th, 12th, 16, level I would get a bonus ranger Combat Style feat, for all you unrestricted feat needs. Mostly because the DM has a hatred for spell casting, and we are only allowed one caster per party.
It is unlikely this campaign will go over level 10, and this DM has been milking the lower levels.
We are currently level 4, and the DM has allowed the feat Shield Sling to be obtainable by level 4 without restriction for Sword and shield Combat Style so long as I promise to say SHIELD THROW, and CHARGING STAR, when using my shield like Captain America. :p He is allowing certain 3.5 feats.
It is a low magic campaign, this DM seems to just hate magic in general, but that is another story all together. So magical items are rare, so no help with that, but I might be able to convince him to allow Crystal of return, least.
Step one, throw shield, cause target to fall prone, there by slowing him down.
Step two, quick draw range weapon, and start pelting other would be targets, or even the same target despite giving him a bonus to range attack.
Step three, target stands up and resumes coming towards me/squishy caster I am defending, I quick-draw light shield, and shield slam target. The DM has allowed the Shield Slam from Complete warrior to work in tangent with the shield slam from Pathfinder because I said Captain America. He had also said I could use the shield as a Two handed weapon and as part of two weapon fighting if I have one hand free/wearing a spike gauntlet, because I said Captain America.
Something that generally comes up but not really ever an issue is, if a feat such as Dodge, Combat Expertise, power attack, are being used, can a character identify them being used? Would it just be known? What about abilities like Stance of the Xorn, or Stances in general. You could probably see when someone is probably doing something "fancy" even if you don't know what it is. What if you have the feat/ability, can you identify it?
What about if someone was readying and action. You might not know what the action is, but could you tell that they are getting ready to do something?
Who's job is it to express such "obvious" displays? By which I mean, do the players need to inquire about it first, or does the GM need to state that they are indeed doing something odd.
I was playing with the idea of making a pure caster such as a wizard/sorcerer with levels of Eldritch Knight and Arcane Archer, or Abjurant Champion mostly because I wanted to try to make a combat familiar out of it. Since half the health of a d10 class would not be all that horrible at all, especially if I gave myself a high Con bonus.
The other root I would have done was to go Eldritch Heritage to gain a familiar as a barbarian, or some other full base attack class. Maybe just even going one level of wizard and enjoy using wands without a UMD check :p .
If I went with the human trait to gain "Eye for Talent", I could put it in intelligence for the creature, and boost it a few stats in int to allow it to get combat expertise and agile maneuvers, and have it proceed to ether do dirty tricks on enemies, but I find the problem is size to be a bit problematic.
In fact, aside from just going Improved Familiar, and getting a pet elemental, the problem of size puts a damper in a lot of potential ideas. Any suggestions?
I wanted to run a character that loved to create construct, and is attempting to create a robot army. "One step at a time" but I don't know how pathfinder construct creation rules are different from 3.5.
Also, I only have a vague grasp of contruct creation, and from what I can tell from pathfinder, you ether create one of the sample constructs that are made, like flesh, clay, iron golems and.... that is about it.
So I got into a heated fight with my GM the other day, rather the other player did but I was involved. :p
SUMMARY: What happens if I throw one creature at another with Telekinesis? How does creature size equal into this?
It was a fair situation, I rolled an initiative of 32 "Insane dex bonus, + feat + racial" and used Telekinesis on my friendly fighter so that he could be right next to the beholder on his first turn and dash it into pieces before it got its first turn. The other player would not make a save against it.
Now the DM didn't like this. We already agreed that both the beholder and the player would take the Violent Thrust damage, but the GM made a good point that if you got shunted through the air, you would lose your balance and would have to make a reflex to see if you would land prone or not, there by requiring a movement to get back up, being a fighter, he would most defiantly fail, but in the end, definitely fail. Although this does have a lovely implication for a later time that I can now cause creatures to go prone as well as a number of other effects.
So after using the logic of "ITS MAGIC, IT DOESN'T HAVE TO MAKE SENSE" failed we came to the conclusion that I would have to "sack" a level 1 spell in order to have the power and control to make sure I had enough control over him. I didn't argue because a level 1 spell at this point, although a bit costly, I didn't think it was too much of a cost. Though I think it was undeserved.
So basically my questions are
1. If I throw someone at someone else, do they both take damage?
2. Do they both fall prone?
3. Is on effectively "pinning" the other person or is on top of them there by "entangling" them?
4. Aside from the will save, do ether of them get saves, what is the save based on.
5. If I throw someone against a wall, how much damage do they take? I am assuming they take their 1 point per 25 pounds of weight in damage.
