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![]() Hello guys, I'm going to start a new campaign in a couple of days and I'm starting to think about my new character. Me and the GM were speaking about the features on the campaign when we decided to let me roll the stats in front of him, so that I could be able to arrive at the first session with my character sheet ready. Here are my stats: 17, 16, 16, 16, 14, 13 Of course they are really really great stats, and this troubles me a little bit because we'll probably run a round-robin campaign in which me an the current GM switch roles letting both me and him be players for a while. For this reason I don't want to play a character which is too optimized and therefore too strong w.r.to the other players who could misunderstand the strength of my character. So I decided to play a Bard, so that the rest of the party could love me XD Now, my first thought was to make an Archaeologist and a luck-based character, but then came out that one of the other players will make a rogue, so we could cover the same role and this is not too good. So I will play a vanilla Bard, but I need some advices: 1) I would like to play a buffer bard, but I would like to keep the luck thing since we will play Harpers in the Forgotten Realms setting and I want to be a follower of Tymora (goddess of Luck). I will play a Human, so I thought about the Racial Feats Defiant Luck and Inexplicable Luck. Are they a solid choice? And if so when could I take them? Is it worth it to pick them both at first level? 2) I read that bards are good archers, but I lack of feat. Is it worth it to start a ranged feat chain, or should I focus more on other Feats? I was thinking about picking them since I can't find good feats to increase my buff capability. Do you have any advice? 3) In order to increase my fighting capability is it worth it to dip into two fighter levels? Short story: BUILD 1 - Buffer Bard STR 16
Feats: Defiant Luck, Inexplicable Luck, Lingering Performance (5th Point Blank Shot, 7th Precise Shot, 9th Deadly Aim...)
BUILD 2 - Archer Bard no multiclass STR 16
Feats: Point Blank Shot, Precise Shot, Deadly Aim (5th Defiant Luck, 7th Inexplicable Luck, 9th Rapid Shot...)
BUILD 3 - Archer Bard 1 /Fighter 2 STR 16
Feats: Point Blank Shot, Precise Shot, Deadly Aim, Rapid Shot, Lingering Performance (5th Defiant Luck, 7th Inexplicable Luck, 9th Manyshot...)
Which one would you suggest me (if any)? Remember that I want to play a buffer, but also be able to do something offensive if it is necessary. Race: Human
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![]() Claxon wrote:
I think I'll houserule that letting the character to make a push check (after an ado) to increase in size moving the enemies in the occupied squares. If this check fails the character can't increase in size. ![]()
![]() Hello, I have a question: if the size of a character increases (e.g. due to a spell) and there's no space around him not to occupy the same square of some enemies, what happens? In the Enlarge Person spell it is said: Enlarge Person wrote: If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size. But it seems to me that this only applies to cases in which there's no room due to walls, furnitures or something like that. I try to explain what I want to know. Assuming: FXF
where C is the character who wants is size to be increased, X are the enemies and F is free space (assuming, of course, every letter a square). What happens to C? Do I have to make a Str check to push the opponents back? If so, why the opponents do not have the right to be targeted against their CMD? Thanks ![]()
![]() The Human Diversion wrote:
1) I have always had home games 2) I think they are too easy to spot, since anyone can make the attempt. The DC for disabling them maybe it's low, but you need a rogue. 3) I think that's not the point, the point is that you need one specific class of the game or you can't put too many traps inside your campaign. I know that the rogue is bad and if we remove this sort of "privilege" from it, it would become too bad, 4) I'll remove the concept of HP tax, presenting more alternatives for creative traps. ![]()
![]() Zedth wrote:
May I ask you which kind of solutions you adopted? I'm interested because I tried to fight this mentality, but I found no solutions unless I change the setting to a low magic one (with all the problems related to this) ![]()
![]() Thomas Long 175 wrote:
I disagree, again, one thing is expand your character's background, its personality, its relationships and the way it interact with the setting, while another thing is to deeply study feats, spells and abilities to let it become more powerful. It's true that sometimes even a well-prepared player can be interested in this roleplaying aspect, but I thought we were talking about players who don't care anything else but their character's strength in the game (or, at least this is my definition of power-gamer), players who just do optimization for optimization's sake. I prefer to reward players who invest weeks or months in developing the personality or the background of their characters, instead that rewarding players who invest the same time in wondering how they can get another +2 to their AC. ![]()
