Orville Flibblegribble, gnome wizard/salesman on a quest of profit to sell his gnomish automatons to other lands. Roped in with an adventuring party as a way of making quick cash to fund investments, then becoming entangled in their world saving plot. Talked to gods, blasted dragons, helped build the village of Deleminara (only to have it melted in the acidic breath of a vengeful dragon)and was known for the battle cry "FLENTUBEROUS" right before throwing a Iron Golem Automaton which unshrank on the way down. Finally after losing his family and everything he loved, died to the exploding body of a remorhaz in the far north. When his allies tried to resurrect him he didn't heed the call. Content with the fact that the world could get along without him, because he was finally back home. Great character, terrible DM. ME: So before we get started on the adventure again, Orville wants to Teleport back home to see his family. DM: Okay he teleports, his whole town including his family is Dead. You should probably get back to the adventure now. ME: I hate you.
Actually I'll argue against this: An archer has the correct stat requirements to have a very good CMD meaning it's going to be hard to hit the bow in the first place (especially with good BAB to help that CMD) -- add to this the fact you must have an enhancement bonus equal to or larger than the weapon you are trying to sunder and breaking the bow is not something that will happen everyday. Question about that Abe, Monsters that have Improved Sunder (example Elder Earth Elemental) and use natural attacks wouldn't be able to sunder magic weapons? Is there something I'm missing, because at CR 11 its at that point where PC's have magical weapons. So can it only sunder armor? regards -Orville
So do any of the Monsters that have been coming through these rifts have the Scent ability? I think it would be perfectly plausible that a Monster who, instead of competing for hunting grounds, starts migrating towards the surface. Then Monster X heads through a corridor and catches the recent scent of prey and follows it to a door, breaks through the door to get a meal. I think in this case you just need to make the "random" encounter not so random.
As far as the Cavalier goes have you checked out the Hound Master Archetype that Cody Coffelt drew up for RPGSuperstar? Good stuff, not published but maybe you could talk your DM into letting you playtest it? http://paizo.com/rpgsuperstar/round2/houndMasterCavalier As far as the Samurai go maybe you could adapt it to fit, using the Akita Inu?
Mojorat wrote:
Hilarious, Now all I can think of is the uber Arch Mage flying around yelling "Bad Doggy, BAD!" as he's chase by a flying wolf with a pissed off halfling on the back.
She's new, but then again so is the whole group. We all originally played 3.5 but we've been playing 4ed for close to a year before I picked up the PF core book and bestiary. Played a one shot PF game and kicked 4ed to the curb. So were still trying to figure out what all was changed between the 3.5 to PF conversion and we do run into these little issues. After discussing it with her. (Consequently she's my wife) I found out that she was only rolling one attack roll for the AoO. She was only rolling one attack roll period. She thought that the 2 slams bit was just for theatrics and so in all reality that things should have TPK'd us. Well now we know...
Last night my adventuring party was attacked by and elder earth elemental. It has reach and our Cleric moved forward to deliver a harm spell. He provoked an AoO for not casting defensively. (stupid, I know)And the Elemental hit him with two slam attacks. This caused a bit of an uproar about how it gets to attack twice with an AoO and my DM said that since the Bestiary entry only gives her the one MELEE line to go off of that's why it got both slams off. I tried looking for rules to clarify but didn't find any. Was she right? (the Cleric by the way was turned into red paste smeared on the cavern floor, which we then had to get raised. frickin hilarious)
The entire gang of Scooby Doo. I'm thinking. Fred: Paladin
They could ride around in a pimped out magically animated green and blue wagon. This actually sounds like a fun beer n' pretzels game.
Hey fellow threadgoers I want to design a really nasty NPC sniper preferably with a crossbow. Right now I want him around level 13-14, and I'm not sure which direction to take. With the myriad of classes that have crossbow proficiency and the new archetypes in the APG and with multi-classing its kinda hard to know where to get the best bang for my buck. The only reason I'm really trying to wonk this guy is I want him to be able to kick out a lot of damage from far away preferably without using spells. I envision him as kinda a veteran of boarder skirmishes that has now taken to selling his talents for hire, might have some magical doodads but not a caster himself. I would also like him to have a companion spotter with a spyglass. (maybe even a cohort) Any suggestions?
Dreaming Psion wrote:
OOOoooo....I like it!
pg. 27 APG lists bombs as explosive splash weapons. So I would say that the feats work on them. However since Deflect Arrows gives no indication of how far away the weapon in question flies after deflection I think it would be fair to have it deal splash damage to the Monk as the vial lands within 5 feet of him. If he has Snatch Arrows then he could catch and then throw the vial back rendering it inert. So with the lesser feat the Alchemist at least gets splash damage on the Monk but with the greater feat the Monk renders the Alchemist's Bomb inert.
One of my players is playing an Oracle and she has bonus spells known due to her Mystery (based off her Oracle level). My question is that since some of these spells are not from the Cleric spell list how do I determine what level spell slot they expend? Some of these spells have different spell level depending on what class casts them (Brd 4 vs Wiz 3) etc. None of us have played a Sorcerer yet so I don't know if this applies to their bloodline spells as well... Thanks
I don't see why not. The Slingstaff says that its a specially designed sling but it is still A SLING. Warslinger says Halflings can reload A SLING as a free action. Normally I don't care for that level of nitpickyness but I think you could use it to defend the RAW so that it falls in line with RAI. I mean they both use two hands to reload and its a move action for both normally so I think it makes perfect sense that it would apply to both.
Torture has always been defined as Evil by genre. Good characters are not allowed to torture people. This is where the use of trickery, guile, and good spell selections come into play. You can get the answers you need by using Bluff, Intimidate, and Sense Motive. Also with spells at your disposal such as Detect Thoughts, Seek Thoughts, Discern Lies, and Zone of Truth it makes getting answers much easier. Throw in some compulsion and mind effecting spells such as Charm Person, Enthrall, and whatnot you can trick most enemies into thinking you're their friend and they will disclose information as such. This is a good place to start if you want to stay good. Get creative and its a good alternative to the thumbscrews. Now if your wanting to model your character after true inquisitors who didn't have these abilities then your looking at some alignment shifting. So depending on your methods, I would either start shifting towards LN (signified by the ideal that I'm doing whats good for my faith at the cost of my soul) then spiraling down towards NE then eventually to LE. This can be stalled through good uses of the Atonement spell but it does get expensive because your willingly doing these acts. While this is a great character story arc it does mean that he will eventually come into odds against truly good characters. All and all I would take the first option because the Inquisitor class is so geared towards this. In short Torture=Evil and their really isn't a good way around that. |