6. Can I throw someoneA up in the air, and move them ever so slightly that they land on someoneB else. Would the someoneB else that someoneA landed on take the fall damage or just the "object" damage?
7.If a throw something that is large, like a giant rock, that is consider same, or 1 size category larger, would they be pin by virtue of something larger landing on you?
So as a thought experiment, I decided to think of a good hireling system in the game mechanics, while keeping in mind Role Playing reason as why I charter would work for so much in perspective.
So yeah, does anyone have an actual idea on hoe hirelings should work? I'm still going with 3 silver per hd per day, maybe some price increase as they get to higher HDs since I would find it kind of weird that a level 20 warrior would work for 2 gold a day, but then again, I don't think hirable NPCs classes are not suppose to go over level 6 in the first place. Followers Viva leadership feat". Unless they where suppose to be for fighting adventures.
So keeping in the mind set that hiring Joe Shmo would mean something like 50 gold "random number" would would probably be a small fortune for him. While also keeping in mind a level 20 warrior, although kind of neat, would be extremely weak for a party of level 20 heroes. Considering that something like an Animal Companions or an Eidolons get actual abilities, on top of HD base attack ect.
To also keep in mind that you would probably have to equipped him as well. So it is not like you have the money to make sure, and if they die? Well, you got that armor on sale right?
Also consider a level 3 character has about 3,000 gold while a level 20 character has 880,000 gold worth of stuff. Getting drained of gold at low levels, even something like gold a day is going to start costing you. In one month a level 3 character has to pay 30 gold + food + equipment. Maybe he can cut some of the cost by crafting it his/herself but then again, couldn't the player character just start an weapons and armor shop as well? "Trying to keep perspective."
In the campaign we are playing, we are pretty low level, so I doubt we will get any where near 20, but as a thought experiment I decided this.
First, equipment wealth isn't necessarily the the same as a characters "life savings", equipment wealth could easily mean that you spent all your hard earn gold, or you have several debts and this armor is on loan, or its the guard uniform and all armor belongs to the king/state/company/noble/ect...
So I was thinking this, since 3 silver is the base price for a warrior, we can assume that 3 silver a day is for a level 1 HD warrior/Expert/Adept, you can easilly assume that at.
Option 1, you can't hire any one over level 6 without them essentially becoming a "partner" or something more then a hireling.
At which case 3 silver * HD would seem fair, especially if you give them NPC stats, and if you tell them that you are going to kill that ancient red dragon, they might refuse depending on your reputation, or if you went and hired 100 other guys.
At 1.8 gold a day, the NPC in question could live very comfortably and could easily buy a household in two months of work. "A slave household but a house none the less".
Option 2, increase the wage by an +1 silver and carry over.
Level 1 3 silver/day
Level 2 7 silver/day
Level 3 12 silver/day
Level 4 18 silver/day
Level 5 25 silver/day
Level 6 33 silver/day
Level 7 ect....
Level 20 263 silver/day = 26.3 gold
If such a warrior existed, that somehow managed to gain 20 levels, and never became a real fighter class, I will assume he was quit content with being a guard for his 8-5 shift, and never bothered with adventuring. Considering that houses and horses cost in well under 4 digits, this NPC could easily buy a new house ever few days.
If the NPC actually has better then average stats, then the price should increase to reflect that. Maybe a NPC with heroic stats would cost 1.5 cost, and another .x for everyone additional modifier bonus above normal, not counting ability score increase every fourth level.
So I finally get to play a campaign with a DM who will actually let me use hirelings. I myself have always allowed them when I run it, but no one ever seems to use them.
Now, since most DMs get pissy about players just having things like animal companions, I want to get some advice about what I should do with hireling(s) and what I should avoid.
I believe the basic rule on hiring npc was 1/silver per HD, or 3/silver a day per HD for "trained" npc like an Adept or Warrior.
Also, do they come with equipment? I know you have to pay for their food.
DOs because....
1. It is an actual good idea.
2. It will benefit the party.
3. It will be fun or funny.
Don'ts because....
1. It will piss of the DM
2. It will just be a bad idea in general
My ideas, since we don't have a main healer. (I'm a sub healer as a Paladin without alignment restrictions (Chaotic Good Paladin, DM call)) and another party member can only heal people up to half-health, but has no limit on said ability to heal them to half health.
We are currently level 3.
Since I have 350 gold left over, plus what ever we find in the current dungeon I was going to hire 3 NPCs. A warrior and make him wear Breast Plate and a Tower-shield with a Trident, an Adept with nothing but cure light wound prepared, (and the arcane bond instead of a familiar), and a Commoner that cooks and carry our stuff.
