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I have the ability to buy a +5 weapon as a 2-handed fighter and am not sure what enchantments to get. Currently I have speed and an ability called impact which is a +1 enchantment which increases the damage step by 1 size category for 3d6 from the original 2d6 but I'm curious as to what you think of as the best enchantments. Thanks.
I am playing a 2-handed tank and want to keep attacks coming to me while dishing out a ton of damage and I saw the ring of blinking which I could see as being very useful but it would also mean every 5th attack would miss so should I get it? I do have antagonize to make sure enemies attack me instead of allies and have a 44 AC. Thank you.
I am planning on being a control wizard/hellknight signifier and see benefits for both summoner's charm and shift. On the one hand summoner's charm will allow me to control the field better but I am not only going to use summoning spells. On the other hand the teleportation subschool allows me to teleport starting at first level, allowing me to circumvent traps and escape from enemies. Between the two which do you prefer, any suggestion woud be helpful.
this is what I have currently but feel like the code is not long enough so I ask what I should add. thanks in advance. 1. Brigands will not be suffered for they are a blight on law.
I was a pali but because my allies went evil after their original characters committed suicide and I wanted to stay with them I decided to go CE but know the problem is we are fighting lizard folk and I think a LN culture so I was curious how you would word a wish so that I could change my class to say fighter or ranger? Thanks. I also have levels in nobel I wish to keep.
I had an idea of a feat intensive gunslining rogue which at 20th lvl would attack 7 times using speed on both pistols, 2 weapon fighting and multishot so my attack bonus would be 11/11/11/11/6/6/1/1 starting out with fient so subtract dex and armor ac while dealing 261 damage a round on average. What else could I add to increase damage output, and what else should I do for optimization? Thanks in advance.
I'm going to be joining a campaign where we begin with 3 lvls. aristocrat and 1 heroic class 1st and 2nd we have 159k to spend I have 108k left. Tell me anything that comes to mind please. I get two traits.
barbarian: hp: 16 dr 3/ or 8/magic speed 30 (20 with armor) Str 16 dex 10 con 19 int 10 wis 10 cha 10 init- AC 29 (+9 full plate +4 shield +5 nat +1misc) 16 touch 28 flat AC 30 if move +1 from scimitar to AC 31 if fighting defensively SR 19 Fort 7 Ref 0 Will 3 Bab +2 CMB 5 CMD 7 defending keen +1 scimitar +6 crit 16-20/X2 1d6+4(6 rage) skills Acrobatics 5 climb 6 Intimidate 4 perception 5 AC items SR tower shield (+4) invulnrabile adamantine full plate +9 Ami of Nat armor +5 feats heavy armor prof., tower shield prof., dodge special abilities fast movment, rage/8 rounds per day 9
My idea is that a group of adventures will be plane red shifted to earth, on one hand they will be much stronger like the barbarian is equivalent to the hulk. What I would like are some weapons and vehicles that you have translated to Pathfinder rules. If you have other ideas for modern stuff please suggest, they will start at first lvl. Also area 51 stuff will work well. Thanks for the help in advance.
Human 2-weapon Fighter 20lvl
Defensive flurry+5, twin blades, double strike, improved Balance, equal opportunity, perfect balance, deft doublestrike, double defense
what do you think? At 20th lvl I would get 16/16/11/11/6/6/1/-2/-2 flurry so my damage output not including crit, str or to hit would be 200 dmg or if I multi classed ninja and had monks robes and flanked 320 dmg. What do you think. This site has some stuff about what I might do as a monk rogue. http://paizo.com/forums/dmtz51pe?Roguemonk
The tittle says it. So I have wanted to try to DM but I'm not sure how, I know rule #1 is have fun but I want to know how long an action description is or how to make a campaign/ module. I want to work up to ToH but I need tips on how to DM how many monsters in an encouter, should I rail or not rail or any other ideas you have please.
I have this idea for a character where I would combine ninja monk or rouge monk how should I do it, I want to be able to flurry and deal sneak attack damage a lot I'm thinking 3lvl rouge 17th lvl monk so I deal 2d8+2d6SA for 7 attacks if all attacks hit I could deal between 23-59 damage vs between14-40, what do you think? How should I progress, more levels in rouge/ninja maybe?
You begin in a tavern; there are three people inside, not including you when a man comes in holding a piece of parchment. Blood spurts from his mouth as he falls forward and the scroll skitters to the middle of the room. Do you look at it? When they look at it, they learn of a dungeon, which is said to hold powerful magical weapons/ spell books. Another adventure (human fighter joins you.) When they set out, they come across a band of six goblins, hidden in tree dc 15 perceptions & snipping with short bows (203 xp each.)
