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I am starting a new campaign using armour as damage reduction.

Looking at the rules I am wondering how this variant stacks up. My initial view is that damage becomes much more required. My reasoning is that the natural armour of large creatures require adventurers to hit hard as most of the time you are having to overcome damage reduction.

For example, looking at the values I could determine that hill giants become much tougher to kill as each hit requires overcoming 13 DR. Whilst hitting the hill giant is extremely easy AC 9.

Are my concerns genuine


Hi

I am looking for advice on creating an arcane duelist using a 15 point build, am in a party of 4 characters with a paladin, ranged ranger, a ranged rogue (yes I know) and therefore trying to get a support character for the paladin to help in melee.

If not a duelist any other ideas on a partial spell caster would be appreciated.

I was thinking of as a starting point human

Str 17 (15+2),
Dex 14,
Con 10,
Int 10,
Wis 8,
Cha 14

Feats Arcane Strike, Toughness

I am currently thinking about either lingering performance (drawback only really useful at low level) or intimidate prowess.

If a different race is better please inform me


Looking for advice, continuing a kingmaker adventure (9th level) with a new player joining who is inexperienced and will probably play a melee character which means in turn that I shall be retiring my fighter and the NPC cleric will be lost.

Therefore the party will consist of a ranged ranger, a rogue (not a party face) and the new melee character. I was wondering what people on here would advise for the forth character.

My feeling is that some form of full caster is required, that has some healing. I am not interested in being any form of heal bot. This character would have to do some of the face roles, I was thinking of possibly some type of witch. We are using 15 point builds, which will restrict the number of roles I can fit

Has anyone got any better ideas


Looking for advice, we are about to start book 4 and a new player is joining who is inexperienced and will probably play a melee character which means in turn that I shall be retiring my fighter and the NPC cleric will be lost.

Therefore the party will consist of a ranged ranger, some form of rogue, not a party face, and the new melee character. I was wondering what people on here would advise for the forth character.

My feeling is that some form of full caster is required, that has some healing. I am not interested in being any form of heal bot. This character would have to do some of the face roles, I was thinking of possibly some type of witch. We are using 15 point builds, which will restrict the number of roles I can fit

Has anyone got any better ideas


As an inexperienced GM running Rise of the Runelords, my players are attempting to take 20 for numerous skills (searching rooms, searching for traps, listening at doors etc) this seems to negate all possible traps and all secret doors will automatically be found. From the RAW I cannot find a reason why they can not do this.

From the Forums I can see that 1 possibility is to force it so each 5' by 5' search takes 2 minutes (in game time) and therefore all possible buffs will be removed pretty much between each combat, this does not overly concern them (spell casters are mainly offensive). This does seem quite excessive as a 40 foot by 5 foot corridor would take 16 minutes to search.

Another option would be to make the dungeons more dynamic and have the monsters constantly moving, my concern with this is the CR rating for the fights would be constantly changing and am worried of either lessening the danger of the combat (catching enemies singly), or to the other extreme becoming too difficult. Also being inexperienced this is taking me out of the comfort zone of running the adventure

Is there any other options to jolt them out of this behaviour as it appears to me to take a lot of the danger out of the campaign and as a GM it simply becomes a book reading exercise.