Also the rest of the party is there too. :p
If they are all 3 HD, that would cost me 2 gold a Day (20 silver), and I am assuming I will also have more gold from our current adventure.
Maybe it would be easier to just buy a Heavy War horse and call it a day...
I know one major reason DMs get annoyed with are NPCs turns taking forever when they are in combat, but I'm pretty quick about my turns... Although we could end up never going to a town...
Basically, I'm trying to find out what would be the highest AC you would expect any player to get if they just where not going to outright break their character, so nothing build dependent and core rules.
Since I was trying to not think too hard about it, since thinking too hard would then end in min-maxing. I'm also trying not to include any "special occasion" ac items as well.
What I'm getting is about 46 AC if you just some guy in heavy armor. +5 Mithril Full plate, has a 12-13 dex and cats grace +4 item of some sort. A +5 heavy Mithril Tower shield. +5 ring of protection, +5 natural armor item. and the base +10
So with class abilities and feats you could easily get that higher.
Now I know AC becomes worthless after a while due to save or die, touch attack spells, or spells and abilities that just don't even care about armor, but a character could get this around level 12-13 if we went by just wealth. Granted, you don't really have a good weapon, but you would be a great wall. So this is probably min-maxing still. Even so, this would be something you would expect somebody to do.
Going by the monster creation chart, the monster should have a bonus of around +22 at level 13 to a +30 at 20...
As a player, when I pulled off a high AC character, the DM would always then start throwing more a more contrive monsters that could hit through my armor. "GHOSTS EVERYWHERE, AMBUSHED BY NINJAs, MORE MAGES!" As a DM, I admit I have at times boosted monsters just so they could even hit the player to give them a sense of challenge, it was usually a "boss" character though, and that was after several attacks still missed the character. I had one story where one player character had been attacked 20 times by range attacks. (50 AC at level 7...) 3 of which actually landed, 2 of which was completely deflected by abilities like deflect arrows, and the final one being a crit from the boss, which massively damaged the character. The player, despite taking the brunt of the punish of the entire room by himself swore that I made his character worthless because I was just going to hit him anyway....
So AC, how high can someone get it without cheesing? How high should you except players to get it as a DM. How high should you get it as a player?
A problem I keep running into is just how long it takes players to get through an encounter. When I run the enemies, I just simply run it as, They get here, they do X, done.
When the players go, it can sometimes take 10 minute for turns for rather simple encounters.
I'm thinking of doing a new house rule, where you have 1 minutes to decide your turn. "Hero time" as we call it, because the hero is so experience he obviously knows what he is going to do. You are not an experience adventure. So I would think having 1 minute per 6 seconds to think about your turn would be a fair trade off.
This does not count rolls of course, so knowledge checks don't count against your time. Yes, by all means think of what you are going to do on other peoples turns, please talk with your buddies for strategy. You technically their time to think too, unless you go first. :p
Good idea, bad idea? Combat seems to eat a lot of time, even if it is a simple encounter. I also think it would be good to make seems more exciting.
As for people who don't act fast enough, I'm thinking ether, A, I decide their move for them, or they have a default action they do, like a warrior will move and attack the nearest person, a cleric will heal the nearest hurt person ect. Which may seem kind of like a dick move, or B, you "skip" your turn and go after everyone else has gone.
The point is though, to make encounters go faster. So this may even be a bit harsh. I don't know. Suggestions?
I look over the rules for magic creation but I can't find anything for actual class ability items like the Monk robe or the ring of evasion. Are there any actual rules for class ability enhancing items, or items that just give you class abilities. Like an item that could give you an animal companion?
Since you brought up the idea of an envoker in another forum post. Here is my idea for an envoker type item. :p
TL:DR
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You get a creature called a Persona that has the Eidolons HD and BAB of your HD , unless its higher. It doesn't get Eidolon abilities, but it gets all your abilites. You need to maintain a full round action for x rounds so it stays for x+1 rounds, at will. Summoners get bonuses to their Eidolons if they use it. It has its own health, but dies when you die.
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Text Wall. :p
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Envoker, This strange gun shape device allows a being to summon a "hidden power" within themselves, called a persona, at will.
Summoning this Persona requires a full round action that does not provoke an attack of oppurtunity. The persona acts immediately after called, and stays for one round afterwards. The user may continue to use the item at will for a full round action to increase the duration. This can be used to avoid having the Persona be "dismissed" while in the middle of an action. A persona summoned in this faction is considered "called" . It is dismissed on the at the end of the "third turn" can not do any actions on that third turn unless the user spends another full round action.
When summoned for the first time the character must confront their Persona before the persona obeys them. This could range from combat to admitting to a persona truth the character does not wish to admit out load due to shame or simple embarrassment. If the character does not have a single issue "GM discretion if this is or is not true" or has succeeded in the confrontation, the Persona is at the character's command.
