Be careful if you mix gothic and Lovecraftian themes. While neither is "in your face" about the type off horror they go for they have at least one thing that can be hard to mesh. Lovecraftian things are often terrible in how beyond the reach of the mere fragile human mind they are while gothic terrors are the opposite, terrible in just how similar to us they really are. Its not impossible to have both but it's worth keeping in mind.
Alter Self can seem really bland at first. Then you find a humanoid race with bite and two claws such as Lizardfolk and it opens up some more combat viability. You can probably find someone with one of the vision types and/or scent as well.
Will it be that much of a problem though? Invisibility makes him harder to see, not ignored. Once combat starts the perception penalty the undead have is pretty much gone (+20 for "standing still" and -20 for combat).
Sneaking past them will not be to hard but pointless unless the Aasmiar can get past as well.
Could have A lie to the Paladins superiors that she is carrying his child in order to save him from the danger of falling that Xs Asmodean connections bring. Edit: Since Good/Evil and Law/Chaos are separate, can a paladin have a lover or mistress? It might be non lawful but the opposite of that is chaos, not evil so the paladin might not fall.
If your players complain about bloated AC they will complain about bloated hit points once they notice that being the only real change.
If encounter duration is the only concern then take a cue from action movies.
If you fear that they won't be able to keep up in the chase then overpower them during it and let them have some fun like this
Low light, Darkness or other concealments, Blur, Mirror Images etc. are alternatives to AC that don't penalize 3/4 BAB classes over full BAB classes. They also provide a variety of counters from having one player sacrifice one hand for a torch or lantern to dispelling or good old fashion "hack until only one is left"
What I think you really want is more mobile bosses. The main martial killing tool is the Full Attack action. Make them force the boss into a position where they can use it. Mobility is a good feat for your bosses since it ups the AC when you move him out of their Full Attack range without making it harder to hit with the regular attacks.
Bludgeoner feat allows it for bludgeoning weapons. Order of the Blue Rose Cavaliers can do it with any weapon and get a +2 to damage and seems to fit your group well overall. Make them Huntsmasters to ditch the horse and knightly feel and they look more like members of a hunting lodge, giving you a nice base for the group unless you already have one. Monks, Brawlers and Order of the Hammer Cavaliers can all do it bare handed.
Pick whatever race is easiest to use as a base. Don't know if there are any good bases for half-giants so probably whatever the other parent is (or half elf is that one is an elf, it's close enough). Then pick a suitable point build and spend about one third to get the stats of the five year old, another third at 10 and the full at 15. This means you can have good old uncle party member wizard be a bad influence and get the kid to want to be a spell caster while growing up and involve the entire party in the kids upbringing if you want to.
Versatile Performance. Fine at level 2 but do you really want to wait until 6, 10 or later to get a skill and not "waste" points?
The Infiltrator Investigators Voice Mimicry ability seems so be the only non magical way to impersonate peoples voices that I can find. Until it came out it was just ask your GM how it works but now there are rules for it but only for this one archetype.
Obviously you want a trap door. Escape route, another way to throw things at pursuers (be it pouring alchemist fire or dropping delayed fireballs and maybe, just maybe you get to eject a bad guy mid ride. Use up some of your hidden locations to store banners, colored ribbons and various items. One day you are a lavish carriage but the next day such a wagon is wanted for whatever reason and with some easy changes you are now Mr. Flentons Fantastical Travelling Knick-Knack-ery or simple travelers with a filthy wagon with (false) broken parts sticking out and mud allover (your wizard friend can swear later when you convince him to prestidigitate it off) And never ever forget the most important alteration Spinners
If you want your mounted character to have some CHA synergy you might go Nature Oracle and grab your mount as your first revelation maybe Natures whisper later on for CHA in place of DEX to AC and CMD.
Have fun being stuck on guard duty the full night every night. Doubt the others will stay up just to keep you company. Not their fault you don't need to sleep Don't worry about not being able to interact with the normal world. You lack a Strength score so you can't lift anything anymore anyway. The "Tied to a single location" could be fixed by binding you to an item instead that the party gets to lug around
Not all that far fetched scenario: Party enters a room with one or more traps in it.
Uncanny dodge is also not a guarantee for players with Trap Sense. Simply lacking the exp for level four or taking the minimum rogue levels for Arcane Trickster or any other multi class character would open up a lot of possibilities for having one but not the other
Does the regular "within 5 ft of you" definition of adjacent ever change?
Mainly wondering because the Bodyguard feat and the Mouser deed Underfoot Assault.
Only real downside it that you have to enter a room so it won't work when exiting a building. Breaking the door from down below and storming up on the ships deck or jumping out through a window down on the enemy bellow would be great uses for it that I'd personally allow but that sadly at least one GM I know of would not.
CommandoDude wrote: Don't bother with 3 int, there isn't any real compelling reason. While probably sub-par I would love to have a horse that uses Dazzling Display on the turn after we charge into the fray. I'd be hard pressed not to name it Nightmare. It might be a fair idea if you want more teamwork feats on your partner as well
Tried a stalker? Someone who left the PC unfulfilled but decided to get a monopoly on him/her? Give the stalker enough resources to travel between any settlement the party goes to (following in their path should mean the road is clear for a while).
Give the stalker a some ranks in disguise so he/she can sabotage without being to obvious. Having different people "accidentally" spill their drink all over whoever the PC is trying to woo or shooting daggers from their eyes at the one being hit on and roll some perception or sense motive to clue the PC in on the disguised stalker seeming odd, familiar or reminding them of someone. With a bit of disguise and stealth you can have only the PC know about the stalker in character for a fair while which can lead to some fun situations especially if the other players decide that their characters don't think the stalker is real and only paranoia. A stalker shouldn't make it impossible for the PC to sleep around, only a bit harder.
