Rigg Gargadilly

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Organized Play Member. 29 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.



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The way I see it, back in the days of AD&D you would encounter far more enemies than you do now, balancing was less of an idea presented by the system, which went for more of a, "there are 30-300 goblins in a tribe, put them on the ground, determine their habits, weaponry etc... and let your players tackle the problem, and play the enemy as dumb goblins." Which would have made the cleave feat amazingly more helpful back in those days, or when a GM today GMs like that. Another thing is the power curve was a little less extreme, and the pre packaged modules supported more minion type enemies to wear down the group, and to make it where not every enemy you fought at a certain level was your equal.

The issue I see is that 3.X changed these assumptions, and led to a shift in play to a certain extend, that leads to cleave being less helpful overall, than it could have been. So for cleave to be helpful you need to have a GM that doesn't look at a part, and select close to their level varied threats for high tactics relatively equal numbers on each side play, you need a GM that throws weak enemies at you when it makes sense, and has the ability to handle initiative and multiple foes, so that you can use the Cleave feat against things like goblins, orc, bugbears and wild animals.

Cleave should be helpful all the time in my opinion, but a fair few GMs on top of their default GMing style not favoring large amounts of weaker enemies instead of a few stronger ones, also may not adapt to make your feat helpful. You have to go with your best judgement on whether the feat is worth it, but I don't think it is a trap, merely a situational thing like the ranger's favored enemy ability.


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Rhedyn wrote:

What are fighter and rogue? New NPC classes?

No one plays those silly classes anymore, even in my low optimization groups.

Actually plenty of people still play these classes, at least in online games. Especially the Rogue with the introduction of the absolutely mental archetype "Phantom Thief" letting them be the Skill Monkeys to the extent that it's actually useful. And fighter have nice things, and make pretty stellar archers and close weapon fighters.


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I look forward to see how this works out for you. Personally every single rules besides #1 #3 make me flinch.

However, if this is what your gaming group desires, this is what you should run with. I see a few problems, the BAB to dodge Ac could lead to a harsh time having creatures actually hitting PCs, at least martial ones. And leads to ray attacks sincerely sucking later on.

And the rest I will avoid going on a rant about, because it would just be a rant about enjoying the familiar, and how far out that is.

However I wish you the best of luck, and hope that you let us know how your sessions go in the future.


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I am honestly, kinda amazed at this. Whilst I did play AD&D a couple months back, and vastly enjoyed it. That is not what this kind of gaming crowd is looking for.

The statistic limitations are a terrible idea in my opinion. I have seen a couple clerics tank their charisma, and role-play it well. They aren't there to spread their religion they are there to crush heads of infidels, and often times come along as zealots.

However! I do believe this could be a FANTASTIC way for more old style players to enjoy the Pathfinder system. Though in such a scenario it would be best of them to play with rolling stats.

However, it is a horrible choice for the crowd that pathfinder is aiming for, a major source of it's appeal is to make oddball characters, Gunslingers that aren't that great at shooting, but their grit pulls them through the day. Or Gunslingers who don't have much grit, but are overall more skilled and tougher in a fistfight.

("Rant Time!" I dislike the system as a whole, but the rogue INT requirements drive me up the wall, I have in the past played a half-orc rogue, that tanked his intelligence, and played the Thug archetype, he also had a 12 dex, but had a good STR and CON, he would intimidate the crap out of people, then start smacking them with his sap. And was one of my favorite characters to date.) Rant Time ended


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I am actually surprised at the hostility that Magda is showing

"Second PC has decided not to stabilize the first PC but instead chase after the worg (it matches his character actually very well). "

It seems like, at least to the DM's knowledge, that he is not metagaming, instead following his character. Whilst abandoning his comrade was a horrible act, it shall be punished by player animosity, this is a teamwork game. And if the other players are fine with it, then so be it.

The DM has specified this is a solo warg. Easily explained by a possible attempt to overwhelm it's former pack leader.

The above advice for tracking is wonderful advice, it's also a possibility that instead of running away all the way, the Warg is desperate for a meal, and has no pack to run from and does not wish to die whilst sleeping. So thus decides to fight him. Which could lead to an epic standoff, and let the dice fall as they will.


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May I draw you to the attention of the "Black Alibi"

The blade of this +1 short sword appears to be nothing more than a shadow, but is quite solid and as sharp as steel. Five times per day, the wielder can as a move action create a featureless black "mask" of illusory cloth on the face of a willing target he touches. This mask obscures the wearer's identity and lasts for 10 minutes. Once per day, the wielder can activate the sword as a swift action; 1 minute afterward, the sword completely erases the wielder's memory of the previous minute (as if using modify memory).

He could even use it on himself if he feared detection, so that he has no memory of killing him. He could also combine it with a mind compulsion/Charm effect. "That young Servant with the bloody knife, aw he's innocent, he doesn't have a memory of the thing." Or, for longer assassinations

"False Alibi"
Casting Time 1 round
Components V, S, M (emerald dust worth 100 gp)
EFFECT

Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration permanent; see text
Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

This spell functions similarly to modify memory, except you can modify the target's memory only in a specific way.

In response to a triggering condition you determine, up to the last 5 minutes of the target's memory are eliminated and replaced with a memory of your choosing (or no memory at all).

For example, you could cast this on an assassin, set it to trigger when he completes his kill, and replace his memory of the murder with the memory of him discovering the body and picking up the murder weapon. You can cast this spell multiple times on the same target, even with the same trigger, affecting different memories. A single casting of false alibi affects a creature only until the specified condition has been triggered; once a condition has been triggered and the target's memory altered, that condition no longer triggers this spell unless the victim is subject to another casting of false alibi that specifies the same trigger.

And, if he wanted to throw his enemies off the trail, or at least discourage them. He could cast this spell either the way he fled, or down a goose chase passage.

"Night of Blades"
Casting Time 1 standard action
Components V, S
EFFECT

Range close (25 ft. + 5 ft./2 levels)
Effect wall of blades up to 10 ft. long/level and 10 ft. tall
Duration 1 minute/level (D)
Saving Throw Reflex half; Spell Resistance yes

DESCRIPTION

Useful primarily to those who skulk in the darkness, this spell is a temporary trap for the unwary. You create an immobile wall of tiny black blades that whirl and tear into creatures like a cyclone. Anyone who enters this space takes 1d4 points of damage per caster level (maximum 10d4), though a successful Reflex save halves the damage. The spell cannot be cast so that it appears in a space already occupied by Small or larger creatures.