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VM mercenario wrote:
Bardess wrote:
The Patrician is a high-level LN Aristocrat/Expert. I don't see him as a PC.

I guess you stopped reading before Night Watch, then. Vetinary is a slayer, or possibly a ninja. He could beat Vimes perception checks when he was a teenager, before he graduated from the Assassins Guild School.

His stealth score is so good, he failed his stealth exams because the examiner couldn't find him to take the exam.

Young Vetinari sure. But Patrician Vetinari is more of a mastermind investigator. After all. If someone comes bearing his word, that carries weight.


Not really a funny magic item but a funny way to make one. I had a paladin of irori who wanted a replacement for the holy symbol he had lost in a previous encounter. Our sunder build barbarian promptly took a lump of gold out of his pouch and punched a dent into it. It's since been an agreed upon way to make irori's holy symbol with my group.


Inner Sea World Guide


Just a Guess wrote:

Snake style is rather weak. Using sense Motive as AC is an immediate Action so can only be done once per turn.

If you see that as too strong you should only allow core and ban all casters.

-FACEPALM- missed that little tidbit whilst reading it over. Okay bad example. Thank you


Damanta wrote:

I'm going with nothing that cannot also be done with just core and apg, perhaps just in an easier, more exotic or different way.

So, instead of such an open question, a bit more information about what you consider too much?

I would define too much as something that either bogs down the game speed (like master summoner) or does something too well for its cost (my example being snake style: +2 to sense motive and lets you use your sense motive roll as your ac. The cost being improved unarmed strike, 1 rank in acrobatics, and 3 sense motive.)


Starting up a new campaign. As I'm allowing a bit of expanded access beyond the core and advanced player this time around. I'm wondering if any of you have encountered any feats/archetypes/traits etc. that did too much.


Made this once. chaoseffect has it about right. After the third level in shadow dancer, you have a meh period where the 7 barbarian class levels are more enticing. As for totems I went the chaos line since the GM had lawful crusaders after me. Spirit totem seems like a strong option though.


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Very interesting classes. I do find the cap skill for vital blades rather underwhelming though. Being able to heal through the damage you deal seems like it should come earlier the skill progression.

The only other thought is maybe there's just a "blade" class and you make a choice on where your summoned blades powered originates from. Sort of like a sorcerer bloodline.


I think this is more of a homebrew thing.

Given that some spells require expensive spell materials, maybe his vow of poverty gives him an upgrading Eschew Materials where he doesn't need spell components for spells using components costing 50 x 1/2 his level in gold.


Cap. Darling wrote:

Do you want to be a Master of combat maneuvre defense(CMD) or do you want to be good at different maneuvres?

If it is the last what maneuvers do you want?

Doing the maneuvers. Grapple, disarm and sunder are the ones I've been considering but I'm not familiar enough with combat maneuvers to know if these are good choices.


Starting a new campaign and I feel like throwing our GM a curveball. I usually make a damage dog or a skill junkie but this time I'm feeling like making a someone who uses combat maneuvers.
Character build rules: 25 point buy core classes and APG classes only. (No monks) core races. Level 3. All archetypes and feats.


Thanks for all the wonderful ideas. Y'all have made this a lot easier to work with.


Through unlucky dice rolls and the disgusting power of a snake style monk, the main villain of my campaign was killed a lot earlier than I originally anticipated. While I could pull some trick to have him alive, I am intrigued by the idea of having them deal with the power vaccum that killing this villain has created in addition to the issues his contingency plans may arouse. My problem is I have little idea of on how to work a power vaccum in a campaign.
The villian: A gnome who combined golemancy and dark magics to create a race of bioconstructs. He converted the area surrounding his lab into a hostile swampland, filled with rejected creations. His obsession with creating life (a feat virtually impossible in this setting) gave him conflict with an ancient order (whom the PCs are members of) tasked with guarding an eldritch pool capable of altering it.

Race

Half-orc

Classes/Levels

Hunter 1

Gender

Male

Alignment

N