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so I'm playing as a level 6 fetchling ninja and was thinking of multi classing into something else but I just cant find anything that sounds right. what do you all think shoud I stick with staright ninja or should I multi class?
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At the end of the day the black blade is a weapon that u cannot enchant in any other way than to use your arcane pool. It doesn't have magic slots and cannot be equipped with any items however you can add poison to the blade. And do other mundane things to it like that though depending on your blades personality it might like that ![]()
Yeah but if I stay within 30 ft of the target I get the sneak attack damage so I dont see it as a trap however warpriest or maybe a oracle with the cloak of stars ability for the ac boost and some spiffy spells I can use to buffer my party.. I'm not really looking for the most awesome build ever I'm just looking for something thats going to be alot of fun to play both in and out of combat ![]()
So I'm building a lvl 2 strix Zen archer and I was thinking of multi classing but am unsure what is the best option I was thinking of going with fighter or ranger but I was also thinking of doing a magic class. Now I dont have my stats with me at this moment but i do know that nothing is below a 10 on a 20 point buy.. Ty for your time ![]()
Ok so I'm playing a lvl 13 Zen archer and it says that I can apply lawful/silver/cold iron/ and something else to my unarmed strike but a Zen archer doesn't use unarmed strike. So do I apply it to my arrows? Also what is my threat range for an AoO with my bow if I have reflexive shot? And last thing what would be my damage if I applied my unarmed damage die to my long bow? I think its 2d6 but I am unsure. Thank you for your help ![]()
I like how my GM does it we keep track of our own drs and immunities. And we keep track of it. So kik if I'm immune to fire and he lunches a fireball at me and I forget and take the damage well thats my fault I should have said something it works out because often times our GM forgets such things and sometimes we do to but it also forces us to really know our characters ![]()
Ok so I'm a little confused about casting defensively with my blade bound magus. What I'm confused about is how much of a penalty to hit I take when I use his spell combat skill so far I have managed to avoid using it but now as I approach lvl 12 I find that I need it more and more. So how much of a neg do I take when casting defensively? ![]()
Ok but the rule doesn't just help combat for the one character but for the whole party so yes it does help the rogue and maybe even the bard under the right conditions. Also so long as you use common sense you can apply reality to the fame where the rules are ether vague or just not there. Look the rule is weak for a reason its suppose to give the pcs a slight advantage over 1 monster if they make the check. Does the shaken condition help the rouge or bard... No but it does help the fighter ir magus Dutch in the long run helps the whole party.. Besides a party should work ad a team and if they do then what helps one will help them all. ![]()
I see wat ur saying blakmane but think of it this way. If you were on the other side of someone and you plan to ambush them and the not only respond much quicker then expected but target you personally and attack with some kind of battle roar it would shake you a little bit trust me I live in a world of violence and sometimes just the presence of a competent and aggressive fighter is enough to make even a battle tasted warrior doubt himself but perhaps I can say that they pcs don't have to attack the monster they made the check against ![]()
If ur a fetchling ninja you are broken I know I played one and the higher the lvl the more broken I got but I'm not here to argue over whether or not Naruto is over powered but as for the surprise rounds I work it this way. The players are beeboping along and a tribe of stupid goblins come out of the forest to attack the players get 6 secs to make your 1 action wether its movement or a standard action the they roll for initiative and unless the monsters attack as part of the ambush then I consider their turn over also I treat the players characters as highly trained and above average fighters so its hard to catch them with their pants down once the enemy makes their presence known but sometimes I consider that things happen so fast that even a single action by a pc will trigger combat so it really boils down to what the pcs do before during and after the enemy makes themselves known ![]()
And I'm not talking about actually charging just attacking the enemy in anyway the decision is up to the player in just trying to reward something that comes up often and I've noticed that most players are disappointed when they roll a Nat 20 and nothing happens hell I get disappointed for the when that happens but I can see that u make very valid points and I will work to refine it better but I do make rulings that make sense to me even if the rules say no that doesn't woe that way after all even the core rule book says that it is merely a guide line to help you make the best game possible and that wat i do ![]()
Many things can become intimidating in combat but let me try this again. A player gets the chance for a free intimidation check to make a enemy shaken for 1d4 rounds if they roll a Nat 20 but they must attack they opponent in some way any way. Perhaps the wizard can add a extra flourish to his spell and shoot the words to make it seem more than it is for example its easy once you get creative and as for a ninja don't get me wrong I love ninjas but they are broken do f*** em and their Naruto shadow clone making invisibility acts as well ![]()
The way I thought of it is that as a player draws his weapon and charges into combat with the enemy he made the intimidation check on that he dies it with such ferocity that it shakens the enemy and makes him lees effective in combat for a sort time and I feel that more natural than giving them a extra attack but I guess the extra damage would be cool to ![]()
Ok so I'm running a custom game and one of the pcs rolls a nat 20 on initiative and I think to myself what a waste of a nat 20. Thats when inspiration hits me so I tell the player to pick a monster and roll a intimidation check and I rolled a will check for the monster I failed to beat his check and rolled a d4 and gave the monster the shaken condition for 3 rounds but in order to lock it in the player had to make his first attack against the monster he intimidated since everything that happens during the initiative and the first round happens at the same time. My players really liked this rule and idk if it I actually a rule or if I just made it up but either way what do you guys think about it
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