![]() Instant Enemy: suddenly you become strong against the entire world. Just nonsense. Gravity bow: 1st level spell for 2d6 instead that 1d8? an average of +3 damage per attack with a first level spell. If it's used with Manyshot and Rapid Shot it's a +9 damage with just the attacks granted from these feats. Mirror Image: for a 2nd level spell this is absurdly overpowered. Protection from Alignment: immunity to mental control with a 1st level spell is bad. ![]()
![]() gnomersy wrote:
Of course your interpretation it's what I meant, but I don't side with your conclusions. I'm not punishing a player for knowing the rules, I'm punishing a player because he contributes to the game just quoting the rules. I would never punish a player who has a strong character but who roleplays a lot as well, I was talking about power-gamers ![]()
![]() Spastic Puma wrote:
I'm living a similar experience: I have a power-gamer in my group. He's the kind of guy that take things from a lot of manuals and spends a lot of time in combining feats, equip, abilities and so on. At first it wasn't too much a problem, because it was just one among a party of 6 people, but then you can have a "snowfall" effect. As the other players saw that he's able to make hundreds of damages, they wanted to obtain similar results so they asked him for advices and started to build their characters using a combat-driven mentality. This is not bad per se, but it moved the focus of the game from roleplaying to combat. I had to work hard to mitigate this mentality and still there are some bad effects in my campaign. I had an argument with this guy three days ago and I don't know if he'll come back and play again with us, but sure in my next game (I usually play yearly campaigns) I will try to run a different campaign. The advice I can give are the following one: - Study the weaknesses of you power-gamer. He has some, because everyone has some weak points, you have to learn to use them. Maybe they can be saving throws, or touch AC, or flat-footed. If you cannot find them lurk for spells that has no saving throws among the manuals (maybe the online reference can help you), or for spells that divide the party and let you control the battlefield (like walls or fly spells). It' fun when you see their highly-optimized characters unable to hit the bad guy because they can't fly. - Don't abuse of the knowledge you have about your power-gamer weaknesses. It's tempting to have your "revenge", but it's bad because you make him feel picked on. Just remember his weaknesses, memorize them and use them in very important encounters to reduce his power. - NEVER let this mentality to spread in your game. Try to reward the other players for good roleplaying, let them feel that you are more generous with people who don't try to break your game. Maybe it's unfair, but it's just. - Study hard. I know it's bad, because it's just a game and we GM don't always have time to read hundreds of pages, but you have to understand WELL the power you PCs are using because sometimes they don't understand well their powers and they use things in a wrong way, but also because you can learn a lot of counter-effects. That's pretty all, tl;dr adapt your game. ![]()
![]() Readied actions! People often forgets about them, but they can be very useful to solve a lot of situations. You could draw a ranged weapon (like a throwing axe) and ready a ranged attack against the caster with the trigger "As he starts casting a spell..." forcing him to succeed potentially hard concentration checks. ![]()
![]() LuxuriantOak wrote:
Why don't you post your drive/goal/contacts/family/allies system? I'm curious :P ![]()
![]() Thank you everybody, they're good solutions and I think I'm going to try a couple of them in my game. I was thinking about introducing the five second rule, I was afraid that it would have penalized them too much, but maybe it's time for them to face that they have to help me a little bit (also by learning their characters' abilities). Magda Luckbender wrote: Here's a terrific thread from yesteryear chock full of great tips on how to speed up high level combat. This is a very good thread, i found a couple of useful solutions here too. ![]()
![]() I'm currently playing the end (?) of my campaign in which i do the GM for a party of 6 people. They started the campaign at first level in September and my intention is to end the campaign at the end of June letting them to reach level 20. I'm not a new GM, I've made a lot of campaigns and I've been mastering for 10 years, but I never had players beyond level 10-13. Maybe it's also the dimension of the group, but I find really difficult to manage the game now that they are around level 16 and especially I find combats a real nightmare. My campaign are usually politically-driven and combats are never the main activities for the party, but now they're in a situation in which they are going to face a lot of them and I'm quite scared. For those who are interested I summarize the plot here: Spoiler:
