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So, I'm trying to update a one shot that I used to run in 1st Edition, and I'm struggling with how to update mass zombies and have them still be a threat. Ostensibly, it's meant for 4-6 level 13s - and other than arbitrarily making a bunch of villager zombies super high level, I don't know how to make "The Zombie Horde" a threat, when singular zombies aren't meant to be. Any thoughts?
So, I'm going to be trying my hand at these new monster creation rules by updating one of my old PF1 one-shots into 2e. That, however, lends itself to the glorious challenge and honor of having to translate the Implacable Stalker from 1e into 2. Does anyone have any ideas on how those abilities would translate, action wise?
It took me a minute to figure out, but I think I finally got my biggest (personal) reason why I don't like that essentially all of a martial's damage is tied up in his (magic) weapon. It makes my Hollow Knight concept invalid. To backtrack a bit, I have a few characters that I keep in my campaigns as a sort of recurring thing. They're basically a corrupted kind of einherjar - they can't exactly die, if they do so, they go back to their plane to await being called again. There's a restoration period they have to go, but that's not really important. There are a few of them, Hollow Knight, Silent Knight, Shadow Knight, etc. They all have auras of X on their armor. The Hollow Knight has an anti-magic field centered on his armor. If I were to use this character in 2e, the front liners would be swinging 1d12+str at each other... for 10/12 levels worth of hit points.
So I was playtesting a Fighter alongside my buddy's barbarian... and it was my observation that it felt kind of weak. I was a fighter in fullplate and was more accurate than the barb and dealing extremely similar damage (I was a dwarf, barb was human). That... kind of bothered me and then I came to the forums where I discover that, allegedly, every class was intended to have more or less similar numbers. Was anyone in PF1 upset that the barbarian outdamaged fighters? I always figured that came with the territory - a fighter has more AC, and the barb deals more raw damage and hopes the other thing stops moving first. So I look around and I do some thinking (as well as finding out that my playtest data was wrong - I thought a large weapon increased the damage die, which it apparently does not). Would it break anything too badly if rage gave another weapon die? It would be strong at level 1 - but so is everything else. Honestly my bard should die if I fail to notice a orc barbarian hiding in a tree with a greataxe above me. Barbarian as of right now seems to not hit enough and when it does the damage dealt... is just unremarkable. Thoughts?
Have a question about an alignment for an NPC I'm making. In the setting, he's a "Judge" wherein they are empowered to have full authority over being judge, jury, and if need be, executioner. As judges are appointed by the King personally, their word IS the law. Guy loves his country and is fiercely dedicated to protecting it against the denizens of the lower planes. However he ONLY shows a "respect for life, and concern for the dignity of sentient beings" if they are his countrymen. He DOES "make personal sacrifice to help others" if they are his countrymen, or anyone at all against the legions of hell. However, he has no qualms of killing any one deemed heretical, and will kill children of heretics if he feels they are old enough to understand that his country murdered their parents - as they "will grow up to be an enemy of the Queen", even if they had done nothing wrong of yet. His guiding philosophy is he is willing to damn himself if it means no one else has to, and there are some things that the Queen is better off not knowing. So... thoughts?
Salutations. I come before you because like many fans of fantasy, dwarves are... Nordic and follow Nordic gods, for whatever reason. Made me think, however, I've never really thought about the differences between say, Paladins of Odin, Heimdall, and Tyr (NG, LG, and LN). Any thoughts from the board? What sort of Paladin Codes would the three have?
SO... I started my PCs in a homebrew setting that is currently in the middle of a war between the White and Black Dragons on one side, and the Red, Green, and Blue on the other. In setting, dragons lay eggs in regular intervals and only result in a 6-limb dragon if the egg is fertilized, and hatches as a drake (4-limb) otherwise. In my attempt to make the non-existant Drake, I'm thinking start with the dragon chasis, and then change the breath to a ranged touch with 5 or 10 foot splash at the end. There are claws at the ends of the wings (to quote Smaug, a drake, his teeth are swords, his claws are spears, etc), but I also seem to remember the stinging tail to be a staple of drakes in the past. Does anyone have any input or advice on the matter? Also Kobolds and Lizardmen, but the more I think about it I'm just going to make "humans" and call them Lizardmen, same with goblins and kobolds.
