Thanks for the replies, but I'm less concerned about the +5 limit and more concerned if there's any faq or ruling that specifically allows the class abilities mentioned to overcome DR with a weapon. The enhancement bonus from Bane has been specifically called out to allow a weapon to count for overcoming DR.
Derklord wrote:
A +6 could be obtained via Bane triggering. Are you aware of any official rulings on this though? I've seen discussions of permanent bonuses vs temporary bonuses, yet there's been no FAQ for this specific instance that I could find.
If I have a +1 longsword and use one of the listed class abilities to increase it to a +6 longsword for 1 minute, would that sword be able to bypass Cold-Iron/Silver, Adamantine and Alignment per the "Overcoming DR" rules? Overcoming DR wrote:
I'm currently playing in the Ruins of Azlant AP and as there's a lot of under water combat, I wanted to clarify how this spell would work. Being magical, and not stating that it needs to anchor to anything, I would think that it would "float" in the water and remain exactly where it was cast. Secondly, when cast outside of water, can you stack two of them on top of each other, thus doubling the height?
Hey all, I've been running Kingmaker for over a year now and my group's almost done with book 5 (just cleaning out the dungeons). They stuck pretty closely to the MO for books 1-3 by going out and exploring and handling all the kingdom building themselves. However, since we meet every other week for 3 hours, they were getting tired of spending an entire session or two with the actual kingdom building and exploring (and walking over every combat with ease). So part way through book 4, they decided to hire their own adventuring parties to go and explore the unclaimed lands (with a reasonable margin of death included) Going into book 5 they started off a level behind since they sat back and only participated in the major events. They also wiped out the initial army with a lone druid (wild shape + 3 diseases) and have avoided any other mass combat (they didn't like the rules particularly). So now that they're about to finish book 5 and are only level 13, I wondered what ramifications there would be for going into book 6 way under leveled. Is there any way to get them out exploring or leveled before the next turn of events? They've all focused on AC and anything that offers saves usually dies before it gets to go. I have to fudge some attacks just to give them some sense of not being invincible. As a side note, I have though about having one of their cohorts leave the party as she has been one-shot on multiple occasions and is their only arcane user.
FLite wrote:
Carry on then :)
FLite wrote:
Not sure if you were trying to counter my argument or agree with it.. but yes. That's what I was getting at :P
Scott Wilhelm wrote:
Using an item to qualify for a feat is one of the catchy things. As long as you're wearing the item, you meet the prereqs. If you take the item off then you can't do anything else in that feat chain.
There's a couple of ways my group does stats. The one I just did for my group was come up with 3-4 different arrays using point buy. This let everyone decide if they wanted a more rounded character or wanted a dump stat while keeping the power even. The other way that one of our GM's came up with was he rolled out 2 arrays with dice and gave us the option of which one to choose. Comes out with more points than if using point buy, but keeps everyone on par. For HP, we actually roll a d4 for all classes and then add 2-8 based on the class HD (so a fighter rolls 1d4+6+con mod)
Being PFS, the players are going to build their characters to be most effective regardless of what other players bring. It's also generally seen that the best way to take less damage is to kill things faster. That being said, since the players aren't able to discuss builds before coming together, they're going to typically make characters that blow things up in 1-2 hits because the alternative is those monsters surviving 3-4 rounds and doing MORE damage to the party.
So I'm about to play a halfling bard and Oratory will be his first performance. I've written up his intro performance (at least the one that he'll give everyone the first time he meets them) but feel there could be a few changes to make it sound better. It should be known that no one actually calls him chief (they're generally yelling THIEF) but his 6 wisdom has him hearing something else. All suggestions are welcome! Quote:
Seerow wrote: stuff... RobRendell wrote: more stuff... Philip Knowsley wrote: even more stuff... Thanks for the advice guys. I'll be making some changes to the additional quests in VV to better present them to the players. As a side note, how do players typically handle the monthly decisions when out adventuring? My group has done all the planning every month on the 10th in a council meeting. However they just entered Vordakai's tomb on the 11th. Traveling on foot, it would've taken them 2 weeks to get to town and back, which I think is rather silly for just a council meeting. I had to handwave them to level 9 inside the dungeon so they JUST picked up teleport, but can't even get the entire group yet with one casting.
