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![]() Ron Lundeen wrote:
I guess I was overthinking it! lol However, it'd be a decent alternative for player's that like to roll for themselves.![]()
![]() I always hate when a player can roll a Knowledge, Perception, Sense Motive, etc. check and know (or assume) they failed by rolling low. It can definitely influence character actions, and most of the time it is just metagaming. I made a little excel table numbered 1-20 with random values, also 1-20, in the next column. The randomized column would represent the actualy roll values for certain checks. They can easily be regenerated, so a player can't catch on to what a good roll is. I don't want to implement it for combat. I feel like a player might roll a 20, and be upset if the corresponding value is a 1 or something.
Also, I most likely wouldn't use this for skills that your character would know succeeded or not (climb or disable device checks for instance). A character would know if he climbed a wall or not, and would be able to gauge the difficulty. However, I could see using it for saves made against effects that don't onset immediately, or for saves vs illusions. Especially the latter. Also, as mentioned above, skill checks that a character wouldn't necessarily know failed. Now, I have not brought up the idea or implemented it yet, but how would you feel about this as a player? Does it hurt the game in a way I am not aware? I of course can make secret rolls for some checks that are passive (like a perception check to hear something that the player isn't actively listening for), but if the player is actively making a check (for instance, a bluff), do you think this is a good or bad solution? ![]()
![]() I always hate when a player can roll a Knowledge, Perception, Sense Motive, etc. check and know (or assume) they failed by rolling low. I made a little excel table numbered 1-20 with random values, also 1-20, in the next column. The randomized column would represent the actualy roll values for certain checks. They can easily be regenerated, so a player can't catch on to what a good roll is. I don't want to implement it for combat. I feel like a player might roll a 20, and be upset if the corresponding value is a 1 or something.
Also, I most likely wouldn't use this for skills that your character would know succeeded or not (climb or disable device checks for instance). A character would know if he climbed a wall or not, and would be able to gauge the difficulty. However, I could see using it for saves made against effects that don't onset immediately, or for saves vs illusions. Especially the latter. Also, as mentioned above, skill checks that a character wouldn't necessarily know failed. Now, I have not brought up the idea or implemented it yet, but how would you feel about this as a player? Does it hurt the game in a way I am not aware? I of course can make secret rolls for some checks that are passive (like a perception check to hear something that the player isn't actively listening for), but if the player is actively making a check (for instance, a bluff), do you think this is a good or bad solution? ![]()
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![]() Fake Healer wrote:
I disagree, but to each his own I suppose. ![]()
![]() Oh and another DM we had screwed the Rogue over hardcore. It was 3.5, so he already couldn't sneak attack undead and etc. He basically let the rogue only get a sneak attack if the enemy wasn't aware of his presence. Flanking? Didn't matter. He knew you were there so he magically was able to defend his vitals while still trying to dodge hits from your buddy. ![]()
![]() Our DM doesn't multiply strength on Crits. Kinda sucks for the barbarians and fighter types. He doesn't care for casters so most the time we face these types, so it is a boon as well as a nerf if we are playing melee types. Also, he doesn't allow resurrection type magic. I remember on my druid, I got 4th level spells and joked about reincarnating people and he basically said "not in my game.". I can live with both though. Though he does use the Critical hit deck. But this also means he uses the Fumble deck. ![]()
![]() I guess I would like to be versatile, but have a few potent options available. Mystic Thurge actually isn't ruled out, it doesn't have to be super optimized. If I went that route though, I'd have to nix the Animal Companion. Not necessarily a bad thing, but would be missed in the early levels. Could always take leadership later on if I want a cohort. Though another thing is that the Favored class bonus for the Kitsune Sorcerer is too good to pass up, and Mystic Thurge takes away from that. Oh yeah, and to explain why two levels of oracle, mainly just to beable to cast Color Spray with my Oracle spell slots. ![]()
![]() I am building a character that will be utilizing Color Spray, and Murderous Command, or depending on what direction I go, blasting or buffing/healing. I am allowed 2 flaws, and went with Aasimar (Bumped Charisma to 22 with the +2 Charisma replacing the Daylight SLA.) Either way I will be taking the following.
