Beltias Kreun

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Rakshaka wrote:

** spoiler omitted **

Hope that gives you some thoughts!

It does I'm thinking something to do with fire


because every single player in the group has seen it before and one player actually ran it in his own campaign and knows what it does


I need to replace a haunt even through I love it but alas it was in one of my games and it need to go.
The haunt that needs to go is blood-writ walls and I really wish I could make anouther one the fits the splatter mans name obsession.
Any ideas?


Well you could play a life oracle who gains the ability to channel just like a cleric would and you get all sorts of goodies.


Throw a shambling mound his way then watch him squirm or maybe the Staglord has a couple of tiefling officers who has fire resistance


lemeres wrote:

Since it has not been said, I'll just say inquisitor. While it is not full bab, you can fix that with the justice judgment once per day with a dip. It would give you +2 to will and you will some nice new options. Notable level 0 spells include detect magic, acid splash (when you just HAVE to use ranged, but can't be bothered carrying a bow + a source of acid damage), and....ok, mostly utility stuff like light or create water but still useful. More magic than you have now at least. A second level would also net you detect alignment at will.

More importantly, you can get a domain. Picking a deity with the travel domain will net you +10 speed, which you likely need as a gnome.

I'm restricted too core only but thanks anyway.


I'm neutral with a lot of down time right now I can either go to the church or pick a lot of fights at the bar and role play my alignment change.


Stockvillain wrote:

I know you're posting from memory, but that Strength score is just not possible. Even if you started at level 1 with a Str of 18, your Gnome racial adjustment would take that down to 16, then add +1 at 4th level for a total of 17. Also, the Orange up there is right about the greatsword damage.

Choosing a caster class is right out, unless you plan on using your level 8 boost to either Wis or Cha. That would put either of those at 11, allowing you to use 1st level spells.

Barbarian and rogue are really the best options for you, since you're limited to Core only. You want to be front-line, Barbarian is the better of the two options. The extra 1d6 from Sneak Attack looks nice, but it's situational. The +2hp/level and +2 hit/damage from rage are much less situational. They apply as long as you're raging. Sneak attack will require a flat-footed or flanked opponent.

Barbarian will also help compensate for the slower movement that gnomes get, allowing you to engage the enemy faster.

As many posters above have said, the bonus Fighter feats are a great resource, if managed properly. You can swap out old bonus feats for new ones, which can net you some pretty nice feats that you might otherwise have to wait several levels to get.

That's my bit of advice, and good luck with your game!


AnnoyingOrange wrote:

Seeing your selection of feats I suspect you are only using the CRB, which might explain why your options seem a bit bland.

I suspect the damage of your sword is in error as well, it should be 1d10 base for a small character/creature.

check out www.d20pfsrd.com for more feat options and potential archetypes your GM might allow you, two-handed fighter in particular is a good archetype for you. Feats for coming levels I'd look at furious carnage, greater weapon focus (core but good) and either improved critical or critical focus.

Paladin is not a great option for you since you are lacking charisma, you will not get a bonus on AC or attack using smite evil. Your charisma makes laying on hands (gained at 2nd level) not so great of an option either. Aura of courage is nice but not worth 3 subpar levels.

I was thinking of buying a headband of charisma so I could benefit from the paladin abilities and I'm limited to the core rule book only.

Those are great feats but none of them but greater weapon focus require me to be a fighter and I can't find furious carnage what is it?


Dm ruled that since I was reincarnated into a gnome that I could use the great sword still even through the rules don't support it


Argh gnome smash over sized ogre you scream now rawr.


Well to describe my character wouldn't be easy but I'm playing him as a smart idiot whos logic would hurt your brain if you think about it.


I'm doing this from memory
Gnome
Lightening reflexes
Iron will
Power attack
weapon focus
disruptive
step up
Lunge
weapon specialization
St 19
dex 12
fort 16
int 8
wis 10
cha 10


I'm running through rise of the rune lord and I'm using a great sword dealing 2d6+16 a hit which I'm happy with.
Now basically I see no reason why I should keep taking fighter there is extra feats but the feats are really slim pickings.
Now as a paladin I would get +2 saves and immunity to fear and disease on top of that smite and lay on hands.