I think I messed up.... So here's my current situation: 1. My groups Kingdom DC is only 25ish, so they still have very few hexes.
So what I think I messed up on.. 1. I've completely ignored all of the quests on the inside of the front/back covers as I thought they were given out by the survivors. After reading over them again, it appears I was wrong. So how should I go about handing them out BEFORE they trek all the way back to their capital to get ambushed by quests to send them BACK to nomen heights. 2. The module seems to instill a sense that there's no rush to save the villagers, but there's been nothing to tell them to take their time to explore, so I feel they're going to lose out on a lot of xp when they finish and just run back to their kingdom to plan the next month's budget. 3. After a very rocky start, they've had very little incentive to EXPAND their kingdom and instead are turtling to save up BP to build more buildings in their capital. How do I force them to expand quickly? (Though I've thought that varnhold will tell them that they'll join their kingdom only once it's big enough)
Well, the first building they built was their keep and then picked a few not so good options after that before they were bankrupt. It took them most of a year before they got to the point where they only needed a 5 to pass a stability check and make money. Their current kingdom wealth (max item value) is only a couple thousand gold.
Thanks for the feedback. I think I'm definitely going to be adding some additional loot/gold to their upcoming adventures. It does sort of stink that they have to request magic gear from Restov still since they don't have any buildings that can produce it and none of them are crafters. These I need to start handing specific gear out to fill item slots.
My group just hit level 6 and have already replaced two members that died to the sycthe tree. They've cleared most everything north of the lizard camp (minus the island) but their wealth is still pretty low for their level. I've looked ahead and there doesn't seem to be much left to give them a boost, so are they supposed to be taking money from the coffers to make up for it? (they're already over a year into their kingdom with a rough start behind them)
Yes.. I know this has been asked many times before, but the argument tends to go both ways. From what I can gather, those defending the inability to take a 5' step during a whirlwind attack do so because it's a SINGLE attack (spinning around) to hit your targets. I'd like to counter that logic with a scenario. ......
In this scenario, X is the enemy and A is an ally. By using the logic of "You swing your weapon around you and hit everyone in a single attack, you're going to be doing a roller coaster of a swing to avoid hitting your allies. If you then choose the side against this argument, you then see the character as taking a separate swing against each enemy and thus avoid the whole roller coaster situation and would thus allow you a 5' step between two of the attacks. (this is my standing but would like some feedback)
Tomos wrote:
Would it be worth it to not cast blessing of fervor if haste is already up? The most useful ability it adds is the swift action to stand.
Aelryinth wrote:
Have a ring of deflection +5 so no shield of faith is needed. Forgot to add Craft Wondrous Items to the feat list. Haven't had the opportunity to buy inherent bonuses yet (it's been many months in game and out since we've been to normal civilization).
The Human Diversion wrote:
Planning on picking up another when available. Generally, my GM knows that I use my lesser rod of extend spell in the morning for 34 hour long buffs and then wield my hammer, buckler, quickened rod for everything else.
Tomos wrote:
First, thanks for the reply. I'd planned on using Plane Shift as a SoD spell, but my GM has ruled that I have to make a tuning fork with material from the plane I'm sending someone to. So far, I've got Heaven, the material plane, and my own person plane I've created. I suppose I could send mooks to my plane and either deal with them later or let it pop after 17 days. I'll have to look at some of the communal spells to use with reach, as that sounds like a good idea. Unfortunately, we don't have access to higher level scrolls at the moment and we're currently not in the position to purchase anything (home brew and we're stuck 32k years in the past trying to fix it) Stats are from a Belt of Physical Perfection +6 and a Headband of Mental Superiority +4 (will upgrade to perfection +6 when we have the downtime). Caster Level is a combination of an Orange Prism Ioun Stone and a standard set of Prayer Beads. Was planning on taking Greater Spell Specialization at 17 for Breath of Life. But seeing as I've only had to use the spell once in all the time I've memorized it, having a single prepared reach version may be better. Looking over buffs earlier, Righteous Might (or Frightful Aspect) + Divine Power + Blessing of Fervor would put me at the top of melee damage output while providing nice DR. The downside would be the two rounds needed for buffing, and my GM informed me that excluding a few exceptions, most of our combats last between 3-5 rounds.