For the purposes of the Summoner, the summoner may use a full round to summon the Eidolon at will as if he has cast the Summon Eidolon spell. If its health drops below 0, he can not use the Evoker to summon it for another 24 hours. He could still use a prepared Summon Eidolon however.
The persona's form is based heavily off the Eidolon class feature of summoner. You gain 4 evolution pool for the creation of your eidolon. This pool is never increased. Roll a d4 for your Eidolon's form, each number corresponding to a different form. If Aquatic and the campaign is a non-Aquatic campaign, it is recommended to reroll until another form is picked, or for evolution points to be spend to be used outside of bodies of water, such as flight or limbs. The Eidolon vague resembles the creature it was summoned by and is consider the same sub type for all effects and abilities.
The Persona effected summoner level is equal to that of the character's HD dice. A Eidolon summoned in this way does not gain any additional evolution pool aside from the initial 4, any of the special such as Darkvision, link, share spells. Max Attacks, skills, saves, Str/Dex Bonus, or feats.
It does however gain an additional Ability score increase ever 4th hit dice, and gains Hit Dice, Natural Armor, and Base Attack bonus as if the character HD was a summoner of that level.
A Persona summoned in this fasion gains all feat, skills, class abilities of that character, as the Eidolon is a reflection of the character. Even if it does not meet the requirements for the feat. If the character base attack bonus is greater, the Persona may use that bonus instead. If such bonus is used, say a fighter at level 16 would have a Base attack bonus of +16/+11/+6/+1, the Persona may also attack with said bonuses as a full round action but it uses its own ability scores. The Eidonlon can choose when it uses the BAB of the character or its own even if it is not greater. If it chooses to use its own, it may only make one attack at that bonus, not including feats. The Eidolon uses the characters base saves, and skills adding its own ability scores instead of the characters.
Abilities given by classes such as spells, curses, flurry of blows, smite evil or stunning fist is based on the character's bonuses.
All the Character knows the "Persona" knows, even if the character has "repressed or forgotten" said information.
Any equipment the Persona is given stays with the Persona when it returns. If given equipment with long equip time, such as full-plate armor, it may equipped it whiled not summoned. All standard rules apply.
When used by a character who have mixed levels summoner, such at a level 6 fighter/1 summoner, may simply gain Hit Dice, Natural Armor, and Base Attack for their Eidolon equal to their current "effective summoner level" as well as a 4 additional points to their evolution pool. This may never exceed their hit dice. A summoner is still allowed to summon their Eidolon as if they where a Persona. The summoner must choose only one before the summoning.
A summoner may use this envoker to to speed up the ritual of summoning their Eidolon to two full round actions. When ever summoned in this fashion the Eidolon gains 4 additional points to their evolution pool, but all rules still apply for the evolution pools, and may benefit from the feat augment summoning.
If a summoner has a variant such as Brood master or master summoner still must abide by all rules giving by their altered class feature.
The Persona always appears in the a square nearest to the user. If a legal area can not be called withing a 60 foot radius the summon fails.
Only one "Persona" can be summoned by an envoker at a time. The Persona has its own health, but if you are dealt damage, it takes the same amount of untyped damage. If you drop to below 0, it is dismissed. If the Persona is dropped bellow 0, you can not call it it for another 24 hours.
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Side silly note, if you yell "PERSONNNAAAA!" before summoning, enemies have a chance to be caught flat-footed. :p
I had a great idea for a gun, and by great idea, I mean ripped off from a TV show.
I've also been reading Iron Kingdom's Gun Mage, as well, which only made things worse, and I have recently purchased Master of the Fallen Fortress module :p.
Long story short, the "Caster Gun" is a gun that allows "scrolls" to be used viva loading it into the gun. So long as your proficient with guns "or crossbows" you can use it just fine.
Question 1. Money. Since it is allowing a character to use a Use Magical Device Check without having the class skill "but I'm thinking of allowing some synergy if you do have it." This might be a very expensive item in terms of balance.
Question 2. I was thinking of considering it an minor artifact, maybe not?
Question 3. Should the gun need specially made ammunition. Such as, you need to craft bullets with the scroll you want the bullet to use.
Question 4. I was thinking of allowing players to use scrolls, wands, or potions as ammunition for the gun, is that a wise idea? Each item actually has a different slot, and can be changed with a switch as a swift action to use the item. Changing it from "scroll mode" to "potion mode".