Option 1. Fey/Arcane Bloodline Sorcerer with a 2 level dip in Oracle (for Awesome Display. more color sprays, and Murderous Command) w/ Arcane Eldritch Heritage for the +2 DC to Compulsion spells. Arcane helps with the Metamagic, and the Pet will eventually be a decent combat buddy. Going Roc or Allosaurus. Option 2. Heaven Mystery Oracle with a level 1 Sorc dip (for Fey Bloodline's +2 DC, the Sylvan Animal Companion, a few cantrips and more Color Sprays.). I would get the Arcane Bloodline Powers (albeit at a slower pace) through the Eldritch Heritage feats. Option 3. Straight Oracle w/ the Arcane Bloodline through Eldrtich Heritage. Since Fey wouldn't give the +2 DC to Compulsion through the Heritage feat. I realize slowing down the casting progession isn't ideal, especially if I go Crossblooded Sorc, but I like Option 1 and 2 the most. I am leaning towards option 1. I could not go Crossblooded and skip the Animal companion, gaining the Arcane Bloodline powers for Metamagic through Eldritch heritage too, to stop from slowing down my new spell levels too much. So, is there anything I am not considering? Would would be the most effective build? Our world is mostly Human, Elf, and Orc. Some Gnomes, and Halflings, but our GM hates small races and usually uses them as annoying NPCs. We rarely fight anything other than these races with class levels, but the 2nd most fought enemy type would be Undead. Also we usually play until level 7-8. By then we usually start a new game. ![]()
![]() Quote: NG female Human Weapon Master Fighter specializing in twf/throwing Wakizashi Fury Quote: LN female Human Qinggong Weapon Adept Monk specializing in teleportation and energy blasts Glimmer Quote: CG male Catfolk Archivist Bard with massive Knowledge and a focus on singing Phonic Quote: CG male Human Beast-Bonded Witch with Compsognathus familiar (so he can turn into a dinosaur :D) and a focus on offensive hexes Havoc Quote: LN male Human Void Elementalist Wizard with a very heavy emphasis on dispelling and countermagic Blackout Quote: CN male Strix Falconer Infiltrator Ranger (haven't finished the build yet) Silence Quote: LE male Human Ronin Samurai with Beast Rider via Racial Heritage so he can ride a pteranodon, he is specialized in shield bashing and carries a Vorpal Katana War Quote: NE male Tiefling Bladebound Kensai Magus, with dervish dance and an unhealthy relationship with his weapon Conquest Quote: CE Undead Lord Cleric with disease alternate channeling Death ![]()
![]() I am trying to develop a Tinkerer of sorts, and kind of like the idea of a melee focused Summoner, or an anti-druid of sorts. I am thinking Medium BAB, Good Fort and Will saves, 4 or 6 skill points, and a d8 hit die. Firearm Proficiency seems appropriate as well. Class skills would probably be: Appraise, Knowledge Arcana, Knowledge Engineering, Knowledge , All Profession, All Craft, Climb, Disable Device, Fly, Linguistics, Use Magic Device The only class feature I am certain on is that they will get a "clockwork companion". I am still unsure if I want to base it on a druid's Animal companion, just adding the clockwork template to a construct version of the pet (which would make the pet have a ton of HP starting out..) or a Summoner's Eidolon. If the latter, it could be seen as upgrading his "Eidolon" when he adds abilities. I am thinking that maybe they pick a gadget every so often. For instance, at a certain level, you could have steam powered wings, or rocket boots for increased movement and charge dmg or something. Or even Firearm mods. Additional limbs might be a bit too good, but it could be a possibility. I want it to be a little different than alchemist discoveries though. So I am thinking once you choose a gadget, you can either choose a new one next time or improve one of your current ones somehow. Maybe better fly speed or maneuverability for instance for steam powered wings. Anyway here is a list of possible gadgets. Wings - Fly speed, maneuverability can be upgraded.