Basically they started in the Silver Marches (we're in Forgotten Realms) around Mithral Hall in 1372 CV helping the King to rebuild the city. The paladin of Lathander also had a sacred quest in the name of his god and he had to find a chalice that's named "Chalice of Dawn" which was composed by three parts, the first one is the chalice itself, the second one is a big emerald and the third one is a little mysterious and still unknown to them. Lathander told the paladin that this artifact could help him in regaining his city that was taken by an evil lich something like 50 years ago. This city was set inside the marshes above Cormyr. We also have the sorceress which has blood of silver dragons and who wanted to understand more about her blood doing some researches that led her to Candlekeep where she found that her main ancestor is a powerful female dragon called Pharyssolnyth that is currently sleeping. She contacted her powerful ancestor and the dragon tell her that her blood is the key for a large historic event that is going to happen soon in Faerun: the rebirth of Bahamut. The story here is a little bit different from the canonical one in Forgotten Realms, but I made some modifications. The other character is a female monk of Ilmater which is 16 and was raised by the paladin in the city orphanage. The girl was found with a tear tatooed on her cheek (which is something that is reserved only to high priests of Ilmater) and the will to understand her origins led them to reach Candlekeep and the city of Proskur where she discovers that she is the natural son of Ilmater. She understand this tracking the movements of the god during the Time of Troubles and after having found a diary written by his mother in which he describes the father of her children like Ilmater (I cut something because this description is becoming too big :P ). She also discovers that her mother was kidnapped by someone that later they will identify as "Th Cult of the Dragon" for the purpose to use her body to give birth to the child of Tiamat (for which they want to use a woman who had already bared a "divine pregnancy". Then we have a witch coming from the Rashemen that was sent to investigate upon the cult of the dragon and its relationship with the Thayans since in the last months they have seen a growing presence of dragons and dracolichs during the Thayan attacks to their homelands. The last two PCs (who entered later in the game) are an Uthgar oracle which has the sacred mission to rally the barbarians tribes and march on the Lich swamps, and an elven ranger which has a powerful dragon named Malachite (and which cooperates with the cult of the dragon) as nemesis and who wants to avenge his death brother. Now they're going towards the lich castle who is built North of Cormyr after a war that they were able to win. They'll have to sneak into a portal because the castle is built geographically inside a swamp, but it lies in a demiplane of the Plane of Shadows, which is reachable just using that portal. Short story now: I have a human paladin, a human oracle of ancestors, an elven ranger (ranged-kind), a human sorcerer/dragon disciple, a human witch and a human monk. My big problem are the combats because I cannot find a middle way to make challenging encounters in a reasonable amount of time and which are not too deadly. In order to make the encounter difficult I always try to have action economy by my side adding minions and preferring to have more weak creatures than a single powerful monster. The problem here is that the fightings last WAY TOO MUCH, I mean in one of the last session we made an encounter against an orc warlord and his fellows; they fought against the warlord (a battle oracle), 4 bodyguards (barbarians), 1 high level cleric (18th level) and 8 orc minions. The combat was an important one for the storyline so I wanted it to be challenging and epic, so it was (more or less), but it lasted so long that we barely made the combat in an entire session of 3-4 hours. I don't want to repeat the experience: I know that maybe they should fight more than one encounter per day so that they don't keep all their powerful abilities for one combat, but I'm afraid to have multiple combats and now that (for story reasons) I will be forced to do that (they're entering in the castle of the lich, which is well-guarded) I fear that we will pass sessions just rolling dice. The situation is bad also if I use a big monster, instead of a lot of small ones, because for action economy they basically always kill him without too much efforts. My question is: at these levels, where the power of my characters is really high, what can I do when I'm forced to run an high number of combats? Of course I could reduce the number of fightings, but I want to hear some advices for you before modifying my idea of the final castle. Thank you very much if you go through all the post and I'm sorry if I was a little bit unclear in some points, but English is not my mother tongue. EDIT: I forgot to add that the Paladin has the Leadership feat, so in the group there's also a Shadowdancer which is part of the paladin order. It's not too powerful (and not optimized), but it's worth mentioning it. ![]()
