Boggard

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I would argue that his Charisma and Wisdom would be drained/damaged permanently, since those abilities are associated with self-awareness and self-control.

Quote:
"Post-operative blunting of the personality, apathy, and irresponsibility are the rule rather than the exception. Other side effects include distractibility, childishness, facetiousness, lack of tact or discipline, and post operative incontinence.”

I would play his personality up using this as a guideline. Honestly, this is such a strange way to take a character, I can't really say for sure.

Also, be aware that there are a number of spells that might restore his brain function. So, I'm not sure how well this would work if that's the only thing keeping your evil nature in check...


A house rule I've been considering is to allow the players to trade in their 2 traits for 1 feat from a limited selection. Here's the wording for this rule:

At creation, you can choose two traits like normal, or pick one feat you qualify for from the following list:

Weapon Finesse
Weapon Focus
Eschew Materials
Quick Draw
Point Blank Shot
Dodge
Shield Focus
Combat Casting
Mounted Combat

I wanted to pick feats that are useful but may not have a lot of power behind them. Feats that don't scale up (like Power Attack), feats that can provide a minor boost but not "make or break" a character build. Ideally these feats can be taken at first level and have no other feat prerequisites.

I want to get your input and maybe suggestions for character creation feats that I may have missed or left out.


I don't even enforce encumbrance in my games with adults, unless they are carrying a silly amount of stuff or particularly large or heavy items.

As for combat maneuvers, I would encourage the kids to explore their options when fighting. If one of them says "I want to trip him" or "I want to push him into the pit" then I think it would be fun to allow them to attempt special tricks.

If any of them play spell casters, consider creating a "short list" of spells so they are not overwhelmed by choices.


Well, thank you all for schooling me so thoroughly. I appreciate all the input.


I am trying to come up with a list of feats that are "absolute must haves" for a 1st level character of various classes.

A few that I have come up with:

Druid - Natural Spell

Fighter - Weapon Focus

Wizard - Eschew Materials

etc etc

The purpose of this list is to come up with feats that almost everybody will take as early as possible. I want these to be typical, most common feats available.

What I would like from you is your input. I am not terribly experienced, and I want to know what feats I should expect to see most often from the various classes.

Thank you!


A friend of mine is considering a Megaloceros mount to go with his lance-wielding character. A few questions popped up.

1. During a mounted charge, does the mount get an attack as well as the rider?

2. If #1 is true, if the mount has 5ft reach, and a rider with a 10ft reach weapon, can both attacks occur in one charge attack?

3. If #2 is not possible, can the mount take the Lunge feat and give him the ability to do the simultaneous charge attack?

Thank you for your time, to any who respond.


Evil Genius Prime wrote:
I'm thinking of allowing Paladins to be any Good alignment and Antipaladins to be any Evil alignment in my campaign. Can you, my fellow Paizoites help me examine the potential pitfalls in doing so? I know that one of the minor changes will be changing the spell lists to match the alignment of the character. For example, Adding Detect Law and removing Detect Chaos for a Chaotic Good Paladin.

I don't see any problems with it, other than it'll be more difficult to force your paladins to fall.