Question 5: Should it just be a standard action? I was thinking of allowing the players to use this gun once per round as part of an attack. The gun could never be used more then once, and the actual activation depend on the spells casting time. For example, if you use summon monster, you would need to focus that arm that gun is being used with for 1 round. Raise Dead? Hold that gun for 1 minute...
Question 6: What level should players even have access to it? I'm thinking level 7 is pretty good. :p Since scrolls would be expensive.
What I have so far is.
Caster Gun
Price :Pending
CL :Pending
Description
There has been a few rare guns seen as of late. Rumor has it that these guns where created as a sort of balance to the arms race between magic and technology, by using both but allowing the use to be universal.
You are allowed to load a potion, scroll, or wand into this gun. This gun has three settings, each setting, potions, scrolls, and wand. (redundant!) and can be changed with a swift action. Reloading the gun with a new scroll or potion is a move action. Rapid Reload can reduce this to a swift action.
When firing this gun, the gun fires as if the item was successfully activated or used as well as the charges are spent. With the exception that any melee touch attacks now count as a range touch attack ray of up to 30 feet. The spell dissolves after 30 feet and has no effect if no target is hit. If any ally is targeted you must also beat their touch AC. They may forgo "Moving out the way" if they are aware you are shooting them and any additional Dex or Dodge bonuses with it. Make sure to inform allies of your intent before hand. A base 10 and Deflection Bonuses must always be met as you still must aim at them as if aiming a gun. Using the gun is a standard action.
Any Feat that can by applied to a ranged weapon, such as rapid reload or precise shot maybe added to the gun regardless of the gun it was intended for. If the gun the feat was used for was a gun being used in both hands, such as a rifle, you must use it as a rifle. Addition attack bonuses maybe allowed, but damage may not be allowed unless it could be added to the spell normally. For example, point blank shot, allows for an additional +1 to attack but not damage. Sneak attack maybe added if it could be added to the spell normally, such as rays. You may make on additional attack with another range weapon if you are currently wielding or have quick draw if you have use of feats such as rapid shot, haste, or two weapon fighting. You are only allowed one additional attack under any means. Meaning you are allowed to "cast a spell" and then make one attack with another weapon, Regardless of your base attack or multiple feats. Doing this is consider a full-round action.
Attack rolls of 1 will cause a "Scroll Mishaps" a roll of 2 will simply have the scroll miss fire, but the item is not wasted, and the gun is consider "jammed" and a move action is required to clear it. Grit abilities such as Quick Clear, can be used to speed this up as a swift action.
Scrolls of spell level 5th or above that are not abjuration spells increase the "Scroll Mishaps" roll for ever one over 4. At a Maximum of +5 at level 9. Meaning that an attack roll of 6 will cause a mishap with a 9th level scroll, and a miss fire on a roll of 7. Caster level of the item does not effect this roll. Should this happen on anything but a 1 You may substitute this with a Use Magical Device check.
You may Counterspells as if a caster of that spell where to be casting it. For example, A gunslinger ready dispel magic with the caster gun against a wizard using magic missile. He would use the scrolls caster level and bonuses in-place. The caster gun can also counter spell with any spell that share the same school of that spell that is being cast of the same level or greater level. This does not allow the wielder to know what spell the caster is casting.
Any spell that have a range of personal, such as the shield spell, may only effect the wielder who activated the spell. For example, if a gunslinger used the shield spell on himself, and then was disarmed by an enemy monk. The monk may choose the equipped the Caster Gun but would gain no benefit. If on the next turn the gunslinger manged to retrieve his gun, the effect would resume minus the duration that the gun was away from his hand.
If you are no proficient with firearms, using this weapon requires the use of both hands to function.
TL:DR
Its a wondrous item that allows you to make UMD with out having the skills for it with Scrolls and wands. You Need to be good at guns to really get the best out of it. It takes up one hand to use, or both hands depending on how you use guns, or lack there of.
I wanted to run a Campaign where at the start the party draws from the Deck of many things, Throne, Knight and Skull, and then it goes away.
Basically giving the idea that they can get a small keep, but they need to kill the dread wraith or else they die as well. With the level 4 fighter telling them the rules and even helping them.
Problems though is, it doesn't actually say when the dread wraith shows up, just says it appears. I'm assuming it appears as soon as the card was drawn. I wanted to do a type of count down timer for ether A, when they have to kill it, or B, when it will show up.
How much does a small keep actually have inside of it, wealth wise? I wouldn't mind, in fact would prefer if they actually use the keep to aid them.
How much does the Fighter actually know? Seeing as he/she was created by the same source, the fighter would know everything about the keep and the dread wraith, or at least, enough. What else does the fighter know? Is the fighter aware of the current world?
