sounds cool dageers for close combat bow for distance. id even whisper how low dagger damage is to my GM and tell them about cool elemental damage added on to weapons a magic item wishlist
i would take the TWF path with the ranger cause you dont need the high DEX to qualify for the feats and take the archery feats with the ones you get for gaining levels.
people on these boards will tell you its a weak build but if thats what you want to play then do it.
Most groups i have joined are in this club to varying degrees. so i either tell em' i cant handle it and leave or just leave w/o saying a word. i mean i hear that garbage out in the world but wont listen to it with my free time. if it means i cant play then thats just what it means.
i have an awesome group in Tucson and will be moving to Pittsburg soon
Shar Tahl wrote:
Does the Words of Power system go well with the Magus? Starting a new campaign and going through some character concepts.
there is an episode of the players guide to pathfinder words of power that talks about WOP and the magus.
anyway...you should listen cause it made me want to play one...
Q:who would profit from starting a conflict/war?
Q:what is their long term goal?
Q:what villan/group of villans interests you enough to present it well to your players so that they will bite?
my mistakes in the past have been to start too quickly with the BA plot and overwelmed myself and the very low level PCs with things out of their league. so i would start with some monsters and dungeons until i grew comfortable with the system, my players, and the GMs chair.
EDIT: god of war not cod of war. though that was my first bands name
um...don't worry i got it
quickly, PCs are chasing a group of GOV. toughs and their boss who have taken the leader of a resistance movement, they were heldup in a empty warehouse attacked by tengu, found the entrence in the floor followed and passed up the alcove(?), followed the tunnel to other end(temple dist. within walls of capital city), came back to alcove found secret door and...the night ended.
dungeon could be the prison or ???. im open to the coolness.
play what you want or dont play.as a player im not going to waste my own time on a character im not invested in.as a DM i dont want my time wasted with someone who wont play more than a few games for lack of charcter investment and will clog up my game with bad mojo. itll be a better game with out you.
unless.......you pick a character that you dig.
cool, cool, cool
I want to do this right from the start so I'm meeting with all players individualy to create characters and run them to where the party will meet. I plan to work in some RPing and an encounter that's tailored to the character. My hope is to really get them invested from the start.
From there I want to run through some really bacic stuff as Akeaka and Shifty have suggested.
What about slow XP progression? Too slow for new players?
Kinda vague there on the request, especially since we have no idea what your experiences were, at all.
I started playing ad&d mostly in the Realms, Planescape, Dragon Lance in the early 90's with mostly older players who took RPing and their characters seriously. Characters were thought out, not power focused, and developed slowly. Moved to 3e with same group had similar experiances then moved/got out of the game, some years later(last year) got back into it and have had trouble finding a good group bla, bla. Now I'm moving to a new state where I have a group of 5 players all mature and cool people who have little to no XP with RPing and/or video games(a good thing in that they are fresh. My hope is to convey the awe of a good story. I'm running my world i've been working on the last year and it's solid.
Thanks i'm new to posting.
Can anyone recommend some extra optional rules to add some depth to melee combat - you know, something beyond "I roll to hit... now I roll damage?" I'm willing to entertain combat options that will slow melee down, even - I just want something a bit crunchier.
We have replaced the +10 to AC with a d20 roll to represent defending to be as varied as attacking. once you get in the groove it moves pretty quickly.
the theme is reasonable limit to how strong, fast, ect a person can be with the limits of their body. I have read a number of fantasy novels and can ony remember Wulfgar beating a demon with 18/00 STR and that was much discussed as beyond the limits of reality.
the long and shotrt is i dont think beyond 20 is realistic at all
I've got some rule changes for a new campaign I'm starting in a few months and would dig your advice. they are as follows...
1) TWF feat string: 2 feats buys the lot and progresses with BAB
3) bow string: 2 feats buys the lot and progresses with BAB
4)point buy at 20pts but get an additional 5pts at 4,8,12,and 16th LVL
5)ability scores will top out at 20 for all demi-human races. I think i have been running long enough to make up for this power change with adjusting CR more to my style of play.
6)no ability score buff spells save bears STR though it becomes a 3rd LVL spell.
7)all classes get +2 skill points at 1st LVL.
8)HP are max at 1st and then 75%(round up) at following levels.
There will be more but here is a start. keep in mind this is my world.