1. Action economy: Why spend a standard action to do some damage to a handful of creatures dying anyways when you can use that same standard action to hit the one thing that really needs it.
You have fake knowledge. Confidence is practically synonymous with charisma. I remember charisma has also been described as follows: a person with high charisma can convince others that they are very knowledgeable, but they faulter when faced with a true expert.
A few things to note: You will need to memorize The rules for lighting and, to a lesser extent, perception. This will play a huge role in your game. You will probably find most PC's going for the same races:dwarf and half-orc. for darkvision. This isn't necessarily a bad thing, just something to keep in mind. As far as the terrain itself is concerned, maneuvering will be something to consider, and it is very easy to fall into a rut of constantly using straight, empty tunnels as battlegrounds. Make sure that you keep a good variety in your terrains so as to keep the PC's engaged and intrigued. Even something as simple as a high roof so that the wizard can fly overhead. Consider the implications of life that grows without sunlight. Geothermal energy will likely become a source of life. If you're dealing with a low level campaign, food should be a serious concern to look at. Suffocation, drowning, cave-ins, extreme temperature, and poison gases will be a staple of encounters. Use these to your advantage. That's about all I have off the top of my head. I like underground stories myself, I'd be interested in hearing how your story progresses.
Credit for this strategy goes to my fellow players. This is not my idea.
Edelle, Alric, and anyone else who is so inclined, head to the armoury. They find the doors unlocked and push them open. There are a number of weapons and armours in various states of repair. You can tell that this place has recently been raided for supplies because there are some objects carelessly knocked over. In any case, you take stock of the room: 6 breastplates, hvy steel shields, quarterstaves, and mw rapiers
You are entitled to perception checks if you like
Sumatek: You advance cautiously down the hallway to where the battle has quickly passed over. The scene is a mixed melancholy. Some people sit triumphant, kicking the bodies of their previous captors. Others rub the place where their chains had held them captive for so very long. Still others hold their loved ones and friends lost in the massacre. you blend well against the wall and no one notices you. You note a hidden switch near an upturned table, which you suspect opens a hidden passage. The chains that just moments ago were attaching slaves to the floor are gradually clattering off as a key is passed around. You note in particular a drying stain from a cupboard of canopic jars, which has been overturned.
I believe the main reason people cite monks as mobile is because of their speed bonuses and their ability to dodge Ao0 using acrobatics. I see a typical monk strategy going something like this:
One reason I find is that spell lists for casters get ridiculously long. It's a major hassle to micro-manage every single first level slot. The other reason, and I think the most common complaint about high level play is that it's hard to present a meaningful challenge to the group. They just have so many options that they will blow though any enemy, test of skill, or situation. Let's break it down: 1) Stationary obstacles- EX: swamp or flood blocking your path. -Solution: Teleport, Fly, Gaseous Form, etc. 2) Physical combat -EX: swarms, constructs, any monster or opponent. -Solution: Learn the weakness with a high knowledge check, exploit the weakness with your arsenal of weapons, move on. Alternatively, Fire off save-or-lose spells against their weakest save. Alternatively, Just hit the thing vs touch AC. Monster's think that natural armor is the bomb, so just ignore it straight up. 3)Social situations- EX: Convincing the Prison Guards to let your NPC buddy go- Solution: High bluff, intimidate, or diplomacy skill, reroll with any number of class abilities. give a +20 with a low level spell. Have tea. 4)Rescue situations- EX: family of five trapped in a flood's path.- Solution: Summon something that can go get them for you. Have tea.
305. The Treaty system and reservation schools are never enacted because Manifest Destiny never gains support. Native Americans continue to hunt freely across the plains to this day while Settlers populate only select resource centres in the Americas. *Edit* The Indian Wars in the U.S. Never occur due to Manifest Destiny's not being supported. The Treaty System is not imposed because British law in Canada's NWT is never enforced.
Male Gnome
currently: Wizard (scryer) 4 Hp 17/26 Send Sense 6/6 Eternal Hope 1/1 Mythic 5/5 stats: AC 14/14/11 f/r/w 3/5/5 skills:
k(any)+7, Diplomacy, Linguistics, Perception, Stealth, Spellcraft +8 Duly noted. I'll be sure to use them carefully. It's non-lethal poison, I now know. That makes me feel a bit better. |