Search Posts
So a long while back i remember that i ran across a guide to making money via the downtime rules, pretty well written out and full of tips on which buildings/rooms were profitable or not. Now that i'm playing in an online game with the downtime rules and multiple weeks of downtime between adventures, I can't find it again.
So, one of my players is really into the Hero Point mechanics and built his character around those feats and other "Luck" based abilities. After a Particularly Challenging series of quests and adventures, the party has some downtime and a lot of cash to burn. He wants to pay a local wizard that they know that's also obsessed with Luck to research a weapon that does increased damage based on the wielder's luck (basically he wants it to add your Hero Point total to damage, but not to hit) and i was wondering how to price the actual enchanted sword.
so i know that a magical weapon or set of armor get +2 hardness and +10 Hp for each +1 enhancement bonus it has, but i was wondering about the corner case of a shield that's enchanted as both a defensive and offensive item.
So looking at the Weapon Modification rules, a player asked if they can add Serrated Edge to their Egoistic Butchering Axe. While I have no problems with that, would Egoistic make them automatically proficient (as they have the Exotic Weapon Proficiency feat for Butchering Axe already) or would they still need to take the Weapon Adept feat?
In a campaign I'm running, very much a sandbox style game, a local area of interest is a field of petrified warriors. In the center of this field is a large petrified beast of some kind, with a Khopesh lodged in it. Originally meant as one more area of curiosity, two of my players have become fascinated with it, and want to remove the blade from the petrified monster.
Long story short, our new GM has a hatred of Magus, and has banned them (along with Summoner and any Occult classes) leaving me with Eldritch Knight as my primary choice. The only problem I'm having is that we're limited to CRB only at 1st level, and that takes away some of my options. Should i just go wizard and then into Swashbuckler, or is Fighter into Arcanist a better option?
So after a suitably epic encounter, a player was awarded a single wish by a genie. I was expecting the typical bonus to stat or magic item, when my player instead asked to be able to make a composite metal of Adamantine and Cthonic Steel, something less than Adamantine as far as hardness, but more than Cthonic Steel and letting it count as both.
My players are rapidly approaching the point in our campaign where the head of the BBEG group reveals themself, and after a player made a comment in passing of "man, I have always wanted to fight a lich, but they're kinda weak.", I decided to make that wish come true.
While I can play casters pretty well, building a spell list of this level is pretty daunting, so I was hoping to crowd source it. Any ideas would be helpful, and appreciated.
Basically, I've been the GM of several homebrew adventures back to back, and with a new one starting I'm hitting creative road blocks. I'm in need of the help of the kind people of these forums to come up with a villainous group, leader, and magical McGuffin for the PCs to try and stop them from acquiring.
I humbly ask this of my fellow forumites- what does the evil McGuffin do?
So, due to one player no longer being available and another not having a vehicle anymore, our party of 4 is now a party of 2. The other player is playing a neutral cleric that's focused on channeling and casting (versatile channeling) with some combat ability, and my paladin died soloing the boss room at the end of Crypt of the Everflame. The GM is letting me come in at 3rd level, and with an extra 7,000 Gp to spend to help offset the lack of players (cleric got the extra cash too). Any ideas on what to make? Edit: stats are rolled as 2d6+6, I got 18,18,16,15,12,11.
Basically I have a player that's interested in crafting magic items, and we use the dynamic magic item creation system from Pathfinder Unchained. He asked if there was any way to influence the results of the rolls for perks or quirks, and I honestly have no idea.
Our group is starting up a round-robin style game where GMs switch off after each arc, and since everyone agreed to be good guys (as in good alignment) I'm taking a crack at paladin. I really want to go dual-wield build, as I have incredibly good stat rolls (15, 16, 16, 18, 18, 13) but I can't decide on archetypes for a two-weapon paladin. Any suggestions?
So after realizing how bored I am with core classes, I've branched out into other books. Upon reading the kineticist, I became intrigued - can a kineticist be the "Big Gun" of a party?
But having never played a kineticist or even seen one played, I'm looking to the good people of the forums for help - how do I build this character?
I'm getting to play in a Gestalt campaign that focuses on fighting undead, and I have the idea of playing a wizard/cleric Necromancer build.
Any spells, magic items or feats that I should really be focusing on, or is it just as simple as "command undead, use them as fodder"?
Hey everyone, just as the title implies I'm totally stumped on naming my vigilante persona for an upcoming Council of Thieves game. The DM is allowing a house-ruled version of the youth rules so I can play a child vigilante, and he's gearing toward being a Chakram thrower.
Maybe we can turn this into a thread for possible vigilante names?
Before I go too far, I want to state that I am the DM in this situation and I'm just looking to get a better understanding of the rules here.
The problem comes from the fact that the second player is a Swashbuckler and wants to parry his next swing (we called it here before dice were rolled) and I'm not sure how that would work. His weapon, while magical, isn't brilliant energy or living, and this I don't know if partying it is even possible.
I feel that this trope is common enough that it could be used in a game as a fight mechanic or plot point. Maybe a villain is interrupted while performing a ritual that requires a sacrifice, and his death fulfills that last step - and transforms him into a terrible horror.