![]() Hello guys, I have some questions about these spells and the effects that let the creature make additional attacks. The ranger of my party prepared a Bow Spirit spell in one of the last sessions, he casted upon himself and told me that it would have been able to make +3 attack: one for the effect of an Haste Spell, one for his Rapid Shot feat and one for the bow spirit spell. I was unsure about it, but I let him do it with the promise of understanding the situation later. My doubts come from the description of the spell Haste, which I recall to you here: Haste wrote:
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![]() My next PF campaign will surely be a P6 one and I was thinking about this kind of combination with Mythic levels. I think that in the late game (around 5-6th level) it could be a great add-on to enhance the power of the characters and to improve a little bit the level of power, but I don't think I'll give more than 1 or 2 mythic levels. ![]()
![]() Hello everybody. Here's the thing: one of my friends yesterday built a monk based on the snake style feat chain. Quoting the Snake Fang feat it says: Quote: While using the Snake Style feat, when an opponent’s attack misses you, you can make an unarmed strike against that opponent as an attack of opportunity. If this attack of opportunity hits, you can spend an immediate action to make another unarmed strike against the same opponent. emphasis mine. The question is, if the character has combat reflexes (which is needed to take the feat) he can make as many aoOs as his Dex modifier, but can he do this even against a single target? I mean, if with an NPC I have 3 attacks and I make a full-attack-action against the PC, and if I miss with all the three attacks, can I make 3 aoOs (having of course at least Dex +2)? And what if I choose to try a trip maneuver with one of these aoO and I have greater trip? Does this generate a new opportunity? I hope I was able to explain the situation and I'm sorry if I made some language mistakes but english is not my mother tongue. ![]()
![]() To counterspell you've to ready an appropriate action. After this you have to pass a Spellcraft check to identify the spell. If you pass it you can either cast the same spell and automatically deny the effect of the enemy caster, or cast Dispel magic and make a caster level check. If you succeed this check your enemy's spell is denied. If you take the Improve Counterspell feat you can automatically deny a spell casted by an enemy caster casting a spell which is of the same school of the one he is casting, but it has to be one or more level higher. That said as a Wizard you could try to pick the Counterspell specialization school, it's good but Counterspell Mastery is available very few time a day. To save actions you could take an improved familiar (like an Imp/Quasit/Mephit) and let him use scrolls or wands of dispel magic as a readied action. As a sorcerer I'd pick the Arcane Bloodline. ![]()
![]() blahpers wrote:
I'm sorry I didn't read the thread carefully ![]()
![]() Quoting the rules: Quote: Characters should spend no more than half their total wealth on any single item. For a balanced approach, PCs that are built after 1st level should spend no more than 25% of their wealth on weapons, 25% on armor and protective devices, 25% on other magic items, 15% on disposable items like potions, scrolls, and wands, and 10% on ordinary gear and coins. Different character types might spend their wealth differently than these percentages suggest; for example, arcane casters might spend very little on weapons but a great deal more on other magic items and disposable items. You should not allow these kind of buying. ![]()
![]() I'm currently playing a mounted halfling paladin. The lance gives me reach, so I declare the charge I attack from a square that is at a distance of 10 feet then using my Ride-by-attack feat I continue to move attacking with my mount when it's in reach and finally I move away if I still have movement available. Am I doing right? ![]()
![]() Here is the thing: in my group, sometimes, some of my players like to change their PC during the campaign. This could be caused either by the death of their previous character or by the fact that a narrative cause comes into play (i.e. the character achieves some sort of background aim and it makes perfectly sense that it stops adventuring) or by other causes. When this happens, of course they have to create a new character and by doing this they refer to the Wealth-by-level table. The problem is that by creating a new character from scratch, of course they frequently create a more optimized (and usually entirely magical-equipped) one with respect to the ones that are playing from level 1. The possibility of buying a gear which fits perfectly the need of a build of course makes the character stronger because it lacks some sort of randomness that the gear of the other characters have by acquiring their gear looting things around. So, how do you solve this issue (if you have it) in your games? I quote the rules about the