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![]() Hi, i'm playnig an abjurer wizard who just hit 6th level. This means i have access to energy absorbtion now, but i'm not clear on the lsit of elements that energy absorbtion skill should be apply on. wording is (from pfsrd)): At 6th level, you gain an amount of energy absorption equal to 3 times your wizard level per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally. The element (e.g. fire, acid) to which resistance should be applied is not mentioned here, contrary to e.g. barbarian's energy absorbtion. does this mean that the absorbtion should be applied to:
thanks for helping me out:) ![]()
![]() I have played in a couple of AP's both with and without clerics. One of them only was focused on channeling, but in my opinion it made a huge difference. Channel specialist (having high charisma, selective channeling, quick channel and, in our case - the feat to turn channel energy into breath of life) offers very much to increase teams chances of survival. Most of the dangerous situations we run into are when an enemy can do a lot of damage to whole group - e.g. throws a couple of fireballs against a group with no protection from energy. Cleric can easily cure that - in case of CL 10 fireball, cleric can cure all average damage (5d6) ot the team members that made their save. If a lot of them failed, or enemy has much higher potential - he can expend 3 channels to heal 10d6. It gets even better when you have shield other spell and phylactery of energy channeling, which makes a big difference to final result. The minus is that you need to invest feats and cash into supporting capabilities. It does not let you shine that much, but help the team. Normal cleric does not let you heal in combat effetively, but offers the same set of spells. he can help you avoid the risk, but does not have much capability when you run into trouble (as always - being prepared helps a lot, but makes assumptions. Channel Energy specialist has lot of redundnacy, thus remaining useful even when he is not optimized or prepared for situation - as when being ambushed). Parties without clerics had to work a lot on condition removal and healing. It simpl consumed resources that were normally saved by the healers (e.g. think of cost of wands of CLW vs of the periapt of energy channeling). They neede to solve many of the problems by different means, preparing narrowly for expected danger, or withdrawing from trouble. Frankly speaking - while i greatly enjoy a semi - martial group, i often feel that the lack of dedicated healer really hurts on the skill to sustain damage and take part in large number of encounters. ![]()
![]() I have createda couple of playlists for use of my group - if any of you wants to use them, enjoy :) I would also gladly take any suggestions on how to improve the experience.
3 playlists for Fires of Creation: -
Expoloration: the mood lightens, all of us are doing something we enjoy. I want to ephasisze that PC's enjoy their adventures - no heavy or sad tracks on this one. Combat: This list would be concise for most of the AP parts. Possibly only rural areas will have separate ones. As we are fighting using high-tech weapons it is filled primarily with industrial music. I any of you has Scrapwall suggestions i would take them gladly - i want to show it as a lawless bartertown, possibly with middle eastern feel. ![]()
![]() I remember this as a hard fight, but definitely doable - though my party was 2 8th level/ 2 7th level characters when we did it (Cleric/Wizard MT, Rogue/Ranger,Cleric and Druid). In our cases the Blasphemy wasn't cast, but (not to make too many spoilers) there was another enemy, in different district who casts it, and it led to a near - TPK too.
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![]() Urban ranger will be fine, since surival is well covered by the druid. Myself, I would take the risk and make a wizard - it pays off in time, and in Kingmaker you not only will have to run pretty often, but will be also able to hire underlings to cover yourself. Or to buy you time to run, at least. If you want more survivalability - magus, if tailored well he can take also some of the controllers role, and his ability to go nova will be an asset in random encounters. ![]()
![]() Sadly not - it was pretty informal, but i will lok through several blogs providing quality resources for sandbox campaigns - I think, that I remember several with random encounter tables which are used in my pathfinder campaigns (where i play, but I know some of GM's tools as I helped tyo design them), and will send them to you - it will cover the "lower" part of structure nicely, and i think that the "world movers" must be designed for each campaign specifically.