So I'm playing in my first Gestalt game soon, and the idea of making an Oradin through gestalt sounded intriguing. But I'm at a loss for the actual build itself. Through good rolls and racial modifiers I have a 20 in charisma and 18 constitution, but I don't have any idea what feats to take or what spells to learn. Even the curse I should take seems like it could really be a pain to choose. Any advice would be greatly appreciated.
So to start this off, I should say that this will be my first time running a "High-Power" style game, though I have a good amount of experience as a GM. The characters will all be Gestalt and Mythic, 3d6 drop the lowest +6 for stats, and an extra feat at 1st level.
A major villain in my campaign that is going to make an appearance soon is an Antipaladin Graveknight who has an intelligent suit of full plate. The graveknight himself has cold as his particular focus, as well as using undead as shock troops/cannon fodder. The problem is, I want the intelligent armor to be unique and I'm at a loss. Any help would be appreciated! Extra Info: the Antipaladin is the follower of an Undead Demonic White Dragon that grants spellcasting through its mythic ranks. The dragon itself is locked away in a demiplane of ice and negative energy, and mostly acts through agents to orchestrate it's release. This graveknight is its chosen champion, and the armor was a gift from its hoard.
So I'm trying to decide on a way to make a villain loosely inspired by Arthas from WoW (aiming mostly for a undead anti paladin style character, but with heavy emphasis on ice and cold) who acts as the primary agent of a Dragon-God that holds sway over similar powers. What I'm trying to figure out, is how to give these ice-themed abilities to him before he becomes an undead, while he first encounters the party (they'll be 5th level by the time they encounter him). I've been toying with making him a Gestalt character, but as the party isn't Gestalt I don't know how that would work out CR wise. Otherwise I was debating making a custom archetype, but before I resort to that I was wondering if anyone had any other ideas. Any suggestions are appreciated! Thanks to everyone in advance!
So, I'm interested in running a political style game with heavy emphasis on urban interactions and intrigue. I'm basing the game in Brevoy, and focusing on the disappearance of the old royal family (mobile at the moment and can't remember the name) and the rise of the Surtova family as the ruling family.
So, a player at my table rolled Egoistic on a teo-bladed sword he was making for the party's Paladin, and was wondering if this means that since he took weapon proficiency (bastard sword), would he automatically be proficient with the Two-bladed sword?
So I'm very familiar with running a campaign with 5-8 players, but recently with changes in work schedules, players moving and conflicting gaming schedules, I have a party of 3.
So, lately I haven't been running any games because the last one died off suddenly and left me burned out. Me and two of the players were eating at a restaurant and just kinda talking about gaming when we gradually realized that every game i've run recently has been radically pulled away from its initial premise by one specific player, one who also tends to just drop out whenever he feels bored.
So i was just wondering if anyone else has run into this kind of problem, or if I'm just on my own?
So, my players are interested in the idea of a Greco-Roman style campaign, and we even grabbed the greek pantheon from 3.5 and converted it for Pathfinder. But as I read over some threads on this style of game I noticed that a lot of people advised against it as Bronze makes Heavy Armor and many Two-Handed weapons impossible to craft, making a lot of builds useless.
Hey guys, my players have shown interest in playing a campaign centered around the World Wound but have been disinterested in the Wrath of the Righteous adventure path. As such, i'm going to be doing a scratch-built campaign set in Mendev/The World Wound, and I was looking for good resources for setting info. My funds are currently pretty tight, but I did spring for a copy of the first Wrath of the Righteous AP book. Any other good resources or ideas for a campaign set around the World Wound? P.S. - The entire team has agreed to play good guys for sake of working together, and two are talking about playing brothers (one paladin, one Inquisitor). Three more players are as of yet undecided.
I've been playing in several campaigns lately, as well as running my own, and i've noticed that many people tend to treat weapons as a minor item or something that they change out regularly. In particular I have a paladin in one of my games that routinely changes out weapons whenever he finds something remotely better, and that's only because i said he shouldn't walk around with 15+ weapons at once.
While brainstorming ideas for a new BBEG for my campaign (As an extremely, EXTREMELY lucky arrow killed my previous one. I hate called shot heart.) a friend of mine suggested a villain that Duplicates people, particularly the Party, and uses them as his soldiers. The obvious choice here is Simulacrum, but I was hoping for more options than just that.
The player in a campaign i'm running are about to challenge a Mythic creature while being non-mythic themselves. They have already expressed that they don't wish to be mythic, but are okay with mythic monsters existing and even being opponents. This creature is 4 CR above them, and they're aware that the creature is outside their typical range, but they are still challenging it.
I want at least one Weapon and one Odd item (wondrous item preferred) that each have a bit of a unique history/ability, but i'm a little swamped right now with work and my other game. So please, help me out here.
I'm looking to build a character for a friend's game, and I was looking for help with building it. Basically I want to make a Spiritualist type character, someone who communicates with and controls spirits and corpses. Kind of an Necromancer that Binds souls as well as corpses. Anything that would work towards this?
