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![]() 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. ![]()
![]() Damanta wrote:
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.) ![]()
![]() 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. ![]()
![]() Cap. Darling wrote:
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.
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![]() 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.
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