Finally, I don't think you can share the "effects" of the Deck, so I don't know would would actually get the +6 to Diplomacy rolls, or who actually has to fight the Dread Wraith. I wanted it to be the who party vs 1, since having an equal amount of Wraith with an equal amount of adventures would require a very high level session to be even consider fair.
I keep running into this issue with my GM, and I don't really know who is correct.
When you do a skill check that has a duration longer then a minute, or the spells duration, does that mean the spell wont work for the spell? For example, If I wanted to cast Guidance before i started crafting something, that is going to take much longer then a minute or two. Stealth Checks you need to make re-rolls depending on what happen, but on the first roll of someone stealth-ing about, since that can easily more then a single minute would that not apply?
From my understanding, its a mechanical thing for the players sake, and that it simply just means when ever a dice is rolled for a skill check.
If someone wanted to use Tap Inner Beauty for a performance check that could last hours, would they not get the benefit?
It doesn't actually state the action it uses. I'm assuming its ether a standard action, like the ability it replaces, or a free action, since touching someone doesn't seem like a hard thing to do.
It says on the archetypes that you can choose if you wish to replace a class feature. However, there are some you must take regardless.
I find the only worth while Alternative class feature for the cleric was the Evangelist. Trading A domain, armor and shield proficiency and the occasional Channel energy for bardic songs and to yell louder.
However, trading Spontaneous healing spells? That is optional right? Although the very flavorful spontaneous mind controlling spells can be used quite nicely. Healing and curing is something I just would never want to lose as a cleric.
Just wondering, are there any rules for multiple people riding a single mount. Realistically, two people can fit on a single horse. Is there anything in the rules that says there is a penalty for doing so? So long as they don't go over the horse's weight capacity, what different would it be if it was just one heavy person. If I recall correctly, I think this was actually a viable tactic some army used, "The person the back was an archer." or just for the sake of how many people can travel on horse back when traveling.
I can see actual room being an issue, but I can't see anything that says you can't do this. Nor do I see any penalties for doing so.
There really isn't a whole lot of information about this, and searching on the forums where a lot of suggestions, but I didn't see any solid rulings.
To hire a hireling is ether 1sp a day or 3sp a day. Does this include what level they are on? Is there a modifier for level * wage or something? How do hirelings effect your exp, say, if your group hired one or two hireling warriors to help them in combat?
I was under the impression so long as it has the strength the carry the rider, you could use it as a mount "with the negatives for being over a certain load".
Some beast rider selections don't have a companion table, do you just take the base stats and ex abilities?
One thing I have always hated where any type of save or die spell. When ever I have a creature or encounter do a "save or die" attack or effect, I simply say that the player is reduce to 0 and passes out.
I do this because I, both as the player and the DM, have never found save or die at all fun. It might ruin the balance, but nothing spoils the moment more then to have a rogue"or some other class that has low fort and/or will saves" at max health roll a save and then is told he dies, and there is nothing he can do.
I don't mind effects that are consider save or die, like say, the sleep spell. Since that does not kill you, something else does, although I do like to reduce cheese in such encounters.
but is that technically fair? A player character getting killed is like say "YOU LOSE" in the mind of many player. While them dropping to 0 and getting knocked create a moment of "SAVE ME, GET ME OUT OF HERE, HELP ME!" Which is much more exciting and dramatic, then simply say. "You die, reroll a new character or get resurrected for -1 level."
So effects that causes characters do die easier, I don't mind, but effects that just out right slay a player, like finger of death, or death attack "Unless its an RP encounter where the target is an assassination target". Quivering Palm I'm at odd ends with. I have never had players actually run into a character with it, but I would probably allow that, in that situation, possible for more RP reasons. "The monk will cause you to die unless you do this task."
So should I use death affects as they are intended, or should I just keep to the way I've been altering them?
Right now the party is right outside of the door of my Drider lich sorcerer. The lich has been watching their every move since they came inside. He "knows" or has prepared for when they enter his final Chamber. My problem is, I don't know if he might be a little too prepared. He has been "watching" them since they came in, and the party should know this.
This is suppose to be a very hard battle for the party, but the strategy the lich employees I fear might be too much for the party because of a golden rule I use to hear about stealth encounters can wipe entire parties, even if the monster in question is 5 levels under them. Something about a level 10 whisper gnome being able to solo an entire level 15 party without ever taking a hit.
So there are 7 heroes, 3 of which are treating their Animal Companions as level 7 druid AnCos. One character is a summoner, but his summon was dropped to 0 in a previous fight. If I would assume APL, would be about level 10.