wealth-by-level table: Quote: Table: Character Wealth by Level can also be used to budget gear for characters starting above 1st level, such as a new character created to replace a dead one. Characters should spend no more than half their total wealth on any single item. For a balanced approach, PCs that are built after 1st level should spend no more than 25% of their wealth on weapons, 25% on armor and protective devices, 25% on other magic items, 15% on disposable items like potions, scrolls, and wands, and 10% on ordinary gear and coins. Different character types might spend their wealth differently than these percentages suggest; for example, arcane casters might spend very little on weapons but a great deal more on other magic items and disposable items. emphasis mine. It seems that a very clear way to spend that money is suggested. Of course spending 180k at level 14th entirely in magic items is very different that spending the 25% of this number in the same thing. Does anyone follow this percentages? And in this case which percentages do you apply for arcane casters or non-martial characters? ![]()
![]() I ran two campaigns in Pathfinder: the first one lasted a year and took place in my setting, while the second one is still going on (we've also been playing this for a year) and it's taking place in Forgotten Realms (3e). I read Golarion and I didn't find it a particularly interesting setting, but I think I'm going to give it a chance for the next campaign. ![]()
![]() GM and players have to work together for the fun of the group. A GM should never build encounters specifically to annoy one of the characters, but the players should also not catch avery occasion to break the game with their own build that does 123213128 damage per turn. It' s not a simple job, but of course it' very rewarding. ![]()
![]() One of my PCs has a building and an activity in a Metropolis, they are essentially a magic guild and a magic shop run by two managers while he is away. Up to now we thought that a manager could have earned capital during his absence (using the downtime of the manager), but reading the manager chapter on the Ultimate Campaign I'm no more convinced of this. Quoting: Quote: Skills: This indicates the main skills the manager has ranks in, allowing you or the GM to make skill checks for the manager if an event or encounter requires it. The manager might also have ranks in other skills that aren't relevant to employment duties. The managers here are examples; a specific manager you hire could have different class skills more closely suited to your business. A manager is typically a 3rd-level character with 3 ranks in the appropriate skills and the basic NPC ability score array, giving the manager a +7 or +8 for class skills and a +4 or +5 for non-class skills. It seems that the manager can only roll for checks like the special events, but my player intend this as "it can also earn capital in my place". Any help? ![]()
![]() Unfortunately this is an increasing trend in RPGs and it comes from the idea that there is a "right" way to play your PC. A "right" feat chain, a "right" stat block and so on... It's difficult to eliminate this concept from your table, especially from young players. The solution here is to speak clearly at the beginning of the game with something like : "Guys, I don't want this to become a videogame, I promise you I won't try to kill you, using very strong stuff from the manuals, but you promise me to focus on your character instead of focusing on its mechanic" ![]()
![]() This are some of my "Commandements" while GMing: 1) Don't exclude anyone, you have to involve in the game every player at the table.
When I see an odd situation at the table (like players arguing too much out-of-character) I immediately stop playing and I face the situation because ambiguities are very dangerous. ![]()
![]() EvilMinion wrote:
I didn't notice this detail, my GM read some of your advices and she told me that I can choose between the dog, the kangaroo and the dire rat. My intention is to have the animal since the first level and then let it become a paladin mount at level 4, so maybe I'll choose one of the other two. ![]()
![]() Tipically I make a plan, but then I adapt it to the type of GM and campaign I'm going to play. For example I decide wether to take craft feats or not depending on the timing of the campaing. If I see that the action doesn't give the PCs a reasonable time to rest and to make downtime activities, I drop the whole feat chain. ![]()
![]() Hello, I'm going to play an halfling paladin in a new campaign and I decided to build a character deeply focused on the mount. Now since the Halfling deity has the rabbit as sacred animal I really liked the idea of having a giant (actually a 3x giant) rabbit at level 5. The GM has agreed to the concept, but we're both undecided on how to handle the statistics of such a mount. For the moment we decided to just use the Riding Dog statistics, but we're open to other solutions. Do you think that building the animal as a Rat with 3 times the Giant archetype would work?
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