I am thinking of making tiers, like you take rocket boots and can up your speed, then you can take a new one or take the next tier and up your charge damage etc. Maybe give them some sort of pool to represent a finite amount of power used to power these things each day as well. Anyway, It is still in a raw stage of design. I'd like some input and ideas if possible! :D ![]()
![]() 338. The players are part of a village (or come across one), where everyone is happy and nice. Food is plentiful, crime is sparse, and the place is a beautiful paradise. Little does everyone know that it is an illusion, and the people who mysteriously die or disappear, are food or sacrifices for an evil overlord. Strange things may happen, like women having partial memories of pregnancies and not having a baby, criminals seemingly disappearing, travelers never returning, etc. 339. A village has a Vampire elder/mayor that is revered. The citizens donate their blood to him/her willingly, and he/she is a pretty good guy/lady overall. Legend has it he/she is a great hero of the village, and destroyed a great evil, becoming tainted him/herself. A neighboring city blames this Vampire for some recent tragedies, and sends some vampire hunters to destory him/her. The PCs must decide who is right and who is wrong. Can they bring peace? Or will they end up taking on a whole village or even a city? 340. A huge earthquake reveals a massive crevice in the earth, awakening a forgotten race of intelligent humanoids. Although small in numbers (1d100+20?), it soon becomes known that the blood of this race has radical healing powers, and their life force (souls), can grant immortality, or at the very least reverses aging and prolongs life. Do the PC's try and protect these people and help them carve out their place in the world, or do they also seek them out to exploit them? If the former, how do they plan on stopping some of the world's most powerful wizards, overlords, rulers, and their respective minions? ![]()
![]() Funky Badger wrote:
1. So they have magic hands of removing debris? 2. Nothing prevents them from taking a swift action or a move action. I also think saying it is good when the odds are in your favor is not a good endorsement.Just my opinion. I think it could be a tad better. ![]()
![]() Rough draft of a Swashbuckler idea I had. Needs work, but I like the general direction. 1 - Improved Dervish Dance (In addition to the Scimitar, a Swashbuckler may use the dervish dance feat with the Rapier.), Flurry of Steel (1 additional attack with a Rapier. All attacks take -2.)
Defensive Blows - At 5th level, as a swift action, gain a +1 Dodge bonus. This bonus increases by 1 for every 4 levels after 5th. In addition, whenever you use this ability and an enemy's attack misses you, gain a bonus to attack and damage equal to your dodge bonus against that foe until the end of your next turn. Flurry of Steel is basically Two-Weapon Fighting, except for the one handed fighter. Sure you can use Two-weapon fighting with it, but you wouldn't benefit from Dervish Dance, and you'd be taking -4 to hit. ![]()
![]() 666bender wrote:
Because it isn't believable. If I throw glass and sand in your eyes and get you good (rolling a high CMB, causing extra rounds.), it should not take the same amount of effort to clear that as it does when I only roll good enough for 1 rd, reflecting a grazing instead of a direct hit, etc. Basically, no matter how well you do, it is undone with a single std, and that bothers me. Plus, trading a std action for a std, with a 3 feat investment (4 if you want to do it as part of an attack) is not worthwhile imo. Especially since it is hard to pull off for the class that wants to do it the most, the Rogue. Now If I am playing a fifth wheel, I can see it being a good tactic, but not everyone wants to play the fifth wheel. ![]()
