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I have been thinking about an idea recently.

If you take a small sized Tiefling Barbarian (Titan Mauler archetype) to level 2, then swap class to Magus (Kensai archetype) you could be weilding a Fauchard 1 handed at level 3.

Traits would be Wayang Spellhunter (Shocking Grasp) and Magical Knack (Magus)

This gives;

+4HP net after loosing 2 favoured class bonus HP and gaining 6HP from Barb levels.
Reach + Spell Combat.
+2 to hit from big game hunter and small size should off-set the -2 for using Fauchard 1 handed.
Shocking grasp hits just as hard at level 3 and every level for that matter as it would as pure Magus.
No minus to STR and a +2 in Int and Dex is about as good as you are going to get for a Magus.
Sometimes 2 handing the Fauchard and RAGE!!! will get the job done, lol.

Sound good? Or total madness?


I have tried and failed to rustle up some extra players for running Rise of the Rune Lords anniversary edition. So I will be running it for only two players.

I want to run the AP as published, so I am looking for ways to boost my two players so they are up for the challenge.

Some of my suggestions could seem a little overpowered but please think about if they are more or less powerful than having a group of four characters. For example Gestalt is not good enough to make up the difference. What about Gestalt + max hp every level + a stupid high point buy? Maybe that's getting close.

I think they want to play an Alchemist and a Ranger, based on this, and the fact that I do not want to have to modify the AP at all, can you help me choose a set of house rules that will give my players a good chance of success but still provide them with a challenge. Below are some of the things I am considering, feel free to add your own.

Max HP at every level

An 18 17 16 15 14 13 or similar stat array

Double or Unlimited use of special abilities such as bombs/spells

Ability to use any wand found without UMD

Wands function like staffs with regards to caster level/save DC

Ranger gets a druid powered animal companion from level 1, Alchemist gets a familiar?

Allow Leadership feat (I would not want this to be the only option but I can see the benefit)

Hero points

Extra feats

Higher level, both starting and throughout AP

Higher WBL

Anything else?

What do you guys think would be a decent way to handle this. We are dead against multiple characters each or DM PC. We also do not want to use Mythic rules. My players are both quite inexperienced at pathfinder but have role-played before.

Thanks for any advice.


And if so can he dip a level of fighter or take heavier armor prof feats, so as to flurry in full plate?

And if so can he take the close weapon group at lvl 6 and flurry with a heavy shield weilded 2 handed in full plate while still keeping the shield AC via improved shield bash?

Thoughts?


I am about to start running a Pathfinder game (Core+APG+UM) for the first time. I will have 3 players, my wife and 2 friends. My style as a gm is usually to tailor the game to the players backgrounds and strengths while still making the game feel like a challenge. I have played or GMd over 20 differant roleplaying systems but have the greatest experiance with Warhammer fantasy roleplay and storyteller games, so i have some d20 related questions.

Players so far are:

1. Human Paladin (planning on staying pure)
2. Aasimar Monk 1(zen archer) Sorc X (Empyrial/Celestial)
3. -no race yet- Rogue -pure or multiclass-

My main questions are arround balance and relative power, I like all my players to feel like they are all a usefull part of the team.

Will Sword and shield be a good route for Paladin? should he think about and archtype?

Does having 1 level of monk bring the Sorc back into relative power balance with the imo weaker classes of the Pala and Rogue? while still providing enough benefits (AC CMD low level archery) to not just be a straight up nerf?

What should my Rogue player do, any good archtypes? he wants to play a trap finder D&D thief type guy, maybe a small race like a halfling?

what should i give the other players not playing Aasimar to compensate for the stronger race of that 1 player, i was thinking another floating +2 to any stat

I was planning 25 point build as i only have 3 players, any other thoughs on party make-up, will the pala and sorc be able to cover healing later on? is CR-1 still a good level adjustment for this group for encounters? etc

TLDR. Help a new (to pathfinder) GM out with some tips for running with 3 players, pala, sorc, rogue.

Thanks guys, and go easy on a first time poster.

Steve