To make a long story short, I have a lvl 16 cleric with the below feats and stats. The rest of the party consists of a Magus, Ranger (Switch Hitter), Witch, Wizard (Evoker and my cohort) and Bard (Cohort of the Magus). I currently provide the main source of healing which is generally with Heal in combat or channels/wands outside of combat. Every combat starts off with a Blessing of Fervor and something else quickened (rod of quickening), but I'm at the point now where I don't know which direction I should take him. He doesn't have the spell penetration needed to confidently overcome SR which we're finding more and more at this level and his melee damage output is way below the Magus or Ranger. Any advice as to what I can do, or am I pretty much SoL? (Changing feats, deities, etc. at this point is not an option and I can only use spells out of CRB, APG, UM and UC) Stats:
Feats:
Typical daily buffs: (all at CL 21)
Alignment: LG
My group just acquired a nice sized keep in the homebrew we're playing in. Now, we just finished a major war on one of our borders, and the enemy on the other side is being driven back by an "ally" of ours, so there's currently no immediate threat. My character, as paranoid as he is, doesn't fully trust this "ally" and wants to be prepared to defend. The keep in question was previously used as a foothold due to its location, so any enemies invading from that direction would have to go through its borders. We have been given funds from the king to staff the keep, and our party is one of the most powerful in the kingdom (we're all level 15). As far as raw magical power goes... My character is a pure cleric, and the only other pure caster is his follower (level 13 evoker). My cleric is an artificer and engineer, so I was planning on making some rather large statues and then animating them should the need arise (will make them permanent when he can cast miracle). Are there any other good methods for defense? Restrictions: He is lawful good and we are limited to core, apg, um and uc.
Hey all, I'm curious if anyone has a good app to use for terrain maps that have fog of war capabilities. I'm not planning on using it for combat as we have a hex map to draw on, but I'd like something to use while exploring (specifically kingmaker). I've used picsart previously, but didn't know if there was anything better. Also, wanted to know how most people handle(d) the kingmaker maps for the players. I'd like to give them a hard copy, but didn't know if that'd have a negative effect.
zylphryx wrote: It varies. The group I am playing with have encountered some easy enough combats, but we've also experienced near TPKs a couple of times and we've also encountered things well outside of our APL ... Trolls at level 2 for example. It really put us on our toes for utilizing diplomacy/bluff/intimidate to get out of precarious situations. All in all, we're currently at level 6 and have had 3 PC deaths, so not a meat grinder, but not a cakewalk. Thanks. My group is well versed with PC deaths (I forget the total count I had on them in CC). It's a 4 person party, and if they keep their current characters (one already died and has to reroll) then they'll have a Sorcerer, Barbarian, Druid, Rogue (he died).
Hey all, My gaming group hit a snag and the previous DM had to back down. So, being the diehard gamer that I am, I volunteered to run a homebrew. Previously, I ran the Carrion Crown AP and ran a homebrew for 3.5 some years ago, but this time I decided to run an E6 homebrew. I believe the first session went well (I used a PFS module), but the second session was my own creation and didn't go nearly how I had planned. I've got the world etched out on a very basic scale, but I may have jumped in too soon. I'm thinking about resetting everything and just going with an AP as my set up is lacking. Does anyone know which AP is best for non-railroading and that includes enough downtime where characters can be replaced easily? I'll probably auto-level to level 2 to start so that we can avoid the level grind again.
Submitting "Dex Roman" [Barbarian] for approval. Using the Random Background Generator. Background: Dex has traveled far and wide from the village of Toss in search of a new place to call home. Born a bastard, he killed his step-mother in a fit of rage during one of her drunken ramblings. Along his journey, Dex made some earnings as hired muscle in small towns. It's in one of these towns, that he stole the gaze of a bride to be when she was attacked. A quick lie, and she left everything behind to travel with him. Now in Kaer Maga, Dex and his lovely companion, Delane, seek to find a new life together.. by any means necessary.