![]() What is the point of making it 1d4+x rounds if it takes a std to remove regardless of how well you roll? I know some conditions might not be worth giving up the std action to remove in all scenarios, but being able to wipe out every condition with the same std action seems so wrong to me. What would be wrong with making it so their std action only reduces the condition by 1d4 rounds? Or maybe even only reduces it a round? If I get 2 rounds of blindness then on their turn they could be back to normal, if 3 rounds they reduce it to 1 (since on their turn it would reduce the rounds by 1 anyway.). Or maybe make them roll a check to remove it? DC = 10 + Dirty Tricksters CMB + rounds of the condition left, or some variation that works out okay. Something of that nature anyway. Flat out being able to negate a 5 round blindness (which suggests they got you good) with the same effort that it takes to pull up your pants is silly. ![]()
![]() The trail is obvious. Very obvious actually! The snow, although not entirely fresh, still bares the sign of travellers. Spoiler:
Perception Magnauk: 1d20 + 7 ⇒ (14) + 7 = 21 Larma: 1d20 + 3 ⇒ (11) + 3 = 14 Sven: 1d20 - 1 ⇒ (2) - 1 = 1 Hege: 1d20 + 1 ⇒ (14) + 1 = 15 WBreath: 1d20 - 1 ⇒ (2) - 1 = 1 Aksum: 1d20 ⇒ 10 @Magnauk: You hear and see 4 men with swords and bows up ahead. They don't appear to notice you. ![]()
![]() @Nelosse: Cyrus was in front of the door, so the spell if aimed there would cause him to possibly fall. Also, sure exploding crits are fun. Nelosse, dispatches of the other zombie with ease. She slams down the longsword into the throat of the zombie, slicing it's throat and chest open, breaking through bone and cartilage with ease, allowing it's organs to spill out. Upon pulling her blade out, she twist and flicks the blade and severs most of the upper body from the lower half, as the creature falls over unable to function anymore. Kogar, inspired by the carnage apparently, charges in and crumples the other undamaged zombie under the blow of his blade. It literally explodes from the impact, and blood and guts fly out in all directions. One zombie remains. With a broken neck. Cyrus is next. Also, don't worry so much about posting order. It's better to do it out of order on pbp imo. I will recap the round and adjust actions if needed. ![]()
![]() Kobad misses with the ray of fire and hits the ground melting some of the snow. Doctor Gii gives a good wallop on one of the zombies throats, breaking it's neck. It still stands however. Droguk catches the Zombie off guard and kills it outright with a mighty chop that severs the zombie's right side from it's left. The zombie that Gii hit, attacks him in kind.
Doctor Gii side steps the awkward flail of the zombies arms. The other two zombies stand up. Cyrus hasn't acted yet so he can't take an AOO unfortunately. Zombie 1 - hit by Gii
Zombie 3 - Stood up
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![]() @Droguk: The Greatsword appears to be made of steel. However, it is balanced well, and the blade was made by someone of great skill.
After Cyrus yanks the spear out, the doors fly open and 4 of the poor souls that used to guard the Lady, are now zombies that stammer out ready to attack any living thing to feed their undead hunger. I will roll initiative. Cyrus has 2 to his left, and 2 to his right. Specify which 2 you cast grease on Nelosse! (left or right) :D Anyway I will roll their reflex saves. Cyrus is adjacent, the rest are close I assume. I am not gonna be a stickler and use a map for this fight. I will in the future though. GM:
Zombie Initiative: 1d20 ⇒ 11 Zombie Reflex: 1d20 ⇒ 5 - Falls Zombie Reflex: 1d20 ⇒ 14 - Falls Spoiler:
Kogar: 1d20 + 1 ⇒ (8) + 1 = 9 Nelosse: 1d20 + 5 ⇒ (5) + 5 = 10 Doctor Gii: 1d20 + 1 ⇒ (19) + 1 = 20 Droguk: 1d20 + 1 ⇒ (17) + 1 = 18 Cyrus: 1d20 + 3 ⇒ (1) + 3 = 4 Kobad: 1d20 + 2 ⇒ (19) + 2 = 21 Round 1
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![]() Zombie 3 Attacks Larma.
Zombie 4 takes 5 foot step forward and Attacks Hege.
Sven Kills Zombie 4 with a mighty blow from his axe, but not before he slams his undead hands down onto Hege hard! Winter's Breath narrowly misses Zombie 3 with his frost ray. Round 2
Round 3
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