As you continue in you see an ogre carrying a massive club. Fight him. Once he is killed as you loot him you find a key on him that fits into a lock on the wall, it opens a door revealing 2 scimitars (treated as light weapons when wielded together & gain a special ability every level), a book of magic (every spell that the owner sees is written in the book/ imprinted in his mind, he can cast 1 extra spells of each level per day at 10h level and every even level their after.), a bow (Don’t need ammo, gains a special ability every level.), a 2 daggers (changes sneak attack die to d8, every 3 levels sneak attack damage is increased by 1d8, at 12lvl gains invisibility, at 15th greater invisibility at 18th teleportation)
Adventure Path Charter Subscriber
I used to use Good Reader on my iPad to markup modules before printing. I do LOTS of highlighting, crossing out, notes, etc. It's why I had a full size screen instead of a mini. Now I have an Android (Samsung) and looking for a PDF editor for Markups. Thought I had one with Adobe Reader, but got a "Protected Document" error. I never had that on iPad, but its also been a long time since cracking open a new PDF module.Is this a new thing where I won't be able to highlight anymore because of security? Or is it an Adobe thing and a different PDF editor will let me highlight? Thanks for any tips.
Adventure Path Charter Subscriber
Werecorpse wrote:
I think the assumption in general is that the options of raise dead / resurrection aren’t often used by those not of the adventuring persuasion. “An untimely death” is a well used plot device, and it simply doesn’t work (or detracts from the story) if you have to think up blocks for the different ways the victim could have been brought back. If you need an explanation because your players won’t let it go, you can use one of the ones James provided. Alternatively, you could simply say that it’s local tradition among the monarchs of Korvosa that they get one shot at life to make their mark, and no one would follow a monarch who had to be brought back for a second go at it. Can create all sorts of taboos against it for the royals.
Adventure Path Charter Subscriber
I'm getting ready to start CotCT, and I wanted to do something a little different from this AP. The others I've experienced, both as a player and a DM, all have this great indepth backstory.... that only the DM really appreciates because only the DM pours over it enough to really understand it all. Players hear it once or twice and mainly just remember the big stuff. I wanted to try something different with this game's backstory. Given that I have a couple of bards in the group, I thought about what songs might be sung in the area over the last two centuries having to do with the orc invasion, coming of Kazavon, etc. So I made up The Ballad of Kazavon and am giving it to the bards ahead of time so that when all of this DOES become pertinent, they're not hearing it for the first time. Wanted to share it in case anyone else likes the idea. Mind you, this wasn't written to be a great epic, merely to get the big plot points across: The Ballad of Kazavon In golden times,
But all that changed
Now chased away,
And Kazavon,
And army gifted unto him,
With bravery,
The orcs did crawl
The people danced
He looked at them,
Now kingdoms fell,
Until one day the heroes came,
“We cannot fail, he has to fall!”
For Kazavon, the Conqueror
Mandraivus, the Warrior,
Mandraivus, the Warrior,
Adventure Path Charter Subscriber
Callum wrote:
Other posters here have described some of the same strategies that I use: Grouping encounters (instead of 5 bad guys spread out over 3 rooms they're grouped in the last one... or have set an ambush), skipping rooms that aren't central (or, if you want to keep them for flavor, describing them without the party having to individually search every one), and changing the location of key items so the group finds them faster. SPOILERS............ Right now, the group is in the lizard lair in EBK. They've fought through 2 of the lizard "living" rooms, the first group they killed had the infected lizardman in the group (even though it wasn't the right room for that), and while the way they are headed actually takes them through another two lairs I'm going to skip that and take them straight to the hostages. They're going to find ALL the captives from the keep in the same room, and the information the Shaman was supposed to give them is instead going to be relayed by the Battle Mage (captors didn't realize she speaks their language. Between conversations they've had in front of her and accusations they've hurled at her about humans being responsible for the failure of their clutch years before, she knows there's more going on here than originally thought. She's the one that's going to push the group to find the current clutch). She's also the one that's going to ask them to inform Elgios in the Free City (who I've made her mentor) of what they've learned, as well as taking two of the soldiers with them. Message needs to be sent to the city for reinforcements to come, but the Keep can't spare more than two and it's too dangerous for them to travel alone. Also gets the group inside the city walls faster, though I'll be describing to them the long line and questioning tactics of the guards as they trot by and sail through the gates with the soldiers. So... they'll be going straight from Blackwall Keep to the Free City, without going back to Diamond Lake, and with a more plausible reason then Allustan sending them to get info from Elgios, which winds up not being much more than they already know. With a well placed doppleganger spy at the Keep, the events that trigger HoHR still happen without a hitch. And that's kinda how I do it. :) |