I've been a long time lurker on these boards, and spent mindless hours on this during my downtime from my first deployment way back when. But perusing it recently it just... kind of depressing, honestly. So I decided I was going to put a thread saying that I'm a pretty big fan of this new system, as I feel the people who dislike it are much much more vocal. That isn't to say there aren't people who are offering legitimate criticisms without being over the top vitriolic. But just as a whole, I like how the system seems to highly encourage other actions that just - I get into range and full round, and then continue to stand there whacking each other with sticks until one of us falls down. There are kinks to work out, but I can have fun playing the game and, as designated DM, there's going to be some learning pains. I expected that. Now it's just down to playing the friggin game to learn the ins and outs of this one too.
So I just ran Lost Star with a Human Barbarian (Giant totem), and a Dwarven Fighter (D. Waraxe two hander). I do have to say, I am very much a fan of the new 3 action combat system. To try and balance things out, I essentially halved each encounter (1 quasit vice 2, etc). My PCs skipped a few rooms, essentially being very and deeply mistrustful of parts that weren't actual hallways XD, but eventually found the Star after killing the boss. Of each encounter, difficulty seemed a tad right (although I DID apply the weaken template to the boss, didn't change his HP though). A lack of healing nearly killed us, but that had more to do with I forgot to halve the goblins in the second chamber. As a DM I would say though that (Lore Pharasma) is extraordinarily specific and why wouldn't Religion qualify? Also tidbits on what the goblins would do if you managed to bypass the "Goblin HQ" area. Because I never felt they had particular reason to be loyal to Drakus I didn't have them help out - but would they try to ambush the party that snuck past them? Lastly... the barbarian does not do enough damage, at least at level 1. During those three rounds of rage I feel I should HAVE to power attack to keep up, but in practice my power attack let me surpass him, even in rage. His bonus to hit became a +4/-1 to hit twice (and thereby surpass me), while mine was just a +6 for mass damage. Maybe giving rage bonus accuracy would help, I don't know. But I definitely feel it needs more... umph.
So... one of my players asked me when you have a shield, is that hand considered occupied for the purposes of two handing a weapon? I ask because if you have a Bastard sword or a Dwarven Waraxe, you're default one handing it and can choose to wield it with two hands. It would make sense to me to just lock them out of the raise shield action that turn and basically treat the shield as dead weight - but I don't actually know because the rules don't say. Help?
So... where's that argument on whether Fighter/Wizard or Wizard/Fighter is better? Following along on the comments in the blog, I was promised brimstone. Real talk though. It seems offhand that a Fighter/Wizard is (shockingly) a Fighter that has a little more utility, maybe a shield at low levels. It appears that Wizard/Fighter is the way to go for a "magical swordsman". Does anyone have similar/ differing experiences?
Okay, so I've got a sort of mounted control samurai- in training- after I saw that reach actually extends your reach and you can still attack adjacent. A: Human
Str 16, Dex 12, Con 16, Int 14, Wis 10, Cha 10 1. AoO, A.Feat(General Training-Ride), C.Feat(Power Attack)
Trained In:
Expert In:
Gear: Fullplate, Guisarme (naginata reskin), Minor Elixer of Life x2 Basic Idea is to use my initial round in combat to use the mount to get me into combat, and either knock someone down (with my sweet sweet +8 to trip), or just begin the power attacking. It is important to note though, that Trip is an attack action, so should I start combat next to them and attempt to Trip and Strike, it will be at a +8, +4- however, ideally the second hit will be against someone prone which gives -2 to AC. Anyone have any preliminary thoughts? I statted him out to third the way I would build him through each level.
When the playtest formally comes out, I plan on making a sort of homebrew campaign to test how well it can work with things that aren't particularly "traditional" pseudo-medieval. My intent to try and make a Eastern themed campaign, samurai, ninja, Hun-army-style-bandits, etc. Does anyone have any advice for this or things that I should try, judging from what we know of the playtest so far?