The party has already faced 3 encounters already, but still have plenty of heals and spells to go around. "2 sub caster classes"(level 20 gives 6th level spells aka like a bard) "3 Full base attack classes" (Two of which give 4th level divine spells at level 20 aka like a Paladin)
One werid class that the player told me he wanted to kill of his character so he could make a new character since it just wasn't working at all,(technically on the same spell power abilities of a Bard) and a rogue. All the characters are using elite array stats.
The Lich is about a CR 12-13. He has 5 levels of sorcerer, which I assume would treat him as a level 11 sorcerer for purposes of spells. I'm just going to treat it as if he was a 11 levels of sorcerer. He also has the Infernal Bloodline.
Since he knows they are coming, he was going to buff himself with expeditious retreat, and Eagle’s Splendor, giving him a 22 in charisma, and greater invisibility.
Using one trait to lower the metamagic cost of an Empower Rainbow Pattern, he will split the party of 36 "does that work like that, if not 24 would do fine" over a trap door, which is not apparent to them do to an illusion. If the players do not act to prevent 4-6 of their party to stop following the pretty lights.
The second phase would be that he would then "quicken charm person/ Normal Charm Monster" on two other players, and tell them that this is a "joyous occasion" and since he has been watching them, he would pick the two most likely to not have high will saves. He will then, while invisible, convince them to start hugging "grappling" their friends and don't let go for any reason. Since they are not dealing damage, I don't think that would count as a "hostile action" since he has still not attacked them at this point. At which case he might tell them to "pick them up and move them" somewhere else. Since at this point the voice with a +6 charisma is the best friend in the world, and he has yet to do any "perceivable" hostile action.
He would then Dominate person on a third character, possible the rogue, to do his bidding, and another swift action for another spell.
On the third turn he would then open fire with fireballs, and some swift action grease, and stealthing around and doing things like vampiric touch, and another trait on magic missile so he can do Toppling magic missle as a swift action. While climbing on the walls, rafters and support beams like a spider-man should.
I haven't decided yet if I would but one or two skeleton mages with wands fireball, and Toppling magic missle which the players are more then welcome to loot, or they could be "helping him" cast his spells and up the DC by a certain ammounts. As well as some random skeleton warrior minions.
So, too much? Too little? 7 level 6 heroes with animal companions.
I have issue with this because the party has no way of detecting invisible creatures outside of detect magic/detect evil/ track evil. No bags of flowers, no glitter dust, and when it comes stealth checks, I think the party is going to have a very hard time even hearing them, especially if they decide to cast "area silence" in hopes of making him stop casting spells, as they have done in the past.
and no, this boss was not made to counter the party, I've actually ran this campaign before, just at a lower levels, and the party always destroyed the supposed boss, but he has the same spells he always had, just now he has more of them since the pathfinder modifications I made.
So a play wanted to run a Gun Mage character class from Iron Kingdoms, and after looking over the class, I see nothing really wrong with it. It is basically a limited spell caster that can cast spells through his guns. While getting spells at a bard progression. "They cast like a sorcerer, know spells and spontaneous, charisma based". Since my setting is allowing six shot revolvers, and steam punk like technology.
It was a 3.5 class, so he only has d6 health, and 2 + int skills per level. As well as expected to use 3.5 rules for guns. "A pistol does 2d6 instead of 1d8 but they doesn't go through touch AC and such. "
Overall, it doesn't seem like I have to change anything, but I was wondering, since many classes got powered up in pathfinder, if I should power up this class.
As far as class abilities goes, this class gets 3 abilities at the first 3 levels "the ones that let him cast spells on his bullets" and then a bonus feat ever fifth level "5,10,15,20". They only have a base attack of 3/4 HD "+15 at level 20". What changes should I make if any?
Their spell selection, although nice, isn't anything that would turn the balance of the game.
3rd level—blink, confusion, detect thoughts, dispel magic, displacement, emotion, explosive runes, fear, fireball, fly, gaseous
form, greater magic weapon, gust of wind, halt undead, haste, hold person, invisibility sphere, keen edge, lightning bolt, magic
circle against chaos/evil/good/ law, nondetection, phantom steed, protection from elements, shrink item, sleet storm, slow,
stinking cloud, suggestion, vampiric touch, water breathing, wind wall
ect...
This class sounds a lot like the inquisitor, so it would stand to reason they should get more skills per level, such at 6 + int, and a HD of 8 instead of 6. They also would get the Amateur gunslinger feat, or maybe they would even get a grit progression at some negative level of the gunslinger. Maybe give them rogue talents at some odd frequency?
Ran into a bit of a problem today. The party of 7 level 6 ran into a Black pudding. When I read the monster ability split, it doesn't sound like to changes size modifier. However, the whole table suggested that it didn't make sense that the ooze would not get smaller.
