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My PC is a Human Warpriest that uses the Shieldbearer archetype. I wonder how would the shield's enchantments work in this case: Since:
Sacred Weapon (Su) wrote: A shieldbearer treats shields as sacred weapons And: Sacred Shield (Su) wrote: A shieldbearer gains the ability to enhance his shield with divine power as a swift action. This ability functions as the sacred armor ability, except as follows. This power grants the shield a +1 enhancement bonus (this bonus does not act as an attack or damage bonus when the shield is used in a shield bash) And: Sacred Weapons (Su) wrote:
(In this case the Shieldbearer gets this ability at level 7 but it's irrelevant) And the question is: If the warpriest reaches level 7 will he be able to enhance the shield both as an armor and as a weapon? Can i make the shield both Flaming and Blinding for example? How would this interact with a Bashing Shield? My conclusions are the following:
About the Bashing enhancement i think it would effectively change the Base damage and make it act as a +1 weapon (Unless it gets an higher bonus somehow) Does this look correct? Thank you in advance.
One of my PC's in my homebrew campaign is a witch conceived by an important demon of greed. As her "personal objective" she wants to accumulate 100.000 GP and make "the biggest sacrifice the world has ever seen" to her father. I feel the expectations are very high, giving her very strong boons wouldn't be sufficient and giving her too much power would be unfair to the other PC's, so i wandered through the first party content looking for an inspiration and found This. The spell mentions a "gold guardian", i looked through the bestiary and online and couldn't find anything that is first party but i managed to find this sheet that i could use instead.
My current plan is getting them to perform the ritual during a siege, that way i can meet expectations by giving the witch a spotlight (and some permanent bonuses) and make everybody happy for it
I'm a DM of 6 players, they've been playing pathfinder for several months (at least once a week) but they still miss out many mechanics that they could use in order to struggle less in fights and while exploring, they just seem to "forget" such things exists. For example, they got a rogue with trapfinding that doesn't go ahead of the party and look for traps in a dungeon, he also doesn't even try to scout ahead in search for dangers. So i thought about running a "tutorial" session next week in order to teach them a thing or two. Basically this is the setting: The PC's must convince they're strong enough to bring with them the lost relic that 2 paladins are keeping safe without getting killed by evil forces.
The mechanics: Basically every action they will do can add or cut points from a "total party score", they must reach a certain party score in order to get the relic, else they must face another dungeon with a very dangerous monster inside. I will rate every significant action they will do, i will reward generously teamworking and particularly intelligent moves while punishing egoistic moves or the stupid stuff they do (such as attempting to do something that has low chance of success and dire consequences on failure). Also, i will cut points when they don't do something they should do, such as sending the rogue ahead or forgetting to add bonuses to their rolls (i try to remember them but frankly i can't always pay attention on 6 PC's + 4 pets and also my NPC's) Teachings i plan to insert:
What do you think about this idea? Do you have any suggestion to improve it? There is a mechanic you suggest i should teach?
I'm a DM in an homebrew campaign, one of the PC's is a Level 5 time oracle and we agreed that some spells that the time mistery gives are not very useful so i'm trying to get a second opinion and see what happens. Memory Lapse
Gentle Repose
Sands of time
Threefold aspect
The other bonus spells are very nice, but that PC is level 5, i don't want to make him wait until level 10 to get cooler spells.
Instead of sands of time i would give him Haste (i know it is given by a revelation, but that way he can bestow it to an ally)
I would keep the Revelations the same as they are but i would unlock a level 7 revelation earlier to give something cooler early on.
In short:
Considering that:
https://layton.fandom.com/wiki/Puzzle:Royal_Escape I thought about putting this one, but i don't know if they will be able to solve
What i like about this sliding puzzle is that it can be "ported" on Roll20 by copying it and giving them control over "the blocks". Obviously i will reskin the puzzle so they can't just look it up on google. If you got any suggestion on what puzzle put on the door tell me, i prefer something like the one i proposed but feel free to ask me
In short, in our game (homebrew campaign) we have a god of civilization and community which uses the tower shield as his sacred weapon. Well, i wanted to be a Human warpriest that served this god and i wanted to base my build on TWF and the DM allowed me to bash with the tower shield for 1d6 of damage (don't really care since the shield is the sacred weapon, which scales). Blessing chosen: Good, Law The Stats are:
(Wisdom is quite low, but i needed the STR for carrying stuff) I got the following traits: Shield Bearer (+1 damage when bashing, +2 AC for a turn once a day to an ally)
I don't know if the feats i've chosen will work, i post the list: Improved shield bash (from the Shieldbearer archetype)
The aim of this build is, obviously, Shieldbashing and knocking people way and possibly making them prone with the shield bash Casting spells on myself is not a problem since Fervor allows me to get away with it easily, my shield has been consecrated, so it also acts as an holy symbol Bonus, if you had 3K Gp's laying around what would you buy?
Rate the build and give advice if you wish so Sorry for the poor language, i'm not an english mothertongue
I've never seen such a low gold game. i am a level 9 cleric with Honor and Fire domains, the value of my inventory is about 9K GP's. The campaign is homebrew i ain't got a Wisdom band and no magic item in general because i got no GP's (i've been VERY naive i know) The encounters the DM throws at us are embarassing, they either TPK without a plot armor or are way too easy His problem is that he doesn't know how to balance out monsters according to our wealth, our best tank is our cavalier (22 AC) and it is too low considering that our enemies are CL 9 and above. So he resorted to throw at us 5 CL monsters or less so we don't die, but the spellcasters just use them to mop up the floor and kill them almost istantly with a fireball What advice can i give to him?
EDIT: The only think i can think is to combine spells, which are independent from the GP's and hope for the best Side note: He told me that craft feats will be useless because i will have no time to craft items |