A player in my most recent game made a character based around the concept of being a "tank", something he is used to from years of playing MMOs. The character is a Paladin that follows a homebrew deity based around protection and duty above anything, and he recently came into a large sum of money.
spoiler:
The party was ambushed and he held off the attack alone while they retreated. A few incredibly lucky rolls later and he had managed to defeat a group of 4 equal level opponents by himself. The group told him that he earned all the loot himself and he was told to keep it all. He asked if he could use the money to make a set of magical pauldrons that allowed him to maintain an opponent's attention. Here's what he submitted so far for evaluation. Pauldrons:
Guardian's Pauldrons
These metal pauldrons look worn and battered, but are still comfortable to wear. Every enemy that you close with sees you as a larger threat, and treats you as such. Whenever a creature you can see that you threaten makes an attack against one of your allies, as an immediate action before the outcome of the attack roll is declared, you can compel that creature to attack you instead. The creature gets a DC (10+1/2 your character level+ Cha modifier) Will saving throw againts this effect when you first threaten it and use this ability. As long as you threaten the creature it does not gain another Will save to resist this effect, but if it steps outside your threatened range you must use this ability again, granting it another Will save. A creature that makes its Will save is immune to this effect for 24 hours. This is a mind effecting ability. The pauldrons take 24 hours to attune to a wearer, and must be reattuned if worn by another person. Compel Hostility (1st level Spell)
Does this seem like a decently balanced item, or if not what would you suggest?
Basically, I've been wanting to run a pure spellcaster for some time now but haven't seen any ideas that struck my fancy. Now finally I saw something that I wanted to recreate as a character, but I have no idea how.
Lelouch:
My gaming group had taken a break from Pathfinder and moved to a few other games, but recently the call of our favorite system has beckoned us back. Now we're looking to play a campaign with dark elements and a very gritty playstyle, similar to Darksun and Ravenloft. Here's what we have so far. The gods of the world have withdrawn, leaving few people with access to divine magic. Meanwhile, the unseen forces that allow arcane magic to function have become unstable and led to a culture that fears and hates this form of magic. The loss of these forces has caused civilization to falter, as monsters grew more numerous by the year and the magical aid that many cities received faded away. Wars are constantly fought over natural resources, and banditry has become a common problem. As far as actual game mechanics go, no player is restricted in what class they can play, although a lot of roleplay may be required. We're using the piecemeal armor rules, and looking into various ways to have a Durability system where armor and weapons wear out. In addition, we're using the slow level progression, and the game's level cap is 10. After tenth level, players will gain feats at every uneven level, and a bonus at even levels that is yet to be determined. Any input helps, and all discussion is appreciated.
During the course of the current campaign I'm in, my character (a fire-themed Magus that wears Dragonhide armor) was given permission to found an adventurer's guild that is similar to the Pathfinder organization but set in a different world. This guild's first (and eventually central) chapter-house is being built inside a mountain/volcano that housed the toughest and most respected enemy my character has faced so far, a quite powerful Red Dragon. Now that the guild hall is complete, I have to name the guild and have come up with nothing.
I've been running a campaign that has slowly been working it's way towards a Spelljammer like scenario, with the players researching advanced tech such as that found in Numeria, namely these large structures similar to Silver Mount. As such, they kept searching for a larger and larger bit of tech and have now found what they wanted; a ship (currently only capable of sailing).
I've been one of the two DM's for the same group of players for about 4 years now, and I will admit that I've gotten extremely used to this group. As of late, clashing work schedules and personal problems have forced most of the "regulars" to either stop gaming or switch nights. One of the players had another group that he occasionally games with and invited me to run a game for them, and i agreed. Here's the problem; I'm used to running games with six to eight players, and this group consists of three or four (depending on the week, one player can only make it about half of the time). any advice for adjusting to the smaller group?
These are some magic items I threw together to fill a "Blueprint" book that belongs to an Artificer that the Party is heading up against. as one of the team is also an artificer, he may try to make some of these, so i was hoping for some input about balance, if i did the calculations wrong, so on. well, here you are! Warlord's Quiver
Abundant ammunition (1st level spell)
Tabard of the Warlord
Effortless Armor (2nd level spell)
Warlord's Bracers
Deadly Juggernaut (3rd level spell)
Trumps of the Pattern
Clairvoyance/Clairaudience (3rd level spell) – 22,500
P.S. - Some of these items are inspired from books i've read (the tarot cards), so i realize that it's not a new idea.
I am currently playing in a campaign (the first time i'm not DMing in a long time) and I need help designing a character. The DM based the campaign off the idea that we're "chosen" by the gods to act as their champions on this realm, so our stats are pretty high. It was a Dice Pool system, where we roll 22 dice and add them together as desired to get our stats (none over 20 before racial mod). So, building a 4th Level Human Fighter (no archetypes, but if anyone has a good suggestion i'm willing to listen) with the following stats after racial adjustments.
I want to be relatively versatile, but close combat is already handled. any suggestions? |