I need to be at the front lines and I have a steady stream of heals to help me out but I'm always being hit by will saves which have already killed me once.


The game I'm in only allows the core book and I have 8 int.
I'm looking at the progression of a fighter and there really isn't any meat that I can find to make me want to stay as a fighter.
I'm leaning towards maybe a paladin since he get smite, lay on hands and a bunch of other goodies any suggestions??


or you can do what I did make there some down time in between books and at certain points. You do not have too give them the information on where too go right away because it might need translated and so on and there is plenty of stories not touched upon in riddleport.

For example
-Saul had a son who might want some revenge
-Ziphras might be paranoid that hes been ratted out hehe pun intended.
-If Zincher's still alive he might be moving into your rackets.
-Elias Tammerhawk might want too recruit your help in taking over
- The rotgut ripper is on the loose will he ever be caught??
-Remember each time a gang lord is put down there is always someone too take their place and that might be boss croat.


hey why do I need a range weapons when theres rocks where ever I go?


Because i really wanted a great sword and figured one would drop in a bandit camp


Too me I think you need too lay a trap for him and bide your time sooner or later your druid friend will need your help to survive and when that time comes just let him die.


I use cleave with my warrior all the time it lets me hit two opponents and all they have too be is within reach.
Now when I reach lv six the only time it will be useful is when I want too move and attack and hit two people but until then its good.


you can hold their actions until they identify where the spell is coming from or have one of the guards be an half orc with the keen scent ability


The main thing that would worry me about running this is what would stop the rest of the group you play with from doing the exact thing because what class wouldn't benefit from this built


Well the first thing i noticed was that fast healing is considered a monstrous trait and since your power level is advanced it is not allowed by the pathfinder rules.


Well for me I decided you can have guns but buying them is a different story lol


So I'm wondering why would you not use a sword as a fighter instead of your fist.


Just wondering if you have any plans for ranged attacks with this build


K thanks for the help I'm still trying too figure out how much time is needed too make all the items i want but i will get it soon.


Well I'm planing too make quite a few alchemy items but I don't see how long they take too craft just the craft dc.


I can give you the issues I had with my game so far.

Contains game big major spoiler read at your own risk:
I felt like Saul betrayer was unmotivated and needed something too really make it feel like you were betrayed for something besides Saul was getting scared of you maybe if you add something too the story where the party stops Saul from doing something that would make him a lot of money.]


May I also point out is there a way too remove or get rid of the problem that your player has with your npc so she isn't considered a problem anymore.


But in the end I hate too say I would be ticked off if I was being handicapped in this way I really see no incentive too keep her alive or around unless she was useful. It already brings up red flags when you are being told that you can't do something by every person in your group for different reason especially your DM. For example why shouldn't you kill the king of the land because then you would be branded outlaws and if the dm had your campaign made around helping the kingdom then he would have too either make a new campaign or make you create new characters. Now why would you not be allowed too kill this npc well I think we can use the same logic as before.


Stubs McKenzie wrote:
Like leprosy, or a lice infection... or that you can only sleep if you keep a stuffed dino by your pillow at night... all horrible horrible weaknesses, to fake....... (horrible weaknesses to fake?) :P

Well kinda but lets say you tell her I hope we don't fight any zombies because I'm scared of them and most of the time I just run away.


The Armageddon Echo

Name:Billeum
Race:Half Elf
Class:Gun Slinger
Location: University

RIP:
Since he lost his two PC and npc allies he decided too retreat but his greed got the best and he opened the last door too reveal a Vrock and a lone gunslinger was ripped too shreads as he tried to run for his life.