Gingerbreadman wrote: Only if you compare it to the summoner. When compared to other classes they are good. Let's compare it to a class with the same level of spell progression. Bards. Same hit die, same BAB, fewer skill points per level but Int based so not a big deal, fewer class skills. Hmm not bad so far but it's here it falls down. A summoner with a PC eidolon will miss out on using two abilities, the companion and the Summon Monster line (since using it will kick a player from play unless said players character is dead).
One of the lists is a better deal. Yes it is a bit of apples to oranges but the summoner class is is very focused into the eidolon and summons. A summoner without it is about as strong as a wizard who looked at the bard table for spell progession. It can be a fun challenge but when looking at the idea of getting two players to share what is meant to be one players power we have two problems to deal with. Making it fun for the ones playing the duo and keeping their gimmick from making the game worse for the other players. Unless they get bumped up to what would be expected of two regular characters you risk having other players simply be annoyed at the two who can't pull their weight.
Biggest problem will be that they will have about half a character each in terms of power and mechanical possibilities. It's a very interesting idea that can be a lot of fun but I think you'll need to to tank to them and get to know what the core is of their idea of it is and then work from that. How do they see the bond working? Is it a type of Faust/Mephistopheles sort of situation? Regular caster character and a slightly modified tiefling as a start and then trade away a few class features or insert penalties in exchange for the most important summoner like features needed (such as summoning the specific player once per day)
First thing that comes to mind would be either Witch with Fortune and Misfortune hexes or a Dual-Cursed Oracle who gets a similar set of revelations with the same names.
If you go witch I recommend the cat familiar to balance out your lucky halfling with a black cat
Going for Bludgeoner and Enforcer might be to much focus on the intimidation or at least a bit of overkill (is that overscare?) but could be fun for a short lived all-in type of build. Going for non-leathal also mechanically sets him apart from his brother in making him the "good" or at least batmanny (totally a word) brother.
I'm about to start a Jade Regent campaign and have gotten my players characters. A barbarian, a magus, a witch and an alchemist. A fifth player has mentioned being interested but since he asked to join yesterday he hasn't had the time to make a character yet.
So with a group where weapon use is the exception to the norm I feel I might want to replace some of the weapon loot with some other goodies. What sort of goodies would be good replacements for at least a few of the less important weapons?
Grandmikus wrote:
For someone burning brightly with the light of Sarenrae she seems awfully cold. That can be very dangerous and the tightwalk between steeling oneself and blocking everything out by embracing that cold is very narrow sometimes. If possible it would be a very good cause for the mentors fall. Sadly I don't know how much of that story is set in stone.Rather than try do make it memorable by deploying the grotesque where shock and grimness failed it might make more of an impact to show how that coldness and focus on the large picture, as with the church, can lead to dehumanizing others and that is a surefire way to falling. I'd try to mirror the mentor as much as possible to the players flaws so the redemption of the mentor not only saves one but two paladins. If the grim does not work then blindside them with Disney morality.
Silhren Rilbahn wrote:
Is this a Pharasma specific thing or have I missed something? I know Clerics and Inquisitors have to be within one step on the Good-Evil/Law-Chaos alignment axis compared to their deity but paladins only have the LG requirement so that should not be a problem.Several deities just don't make sense for paladins but this made me uncertain about the restrictions on Paladins
I'm just imagining a BBEG standing in an old hall and as the PCs enters he waves his staff and the Atlas styled statues wake up and start moving in on the heroes only to have the whole room collapse in on the baddies. If your evil guy is using golems give him profession Architect so he doesn't mess with load bearing golems
A horse is probably the easiest animal to drag around in a city next to a dog. None of the problems of a druids wolf scarring children and pets.
Hopefully your city adventure won't be limited to indoors and the severs below. You can take full advantage of your mount in other areas such as town squares, docks, parks, court yards etc. Even if you can't ride indoors you can still bring the horse inside larger buildings. It's still a good flanking buddy and while not the most dangerous animal companion it's not bad.
Combat Patrol is the feat in question. Since it doesn't have any stated rules for use while riding I want advice for a good set of houserules to pose to my GM. I would pose that it works if the rider and the mount both posses the feat. With no mounted version of the feat that I can find I would call that a fair restriction. Enough or should there be an extra feat on top to make it more fair? I would think the maximum distance should be based on the mount regardless of how far the rider has traveled. I would also say that once the mount cannot take another AoO it can't move and the rider is "stranded" and left with regular Attacks of Opportunities if there are any left.
The tricky part is in the threatened area difference due to BAB and possibly reach weapons.
What restrictions and costs would make a good ruleset to pose to my GM and in case it still gets a no, what are the options for a similar effect; large area control/denial?
Rather than full BAB what about a Combat Style like the Ranger?
Imrijka, the iconic inquisitor might be something to base your next character on. Half-orcs are not really known for their sexiness and are somewhat monstrous while as a race being flexible enough for any class. Or throw yourself out into really wild waters as a Halfling with the Childlike feat. Be the scariest of monsters; an evil innocent looking child
Mark Hoover wrote: If the PCs venture in tack on any themed side quest that's appropriate (Scooby Doo, gothic horror, classic adventure, etc.) Would that mean that the kids are the monster if we go down the Scooby Doo trail considering they are the first ones we meet or should we introduce an old gardener, who won't show up again until the end, on the way up the hill? 121. While following a guide through the city their guide takes the PCs down a street with large red lanterns hanging outside most of the doors and stopping at one of them at the end of the street indicating it as their destination. A Knowledge Local check can clear up the confusion as in this region a red light district is something else than what they are used to but rather used as an indicator for something else such as a religious sign, political affiliation, fashion statement etc. Caught a very Freudian misspelling of political as plotical
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