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I am also interested in joining a group. The times are perfect for me. I've got years of experience and can play any role.


They are very situational. In the right ones they are too strong. In the wrong ones they are useless. They are also tough to role-play without being the stereotypical Druid.


I don't know much about cave druids but I know druids.

Druids are more terrain based. When it comes to combat mage druids make a section of map theirs and play defensively. Wild Shape druids are more like fighters (in my exp).


How often do you expect deaths to happen? Are the PCs always in danger? What level of magic is this world?

There a lot of questions regarding your topic. Give me some more info and I'll be happy to give my thoughts.


A health roll isn't an "in-game" roll. You're PC is not "choosing" to make this roll at all and has no affect on it whatsoever. Bonuses do not apply to this roll in any way, shape, or form.

Short answer: No.


Potentially every magic item you can think of can exist in this game. At the end of the magic item chapter in the CRB there is a chart explaining how to make your own magic items and what their base price would be.

You could easily use this chart to figure out the cost such a staff.


I don't have the book in front of me but I'm pretty sure if you want to enchant a wondrous item "again" you simply have to pay more money because you are enchanting the same item with the same magic item creation feat.

I believe it is in the chart at the end of the magic item section in the CRB where it tells you the formulas on making your own magic items. Not sure though.


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It seems Phasics is in a "you are wrong until proven right" state of mind.

Skylancer4 is explaining what is right based on the details you have given him. I'm getting the idea the was a certain instance in game where you and your GM did not agree and you want someone to simply say "you are right". I doubt that is going to happen.

Here is the original post,

"Quick question

If a creature has a natural slam attack and is also wielding a 2h sword for example, can they choose to make a slam attack without dropping the sword ?

I know you can't attack with the sword and slam in the same round but can you choose to slam attack but not attack with the sword without letting go of the sword ?"

This is very vague. The very short answer would be 'Yes.' The short answer would be 'yes, but they wouldn't be able to use the 2H sword since they are using one of their limbs to make the slam attack therefore holding the 2H weapon in one hand.'

That answer has been given to you. You then give random examples asking for a more detailed answer. Why not just give us the exact situation where this became a problem? Why give us different examples every time?

After Skylancer4 has been very patient with you you then ask for word-for-word quotes from the book. If this is what you wanted to begin with why not just consult the book yourself?

What it comes down to is you want to do something that you can't, but want direct book quotes where it tells you it can't. If you can't find rules that give a verdict for it being right or wrong then it is up to the Gm. Period. If he tells you that you can't do it looking up 1oo different rules almost telling him he's wrong it won't help anything. Just accept it and move on.


Seems the campaign won't be too serious so I'd say pick whatever you want. You have 2 clerics so healing won't be an issue.

And honestly, scrollmaster? Isn't that a wizard class? 12 Int won't cut it if it is.

Monk seems perfect though.


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A class is only as OP as the GM lets it be.


I think the best way to deal with it is to make sure the PCs know that they will encounter it. Give them hints in game and give them the means to prepare for it.

This can ad a different element to the encounter, avoiding the domination. If they can stop it from happening they will already feel they've accomplished something. If one of them gets dominated it'll be easier for them to accept and deal with since they knew about it.

Adding little objectives within encounter does wonders for the PCs.

Hope this helps!


Name Violation wrote:
be a staff magus, and just get a magic staff, they get to use 1/4 of the CL of the staff as an enhancement bonus

That is good advice but I've thought about that. I want the Wizard for the spells. I plan on being %100 spell caster.

Thanks though.


Aelryinth wrote:

Yes, you can, and no, there's no % increase.

In the same way you can enchant a shield as both weapon and armor, you can enchant a staff as Weapon and Magic Staff.

Because they use different Item Creation rules and feats, there is no 50% cost penalty. The only one that might apply is the x2 for not using a slot, which does not apply.

So simply enchant one end as a weapon/staff, and then enchant the entire thing as a Magic Staff, and then add the results together.

Note this is already done with a Staff of Power and Staff of the Magi, and several other staves.

==Aelryinth

After reading these posts and checking the books, It seems the quoted post is correct.

The "No slot" rule applies to Wondrous Items. I say this because all other types of items have a very specific way they can be used. IE: Weapons in hands, potions drank, wands activated etc.

And the "%50 cost increase" rule applies to items that DO take up a slot on the body. As it says on PG. 549 in the CRB.


LazarX wrote:

Technically you can.. which ever you put on second gets a 50 percent boost in price.

The Staff enchant is not one end of a staff it's the entire staff.

Awesome. Thank you.

And just to clarify; A %50 boost in Base Price?


Jiggy wrote:

So I think I'm about to play my first-ever druid. I'm planning to use the Menhir Savant archetype from Ultimate Magic, and I'm planning to choose a domain instead of an animal companion.

But what domains (or subdomains) are good? Please, no recommendations that grant me a familiar - half the reason I'm using a domain instead of an animal companion is to save on bookkeeping.

Not trying to fill any particular function with the domain choice (i.e., I'm not specifically looking for blasting or buffs or whatever). Just looking for something useful and/or interesting. So any non-critter-granting suggestions are welcome.

Thanks!

So you are thinking of being a more "spell caster" Druid than a "Ranger' Druid?


Can I enchant my quarterstaff as a weapon and a Staff? I can't find a rule that says I can't.

I want to enchant the two different ends separately. One as a weapon, and one as staff (or wonderous)

Can I?


The Wayfarer Redempton Series by Sara Douglass.


105. They never take off their armor. Ever.


I hate Dms that skip encounters because. "You wouldn't have won anyway." I'm not joking. That happened.

I hate Dms that start you off in a jail cell so they can skip the PC "meeting each other" process. Everytime.

I hate DMs that say, "He passed his Will Save," before I hear the dice stop rolling.

I hate DMs that get pissed and cranky when they find out what my abilities actually do.

I hate DMs that don't let me do things because "It doesn't make sense." ex. Grappling a Minitour when I have Improved Grapple, am in a Rage, and have 26 Str.

/Rant


I've had problems like that before. One of the DMs I play under thinks that everything that we are up against should be impossibly hard.

Whenever we have a good idea or come out on top in any way, he throws something at us that knocks us back down with no real chance of overcoming it.

I talked to him (being a DM myself) and told him to let the players win sometimes (lol).

As for yout DM killing you using a roll you could not see and had no way to prevent. IMOP, that's bogus. Sure, he's the DM, but how can that be fun for players? He should rethink his playstyle if you ask me.


Asking what a "Good Player" is pretty vauge. There are many things that jugde how good a player is.

A general "Good Player" Is someone that understands that the game is about having fun first and foremost. Without the fun there would be no game to begin with. They should respect the other players decisions and help the game as a whole to be enjoyable to everyone.

Of course understanding the rules and knowing how the game flows are important, but I think the mood of the session is most important.