A relatively themed character that I wondered if I could get someone's input on. Artificial Bipedal Soldier S/N: 0000 (ABS-0000... or Zero for short)
14/14/10/12/10/13 1. Theme Knowledge (Profession Soldier), Heavy Armor Prof.
If it wasn't apparent, I'm modeling this character after Zero from MegaMan X. I don't know enough about what rolls Starfinder makes you roll to accurately presume skills however.
Hello boards, just a quick question. I'm currently statting up a major subplot boss fight, and was wondering how I would price items that are heavily cursed. For example, he is wielding an artifact based on Gram from the Norse myth, and I deducted about half his level 11 wealth for it. It's equivalent to a much higher cost- but it among about half of his gear is cursed. He has a cloak of resistance that gives him a profane bonus rather than resistance- but the bonus is a penalty vs effects from changelings or hags. He has a cursed helm that gives him a +5 to intimidate, but his mind is in a sort of constant fog, and his mood and emotions can be manipulated by the helms crafter. An uncursed +3 cloak is 9k, and a magic item to give a +5 is 2.5k. What would the curses take off for "effective cost"?
BLUF: How many different ways do the boards know to build a "pirate"? Background: Recent campaign I was set to play an aerokineticist (akin to Zaheer), but due to undermanning, had to dual hat. I was torn about what to play until I realized I had never actually played an Unchained Rogue. I decided "what the hell" and named him John Silver. I don't think I've ever enjoyed playing a character as much as I'm having with Long John. But that got me thinking- Rogue and swashbucklers make pretty easy sailors/pirates, what... other classes solid pirates? I should think fighter would be more difficult, as the lack of skill ranks mean they have to choose between Prof(Sailor) and the Climb and Swim they need to not die. Thoughts?
Can someone please explain to me why everyone seems so against Lawful Good as an alignment?? I genuinely don't understand it, unless you're playing an evil campaign. Lawful Good is the "traditional hero" alignment, and- case in point- these heroes have HAD CG/ CN allies in video games and narratives and it wasn't alliance breaking. Alex Noa was able to operate just fine with a chauvinistic bandit (Kyle) in Lunar. Ratchet and Clank don't want to kill each other. The Gaang from Avatar have wildly different alignments, and they work fine together, minus a few spats.
So I was making a Chosen One Paladin, and wanted to see what all I could do to make Alex Noa from Lunar when I came across the Envoy of Healing trait. Trait Here:
Whenever you use channel energy, fervor, or lay on hands to heal a living creature, you can reroll any healing die roll that results in a natural 1 (you must use the new result). Two questions with that. 1) Can I use this trait with my Lay on Paws ability, as it's my ability, not the familiar's? 2) If when rerolling, I roll another 1, do I reroll that?
So a few quick questions on the archetype. How does it play versus traditional pallys? I've played my recent ones as... shield brace/ halberd dreadnoughts, and the extra bonus to the weapon helps me throw money towards AC instead. Can they be built as regular pallys? Second, I've been itching to play something along the lines of Dragonmaster Alex from Lunar (older jrpg). How much would it break the archetype if the True Form was a pseudodragon?
I have a question about the Armored Angel class feature. Armored Angel:
At 3rd level, a sanguine angel gains the armor training class feature, treating her class level as her fighter level while wearing Gray Maiden plate†. If the sanguine angel has levels in another class that grants the armor training class feature, the levels stack to determine its benefits, but only when she is wearing Gray Maiden plate So... is that saying that the levels stack PERIOD, or only for the purpose of Armor Training? IE, for a Fighter 5/ Sanguine Angel 5 could the character take the Advanced Weapon Training feat once or twice?
Background, I'm trying to make a type of skinwalker based on generalized predators rather than any one specific one. To that end, this is what I have so far. +2 Wis, -2 Int, (+2 Str)
Frightful Howl is what has me stuck. I noticed that some of the other skinwalkers give really powerful abilities, such as werewolf-kins +2 to all saves (3 feats), and weretiger-kin's See in Darkness. Mechanically, I want it to be something like Dazzling Display, but that has a much larger range and works via sound. So if it was in an urban environment, at the dead of night, at a high point, those races that have the highest perceptions would the ones be spooked or shaken by it. But I'm lost in specifics. Any help?