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![]() The only rules that govern large area interaction that i know of are in Kingmaker campaign setting - but note, that they are focused on governing, and not interaction (even though there are rules on warfare, they are not designed for campaigns and tactical combat, but rather for battles and skirmishes). I would suggest another route, one which is pretty time - consuming, but works well (it proved to be ffective in large - scale vampire: the masquerade campaign, and let the GM create a realistic map of europe):
Last advice, but pretty important - remember to keep world alive. It will be a long time until the PC's will influence it in a meaning way (defending a village is certainly important for them and its inhabitants - but not much more), and many events will be only observed by them. Optimally, they will start to plan ahead and use upcoming events for their own benefit, and it is vital that they receive enough information to do that. ![]()
![]() I believe that your group has all it takes not only to fight, but also to flee effectively - thanks to that, if they think some backup plans, allowing them to survive surprise attacks and to heal wounded/ let them reach safety (everything counts - obscuring mist to remove sneak attacks, summons pouring curing potions down their throats, unseen servant pushing unconscious characters out of danger zone and giving them relevant potions or hiding them while rest of group runs) - just a couple of ideas from top of my head. Also, a battle of wits with the enemy can be very entertaining, although it would require a lot of preparation from your side. I have played a lot in two man group, where rushing at the enemy was often a suicide attempt, and I have enjoyed this style greatly - it not only brings more thrill to the game, as you really put your life at risk, if you don't prepare well enough, but also gives a lot of roleplaying oppurtunities (think of some tip - offs, rumours, kidnapps, brokering information - and checking if your contacts are really "clean", because if they aren't, you may put your family and friends at risk too) ![]()
![]() Actually, i think i would try to remove the focus from combat, and move to intrigue - social, political and informational outsmarting of the other party. If combat ensues - it would be much easier if the players only made declarations "i charge him" , "i run to the left", etc instead of using the combat grid (maybe keeping it visible only to GM's would work? i remember there wase some application for that mentioned on the forums several weeks ago) - of course that would make combat more of a GM fiat, butwould also support players ideas (maybe burning their house is safer than confronting them personally?) if the characters were kept secret from other group, there would be alaways some chance, that they are more or less powerful than us - eg, we know they have a wizard and a ranger, but what more? how powerful is the wizard? If we downed the ranger, would he survive alone in the wilderness, or teleport to safety? I think 1 GM/ group is fine (we play in groups of 2 or 3 players, but if you have strong party mentality, and do not like to act alone, bigger groups would also do). Some referee would also help, to resolve disputes. Short campaigns would work perfectly fine. The problem is, what would happen if some characters decide to run? (for example, from Forgotten Realms Sembia to Amn, or for a several month vacation in myth drannor to wait out the troubles) Unless strong character motivations are provided, there would be high risk of leaving the game area. Also, to keep the things easier - no one needs to know, which characters are PC's, and which are not, do they? EDIT: one more thing: although it is customary to fight personally, i think that during PvP, shielding behind underlings is perfectly in order - especially, because it favours players which interact heavily with the world, have way of financing themselves, keeping a position in society and remain in power by virtue of skill and leadership, not like the notorious troublemakers known as adventurers. Such an approach also helps PvP play - you do not have to fight other parties, but can still confront them - for example, if there are several priests fighting for a top position in clergy, there are chances that one will attempt assasination, but most of the conflict will be procured through social means (rallying support, gathering resources, and proving to be better leader or more fervent believer) ![]()
![]() Yes, it is (i have been playing since 1,5 year in such an environment, and it works well). There are several problems, which may be hard to solve with many groups, such as:
Well, those are at least some basic problems. Real question is, if the action will develop to pure combat, or rather interactions based on character emotions, ideas and objectives? I strongly encourage the other one, though it requires giving a lot of freedom to the players, and creating ties between them and the world. Also, as i play that ino other system than D&D (precisely - vampire: the masquerade), i think that D&D combat rules can cause significant stops of actions during combat - you should think on resolving that problem in some way (although, i see no other ways than employing computer simulations, or storytelling combat). ![]()
![]() A friend of mine has played a necromancy - focused mystic theurge, which worked very well (with unhallow and traits to increase caster level after some slow advancement in the beginning, he and his army started to raise in power very quickly about levels 8 - 10) . This approach has one flaw - animate dead is a spell that comes pretty late for a MT. It can be countered somehow by adanving to cleric 5 first, and using "lesser animate dead" in your wizard slots (one strong monster is much better than lots of weak minions anyway). Apart from that - pure cleric is one of the easiest ways to make a good necromancer. On the other hand, a necromancer which does not place much focus on rising undead, but rather on using debuffing spells works well with a wizard - but i think, that necromancy is not a good enough school to focus heavily in it (a wizard would need many spells from other schools to provide staying power in combat and utility magic) ![]()
![]() A desk with a set of letters from other dragons A picture of said dragon with some other dragons, perhaps very young or old A collection of old relics the dragon has kept for barter with other dragons A fully operational summoning circle (it has been used to summon extraplanar creaturers which delivered packages between the dragon and its trading partners) A cave with walls made of cristal, constantly shedding multicoloured light. A storyteller golem, knowing many draconic tales and legends. |