Discussed with a friend of mine and we fleshed out the affinities a bit. Could use some community feedback: Basic Elemental Affinities: Air
Earth
Fire
Water
LazarX wrote:
I'm primarily trying to avoid the high hitpoint/high damage aspect of mid-upper levels of normal play. Kolokotroni wrote:
1. I don't see Codex Alera as super powerful. Sure, the main characters are considerably stronger than everyone else, but they're the exception. Excluding Octavian and his immediate family, most people only had basic control over their element. I'm primarily wanting to go with E6 to avoid the fighter or wizard from walking into a town and eliminating everyone (this hasn't happened before but you should get the idea of the scale). 2. The feat would let them another affinity with its level 1 ability. It would then scale up as they collected more feats, or require them to take an improved/greater version (though I don't know if the later would be took weak). 3. I'm creating the world, factions, etc. from scratch. However, there is going to be a large "wild elemental" theme that would be fun with affinities. With the group I'm planning this for, I'd lean more towards fitting it into the setting. If I decided to try it with my second group then I'd definitely have to aim more towards rules.
So a little background: I really love the Codex Alera books series and wanted to incorporate it a little bit into a home-brewed E6 game. The basic idea, is that players would get to choose 1 affinity during character creation that would automatically give them perks as the level up. I've been toying around with adding some feats that allow them to pick up a second affinity after level 6 and another feat that gives a more focused affinity with the prerequisite of two specific capped affinities (i.e. metal would be obtainable once earth and fire are capped) Anyways, here's what I have so far, but I could use some suggestions for the blanks and some validation that none of the affinity abilities would be so good that it would discourage a player from taking specific feats. Basic Elemental Affinities: Air
Earth
Fire
Water
I have a Wizard/Cleric MT in a homebrew game and rather enjoy the Law domain for Touch of Law. I know you're not looking for a buffer type character, but I've found the buffing capabilities to be much greater than anticipated. If you can afford one, I'd also recommend a an Orange Prism Ioun Stone for the +1 caster level to both classes. For Wizard, I went foresight diviner for the nice bonuses there. btw: Mine is currently a Wizard 3/Cleric 3/MT 4 and started at level 4 acting as both the primary arcane and divine caster.
That wisdom is more than twice my oracle's wisdom (he's sporting a 7!). I'll reiterate BBT's question: What focus will this PC have? With those stats, you'd be very cautious to go into melee, which means staying at range. Though, with a 10 dex, you aren't hitting anyone with Ray spells. Knowing your focus, we could help re-arrange your stats.
leo1925 wrote:
I agree with the first question here, not that it's relevant here. I remember that we got a perception check or knowledge engineering check to determine that the bridge was pretty weak. Even without the check, why would anyone purposefully walk onto that bridge with more than one at a time without checking? I also remember it being water below the bridge, and not too far down that someone falling would auto-die.
Psion-Psycho wrote:
Sorry, I forgot to reply after looking through it. How are you getting 50% crit immunity? From what I can tell, Preserve Organs only gives 25%. He looks like a fun character, but may be more suited as a 5th if there's already a divine and arcane caster (I'm only guessing on this one seeing as I haven't had experience with him). With my group's composition, I foresee needing to spend a lot of turns either healing (they're all glass cannons) or buffing. How is the Alchemist in terms of team buffs?
AndIMustMask wrote: @roanark and aelryinth: just making sure, since if you were planning on playing, say, a paladin and using it, it'd be a bit unfeasible to use. This would be for a True Neutral Oracle of Battle. It's looking like I'll be going with straight +1 bonuses until at least +4. Even then, it'll be a pricey weapon. pocsaclypse wrote:
I'll be starting off with just a regular +1 Falchion. I guess I could always sell it later or a +1 Adamantine and then start adding +1's.
Psion-Psycho wrote:
I'll take a look at it this evening! |