Hey guys, long story short, I'm trying to make a villain for a campaign I'm running, and modeling him after Zed (League of Legends) and the Shredder. To that end, I found the Shadow Savant vigilante archetype from Legendary Games. This is what I've done so far: Social/Vigilante Talents:
Lv 1) Social Grace: Disguise->Bluff->Sense Motive Lv 2) Lethal Grace Lv 3) Unfettered Shadow Lv 4) Shade Jumper Lv 5) Shadow Spy Lv 6) Panache Pool Lv 7) Blind Control Lv 8) Panache Talent: Precise Strike Lv 9) Shadow Swap Lv 10) Critical Virtuoso Lv 11) Enduring Shadows Lv 12) Critical Violence: Wakizashi Lv 13) Swift Swap Feats:
Half-Elf) Exotic Weapon Proficiency: Wakizashi Lv 1) Weapon Focus Lv 3) Skill Focus: Disguise Lv 5) Dimensional Agility Lv 7) Dimensional Assault Lv 9) Outflank Lv 11) Dimensional Dervish Lv 13) Dimensional Savant Any thoughts and or suggestions? I know that the precise strike damage won't multipy on the crits, but after everything is said and done, the wakizashi's crit range is 13-20.
Hey guys, long story short, I'm trying to make a villain for a campaign I'm running, and modeling him after Zed (League of Legends) and the Shredder. To that end, I found the Shadow Savant vigilante archetype from Legendary Games. This is what I've done so far: Social/Vigilante Talents:
Lv 1) Social Grace: Disguise->Bluff->Sense Motive Lv 2) Lethal Grace Lv 3) Unfettered Shadow Lv 4) Shade Jumper Lv 5) Shadow Spy Lv 6) Panache Pool Lv 7) Blind Control Lv 8) Panache Talent: Precise Strike Lv 9) Shadow Swap Lv 10) Critical Virtuoso Lv 11) Enduring Shadows Lv 12) Critical Violence: Wakizashi Lv 13) Swift Swap Feats:
Half-Elf: Exotic Weapon Proficiency: Wakizashi Lv 1) Weapon Focus Lv 3) Skill Focus: Stealth Lv 5) Dimensional Agility Lv 7) Dimensional Assault Lv 9) Outflank Lv 11) Dimensional Dervish Lv 13) Dimensional Savant Any thoughts and or suggestions? I know that the precise strike damage won't multipy on the crits, but after everything is said and done, the wakizashi's crit range is 13-20.
So for a game I'm to be DMing in a homebrew setting, I'm making the orcish horde ahead of time for my MLP Binder of Baddies (I love the oxymoron). But I'm trying to think about the composite creatures in relativity to the troop, and I'm also... confused on making them. Do I just statically assign a CR to the troop I'm making, completely independent of the base creature? The highest CR goblin they'll find (generic, not named) are my CR 2 goblin rogues that ride ahead of the orcs with poisoned weapons. So when I turn that into a troop, is it unbalanced to give their auto hit troop attack the poison still? And is it at a CR appropriate DC, or the base creature's DC 14? Do I have them keep sneak attack? And as far as HPs go- I can completely understand the gobbies disbanding in disarray. The Orcs... not as much. Would an ability "To the Death" that gives them essentially 1.5x or 2x the average hitpoints to signify the troop isn't breaking ranks, you're killing all of them too much? Please help >_<
So I understand the formula for calculating EDV for individual attacks.
So for natural weapons, or iterative attacks, would you plug each one in and then add EDVs together at the end?
