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Thank you all for your input. I think I will follow a combination of the advice here and give the PC XP for the encounter level, adjusted down to 2 as per Gauss' points. So he will get 800 for handling the 3.5 Void Zombies on his own. He'll be a little ahead of his fellows but not too much- at most leveling up one encounter earlier than them, which fits with him fighting one on his own.
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tony gent wrote:
They took no part in it. My only problem with that is that it would push him over halfway to level five, while they're just past level 4 right now. Three encounters in to this leg shouldn't have him that far along yet. ![]()
I had a sorc I was playing wear Leather armor just for the heck of it. 10% is technically the same chance as crit threating with a long sword, and it only caused him to lose a spell once in the ten or so fights I went through with that char. I'd say, if you're not going to pick up Mage Armor and/or Shield, just take the 10%, and don't bother dipping into another class or taking a feat to reduce that. "Time to roll the dice." As Mat Cauthon would say. ![]()
So I'm putting my party through Children of the Void (part two of Second Darkness) and i recently ran into an interesting scenario.
Spoiler:
When the PCs get to Witchlight, and abandoned settlement on the island, they have the option of disturbing and fighting four zombies. Well, my game only had three PCs there in the session, and one decided to move on to the watchtower, another decided to actively search every nook and cranny (the rogue), and the third decided to watch the rogue go about his business from afar, intending to step in if he got himself in serious trouble.
So long story short, the Rogue disturbed the zombies, and ended up killing all four of them in a combat that lasted about 20 rounds, with him taking nearly fatal damage (he was down to 4 out of 21 HP). He was able to handle it deftly because he has 19 AC and was wielding a slashing weapon which bypassed their DR. They were swinging +2 and -3 when he let then get both attacks, so they had a 15% to hit with their primary and a 5% with their secondary. So my question is, how should i go about awarding experience for that fight? Looking at the EXP table.. He fought four CR1 creatures. If he got the full exp for each one, it'd be 400 apiece so 1600. If he gets what's listed in the column for a party of "1-3" he'd get 135 apiece and so 540 overall, but that total seems to me like it factors in him having help from others. If we use the CR equivalancies table, four CR1s is equal to one CR4 encounter. If I give him the total xp for a CR4 encounter (since he handled it himself) that would be 1200. Lastly, if I give him the 1-3 exp for a CR4 encounter, it's 400. Now, I want to be fair, but I also don't want his experience to outpace the other members of the group. In the last session they racked up a combined total of 805 XP from their other two encounters.
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Kazaan wrote:
I just want to say, those last few combinations are pretty awesome... But I'll add that if you go Weapon Finesse and pick up a wakizachi instead you lose 1 avg damage but can focus your build more heavily on dex. Sadly going two-handed with a light weapon wouldn't get you anything so you wouldn't have that option, but you're not focusing on strength anyway so you might have a 12 or something in it, giving no benefit to two handing anyway. ![]()
Whale_Cancer wrote:
ah, you're right, thanks. Then, minus the enlarge, 3d6+2d6 versus evil is not that bad. ![]()
Take any of these high damage builds, make them a half-giant. Powerful Build will allow them to wield any weapon as a size larger. I can imagine a level 16 enlarged half-giant fighter wielding a great axe doing 20d6 with Greater Vital Strike, and 30d6 on a crit, stack on Thundering and/or an energy burst and you'll be in business... EDIT: and an enlarged half-giant ranger with a gravity bow, wielding a large holy longbow... doing 6d6 damage per arrow to evil enemies. You can recoup the nat -2 dex half-giants have pretty easily. ![]()
Yes
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true. the high cha would account for the ki point loss, and when you're not vanishing, you're feinting, thus the insane Bluff (+19 can overcome most creatures). Your build has a higher damage potential, but would be limited by the number of times you can cast obscuring mist in a day (at most 4), and if the enemy moves the stage of the combat (to get away from the mist) you'd have to cast it again. And that level, a oracle1/rogue 2 would be decent at hitting low ACs of 13 or 14 but more unlikely to hit the higher AC enemies of 16-20 due to the -4 to all attacks he's getting. Mine's focused on hitting every round, with sneak attack every round. ![]()
Interesting idea, what with the water sight and using Obscuring Mist to avoid detection. I'd just use Vanishing Trick to disappear and reappear as needed, until I got to level 10 and got the improved version. I did a rough build of a halfling ninja designed to be a feint-fighter in case he never gets flanking with the party tank: Halfing Ninja 6
Ninja tricks:
Feats: Combat Expertise, Improved Feint, Weapon Finesse, Skill Focus (Bluff)
Bluff: +19 (6 ranks+5 cha+2racial+3 class +3 skill focus)
About Anduriel SilverthornFemale Half-Elf Magus (Spell Dancer) 2
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Feats:
Traits: Reckless
Arcane Revitalization
Racial:
2+Int (3)+Favored(1)= 6 skill points/ level
Background skills:
Languages Common, Elven, Draconic, Dwarven, Sylvan Magic: +1 CL for all spell completion/spell trigger items
Spells Known:
Combat: Chain Shirt, Elven Thornblade, Masterwork Elven Leafblade, Light, Crossbow, Cold Iron Spiked chain Gear Magi's kit- includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a magus begins play with a spellbook.
Gold on hand: 42 gp
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Her inquisitive nature, skill with a blade, and innate grasp of magic, brought the acclaim of her teachers, just as her wild recklessness and impulsive actions often drove them to distraction. Seeing the way in which the girl’s potential would be stifled by the traditionalism of Kyonin life, and wanting to give her an opportunity to explore options that wouldn’t be open to her in the traditionalist elven society, Sarouna set Anduriel on a Soujourner’s Path, a course of study where an exceptional Academy student would leave their homeland to travel abroad, learning of the world beyond and ultimately choosing whether to return with the knowledge gained, or remain apart from Kyonin, a fate, not too far removed from the status of Half Elves there in the first place. It was on this path that she encountered the halfling paladin Colewin Binderbook, deciding to join the Silver Shields to both earn her way with sword and spell, and learn as much as she could of the region she found herself in. |