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Your range as a slinger is bad and your game master will know.
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Thanks you. Changing class is something I mentioned before but my gm says that the point in the adventure is bad.
I kicked kensai out for more spells so we do get a chance to change a little during the session wich is fair, but now my ac is bloody bad. The fighter rogue plans to become loreseeker ( I hope this is the right translation for his pc) what is a nice idea. Your other ideas will be mentioned but i have to read the leadership thing and try to get it work theoretically before I get it up. ![]()
Hello, I'm pretty new here as a poster and signed up for the advanced guide playtest but now I have a serious need for help. A friend of mine (rogue/fighter dex) and me (vanilla strength build magus) play the first adventure of skulls and shakles. We don't want more players because our working times are pretty lousy. So our gm seems not to understand that it's pretty hard for us to go through this path just as a duo and give us a very hard time, I die every session (negativ hp but not really dead) Please give me some advice how I can help her that we feel like the heroes in the path not like the cannon fodder. She isn't really the changing-the-dice type. I do not ask for spoilers I don't want to ruin my session but we die a lot and I think she don't have an idea how this bugs us and how to change the enemys or the path. Thanks in advance ![]()
Eventually it is clever to allow brawlers to enchant gloves (not armoured gloves but normal from leather or something) such a glove will not stack with weapons in the hand.
Or special arm jewelry? Braceletts? I don't know the word. Edit: or allow brawler to deal his unarmed damage with armoured gloves and this other weapons that doing the same sort of damage (bludgeoning) ![]()
From the core races I prefer humans for the feat and the plus 2 on a stat of your choice.
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The idea of martial maneuvers is strong, really neat and for advanced players in a group with an advanced gamemaster there is everything fine, no doubt.
Edit: i Know it is the advanced class guide but I don't want to ban the brawler because my friend has "just" 2 years dnd experience. The majority of players can't handle so much information and variation.
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Sean K Reynolds wrote:
Damage with my limbs good enough to compete with other classes. Or brass knuckles to enchant and give up all naked hands abilities. For example I lose the ability to overcome dr when I equip knuckles or gloves so I have a choice to fight withy God given talents or chose to hire a magic guy to enchant my brass knuckles or armor gloves.An easy mechanic like grit so 1 need one book to play the brawler. I own a lot of books but others don't and I don't want to slow the game down just show and tell what my chosen feat is up to. ![]()
What really grind my gears are weapons in this class. I will give up everything except knuckles for more feats. I thought brawler smashes things with her bare hands and feet? Am I missing something?
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I agree about the limitation of martial maneuvers.
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Bbauzh ap Aghauzh wrote:
This rule will grow chesthair and a beard. sounds absolutely awesome![]()
Writing down any given spell in a small book isnt that bad.
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