The Armageddon Echo

Name: Marth
Race: Human
Class: Arcane trickster
Location:University

RIP:
Marth took a power attack from kardrogas who connected and killed marth outright and then adding insult too injury proceeded too cut off Marths head]


The Armageddon Echo

Name: Thonan
Race: Half-Elf
Class: Warrior 8
Location: university

RIP:
When he came into contact with the Aboleth his lungs were unable too breath oxygen and fearing for his life he fled the room and suffocated on dry land]


I agree a rogue can do more damage against a human and most beast but has anyone ever tried too sneak attack a plant or elemental or even a golem and lets not forget about armor that negates sneak attack sometimes. How often does a monk have too worry about taking a attack of opportunity so he can set up a flank.


So my question is what reason does the rogue have not too kill her if there is none give him a reason. The most obvious reason is that she is the only one who can open a door or trigger a device.
The best way for a evil to survive is too make the PC think its more helpful alive then dead.


What you have here is a golden opportunity not a burden, players always forget that there is always a flaw with their plan. Now I have a question how does this summoner know what your weakness is well obviously you showing it. What would happen if you faked having a weakness that you don't have? Well since she is looking for weakness and all you have too do is fool the summoner and for a rogue that sounds too easy.


In the same sense a paladin does not have too attack the lich even if the law allowed it


The question is should you respect the law which should be your main focus as a paladin but in the case I think it would be up too the player.
Now remember even if he attacks the lich it is not considered an evil act so the player is free too do so without the consequences of losing his ability.
Afterwords the paladin should not pussyfoot around and fess up too the crime he did because too respect the law does not mean too blindly follow the law.


Well the way I look at it this is apply this logic too a baby or child they are really nothing in this world.
You could called them commoner but then every class would have started as commoner and be a commoner lv 1 at least.
So pathfinder like any game system finds it pointless too have everyone have a meaningless lv and removes it.


Well I always said that vile is making someone suffer and too do that take away what they care for most and they will fall into despair for example kidnapping a groom on his wedding day and sending a finger a day too the groom


Thank for all your suggestion I ended up with going with

Endless adamantine bullets, for gunslinger.
archer bracer and glove of arrow snareing for ranger.
Shroud of the fallen leaf for the Arcane trickster
1+ amulet of might fist combined with natural armor.


Well He seems too enjoy rushing head first into danger and survive on wit alone and if that does not work hope his team mates come and save him.
He will try too keep a safe distance unless he wants too come close for a sneak attack too save spells.


Well I do like the pouch idea for the gunslinger since he keeps complaining about the price of bullets.
Now combining bracer of archer with gloves of arrow snareing sounds like a cool idea for the fighter.
I'm not sold on the lantern because I would have to design encounters just for this one item and it would be more of a group item rather then a single players item.
The Amulet of fist sounds like a solid upgrade but I'm surprised at the cost and might just end up given him the +2 resistance elven cloak and I shall now dub it the Shroud of Crying leaf.
Now the only one I Really want too find an item for is an Arcane trickster.


Well I think i could just give them elf bane weapons now that I think about it and i was just fishing for suggestion because I have never played gunslinger, monk or arcane tricksters before and was wondering what items would they really want because I want them too remember this event and make it feel like they rewarded for a job well done.


Hmm I really like the concept of cloaks of elevenkind with +2 resistance.

I might give them the +1 drow bane but I was hoping too give each one a unique item suited too their class


The party will be mostly fighting drow and demons.

The party will be doing undercover operations.

I have been stingy with magic items and this will be there first major reward most of the party has about 6-7k worth of magic items at lv8 and the absence of a healer makes a lot of money going into potions.


The elf in question would be considered high elves which are battling the forces of the drow.
Magic item creation would be easily obtainable so all the magic items in the book in my mind are open as rewards.

Now what I'm looking for in magic items is something my PC would want too keep and not pawn off.
Like I said earlier what I want is something that my PC would want too keep rather then saving up too buy item x.


My players are going too be rewarded by an elf queen magical items that are worth 8k-11k each.
Now the members of the group is a halfing monk, half elf Fighter who uses bows, half elf gun slinger and an elf arcane trickster.
So I was wondering what do you guys think would be a treasured item for each member of the group.

Full Name

andnrzej john13

Gender

female

Age

42

Location

Paterson

About Roarkaq40

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