Hello all, I'm prepping to play in a RotR campaign soon, and I'm decently excited. I've never really gotten to play an actual AP before, and I hear this one is a PC Killer, so I figured now was the time to step up my A-Game. I'm not too familiar with the Golarion lore, but the setting guide for Varisia said there were Tian Xianese(sp?) in Sandpoint, so I decided I'd go Shaman King for this and make a Synthesist summoner. Right now, merged stats are sitting at 18/12/13/15/15/16; Amidamaru has Ability Increase (Str), and Skilled (Perception) as his evolutions. I'm playing a half-elf, and decided one of my out of combat utility things is going to be never failing perception rolls. After everything, I have a +12 Perception out of merge, and +20 in it (at level 1). Feats are currently Skill Focus (Perception) and Arcane Strike, and traits are Seeker and Reactionary. Is there anything I should know for this AP, and should I take Improved Natural Armor (evolution) over Skilled until level 2?
I am currently trying to build a teisatsu for a Rise of the Runelords campaign. I... am not sure how this GM does stats, so unfortunately I don't have any stats to build off of yet, but I want to get something on paper so I'm ready to rock whenever it kicks up. Problem is, I want too many things and would like help prioritizing. Specifically with the vigilante talents. I'm rolling a Fanglord Skinwalker to give myself See in Darkness (and a racial bonus to Dex and Cha), and trying to build him as a ninja, where the character identifies as the vigilante not the social persona (kind of like the Shredder vice Oroku Saki. So should I go for Lethal Grace at 4, and Vanishing Trick at 6, with Abundant Step at 8, OR swap the levels for Lethal Grace and Vanishing Trick- taking weapon finesse early because Lethal Grace lets me swap it out whenever I grab the talent?
So I know that ordinarily, Pathfinder classes are stronger than 3.5, so while you can't go back, you can usually go forwards. While searching for a viable... drain tank class? I found this
Does this seem... broken or acceptable?
So I'm currently using this Reddit fix to the Drake Companion Archetypes, and going to play a Drake Warden. My question to the ladies and gentlemen of the board is... if I trade out my "Second favored enemy" does my first one still advance, do I get a "third" one, or...? I'm as confused as an orc watching a goblin reading.
So long story short, I was able to adapt the Hellknight PRC to fitting the "judge" concept for my game. So without further ado, I... need help with two "empty" feats. (This is for a homebrew world, not Golarion) The build:
Feats:
Lv1: Improved Unarmed Strike, Improved Grapple, Power Attack Lv2: S. Focus (Buckler) Lv3: Intimidating Prowess Lv4: Unhindering Shield Lv5: AWT: ??? (leaning towards Warrior Spirit) Lv6: Cornugan Smash Lv7: Body Shield Lv9: Greater Grapple Lv11: Rapid Grappler Lv13: Grabbing Style Lv15: ??? Hellknight Disciplines:
1. Brand 2. Versatile Intimidation (Diplomacy, Perform Oratory) 3. Favored Quarry (evil outsider) Basically, any assistance with helping the character be a level 16 NPC. The grapple build is for what he can't charge and cut in half, for either political or strategic reasons.
Hello for an upcoming DMPC, I've decided to make a bard. Because it's a DMPC, it's mostly going to be used for combat support and storytelling purposes- but I've never actually made a bard before.Mechanically, this is what I have so far. Treival No-Name: 10Str/18Dex/13Int/13Wis/19Cha Vanilla Bard Feats: Magical Tail, Spell Song Desna's Shooting Star (replacing his Versatile Performance) Also has the alternate racial talent giving him Fox Shape as a free feat.
Hey all, I was wondering if anyone could give me some tips. I'm currently making a sidequest for a party of level 5s (a Paladin, a melee Fighter, a Ranged Fighter, and a Sorcerer). The quest, in a nutshell, is they're going to be looking for a serial killer. I'm using the Serial Killer vigilante archetype (level 8) with a build focusing on Bushwhack and Throat Slicer using a Kerambit. My question, is if she can get one of the PCs to go upstairs or whatever alone, how many floors up or down do they have to be before they don't auto-Perception that she's trying to grapple/ slit his throat?
I really really like the flavor for this archetype, and the "dragonrider" and "dragon knight" aren't usually things I can play in Pathfinder without some serious houserules. But, if I wanted to play Dragonmaster Alex from Lunar, would I want to go drake rider or silver champion? And does it break the game if I give the drakeriders drake companion mount as a free evo when it is the "correct size" like the pally gets?
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