The ability doesn't say anything about size changing though, but I thought it made more sense that if you split it in half, it would have to become smaller.
Does the pudding get smaller when you slice into it, or would you need a spoon.
I just wanted to make sure, but I'm pretty sure the drinker could make a DC save against a potion they drink in the case they might drink something like Abadar's Truthtelling. For example, as part of an interrogation process. The local guard ask the suspect to drink this potion. Would they get a save of a DC 11, or because they drank it, or because they drank it, they have already "decided" to "allow" the spell and can't make a DC save.
"Potions are like spells cast upon the imbiber. The character taking the potion doesn't get to make any decisions about the effect—the caster who brewed the potion has already done so. The drinker of a potion is both the effective target and the caster of the effect (though the potion indicates the caster level, the drinker still controls the effect)."
Is it possible to force someone to drink a potion during combat? There are rules against "or rather for" an unconscious as a full round action.
Pretty sure this next part would never work outside a GM allowing it but...
If you threw a potion at someone, could it break on them? If it did break on them would they get the effect of the spell? Could you splash it on them. Would there be an AoE Effect? I am saying in a situation, if a fighter was surrounded by bunch of skeletons, if another part member could throw a potion of cure moderate wounds, and heal the fighter for 2d8 +3, while the skeletons took 5 positive energy damage?
First thing first, I don't know how to "make" custom magical items, and I've done fine with using the pre-made list for years. Aside when the DM/GM/me feels randy. I don't know any official rules, and reading them, they don't really answer a whole lot, or really explain certain situations.
So the group I am DMing wants to make a Portal Gun, and they want to make it as a Wondrous item, meaning its not so much a weapon, it can only for its one purpose.
"Should I let the gunslinger still apply any gun base ability to this item?"
The idea of the gun is similar to the gun from Portal 2. You can make only 2 portals on any flat surface, and anything that goes in one end goes through the other. The spell the gun would use is Dimension door.
Going from examples like Cape of the Mountebank, and Cauldron of Seeing/Crystal ball, would make the price between 10,800 gold to 42k gold. Being that this gun will probably be more the once a day. I was thinking of making it ether run on thunder stones, or it only have so many charges per day. This would effect the cost.
I remember reading somewhere, the cost could be reduce if you added restrictions or the item, such as, full-round action vs the spell that's only a standard action, both portals need to be with in range and created ect...
I had planned it, it took a move action to make one portal, so you would need two move action to create two portals. Any movement towards the portal would immediately place you on the other side as if you where there. So even a five foot step, any and all restrictions still apply once you where on the other side such as attack of opportunity.
You can never make more then two portals at once. Upon creation of another portal, you "destroy" one of the portals. You may choose which.
Any creature who has an active portal under them could make a reflex save of DC 16, if you are force through it, say, by bulrush, there is no save.
I was wondering how that might effect the cost if, instead of per move action, make a portal per attack, so if someone with a +6 base attack and rapid-shot, (AC of an empty square is 10 if i recall correctly.) and could there by shoot on portal on the ceiling, and two underneath two unwilling, "or willing I suppose" targets, having them make reflex checks, and they would immediately fall through, since falling through would technically be less then a second.
Any creature that is between portals, "say, has his arm through it, but he is still standing on the other side" would be safely shunted through the side with greater amount of its mass.
For obvious reasons, the portal can not be created on any surface that can not support it, such as water or lava, it must be solid, and anything that might change the flat surface, such as the wall moving/being destroyed/disappearing would cause that portal end to be "destroyed".
You may shoot through said portal, as if you where shooting through an open 5 foot door.
Or just scrap the whole portal thing and just say it shoots a ball like beacon that D-doors the user to where area it hits, if it can support him.
Question, does the Favored Class Alternatives for a human ranger, the the that gives +1 hp and skill points apply to A rangers's Animal Companion, would it apply to all of what a Ranger Beast Master Animal Companions might have? Would Eye for Talent apply to all Animal Companions if you decided to split up your Druid levels for AnCos?
Full Name
Matt S.
Race
Some form of Human
Classes/Levels
5 Chef/ 3 Salesman/ 3 Head of Security/ 1 Phone Operator/2 Data Entry Clerk/1 Night Shift Supervisor
Gender
Male
Size
None of your biz
Age
30ish
Special Abilities
Excellent Salesman and Lover of Redheaded Women
Alignment
NG
Deity
Baham....Apsu
Location
Over here
Languages
Common, some Spanish
Occupation
Phones.....
Strength
14
Dexterity
12
Constitution
12
Intelligence
14
Wisdom
16
Charisma
14
About The Beardinator
Love gaming. Experienced GM. Love paperback fantasy novels.