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8 posts. Organized Play character for Brian Turner 355.


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I am making a world and I have two twists that I'm not sure how to incorporate them:
First the characters start off in the world of Pathfinder but then are eventually whisked away to another world that has different rules that govern magic. But these rules wouldn't come into affect until they are in the new world. Should I tell the players and spring the changes on them so they are surprised when it happens or tell them about the changes and ruin the surprise.

Second at some point in the game they will get betrayed and two things could happen. They could be immobilized and what ever happens happens. This would happen around mid levels but then they would be rescued and then have to stop their betrayer. Or they could build their characters to higher levels and be betrayed but the betrayal kills them and then a new campaign starts with the goal of fixing what happened to the world which was caused by their earlier characters. Now I was originally going to do the second option but I know that it takes time and planning to make characters and dying would tick them off pretty good but it would start a whole new campaign.

Thanks for the help.

Dark Archive

As a new GM im wondering how fort, ref and will saves work with animal companions. Mainly when concerning traps, spells haunts etc. For instance some traps say Character(s) need to take a reflex save or with haunts that haunted characters are affected with .... My question is do animal companions take the same saves as their Humanoid Companion. Or do I need to wait for something to specifically target Animal companions. Thanks for the help.

Dark Archive

I am creating a 3rd lvl TWF fighter that uses Warhammers as his main weapons. But I have been thinking of changing his weapons to Light Maces instead. But they get a 1d6 for damage. and Warhammers get 1d8. My question on this is; is a two point difference really that big of a deal since I have a str 16 which gives me +3 on damage

My other question is should I carry four main weapons. Two are masterwork silver and two are masterwork cold iron or should I just carry one silver and one cold iron masterwork silver. My reasoning for having two of silver and two of cold iron is that both weapons can get past dr. Where if I just had only one silver and one cold iron on ly one of the weapons would get past dr. I haven't played a Fighter in awhile so im not sure. Thanks for the help.

Dark Archive

lemeres wrote:

Why is pumping both str and dex the worst way? He doesn't need to waste feats and investments on DEX junk. Saving that feat and trouble is worth bit in early point buy, from my perspective. And really, he is not taking from his other defenses so much as lowering his strength from 18-19 down to a 16.

I congratulate him for realizing that you only need a 17 in dex to get all the good TWF feats. The only one that I can remember off the top of my head that needs 19 was greater TWF (and really...a feat for an attack at BAB-12?)

I will say you over invested though. You only need a starting 16 in dex for everything to work out. You just need to put your 4th level ability score adjustment to raise it to the sweet spot of 17. Then you can just forget it.

But I do think you have one serious misconception- are you using 2 one handed weapons from the get go? And you only have the extra penalties on the offhand? No...sorry, not how it works. If your offhand isn't light, you get a -4 to all the attacks. At least, that is until your archetype changes that at level 11 (which is kind of a long way away- most games do not even reach that unless they start at a high level from the get go; you might also have to go through the trouble of retraining and getting new equipment for 'rule of cool' with 2 one handed weapons, since you likely invest in light early on)

Switching weapons, remember- damage dice are usually not that big a deal (until you make the jump from 1d8 to 2d6 at least), so that is not the problem. The problem is having different weapons, which is a problem as a fighter (since fighters tend to focus on weapon focus and weapon specialization a lot). Having 2 different weapons means you need to spend more feats to get to par. So always try to match things up.

Thanks for all the help. I can see your point on over investing on my dex mod. Thanks for telling me about my mistake on my attack bonus. I misread the table. So that means I get a +4 on both of my attacks with Two Weapon Fighting. Someone also mentioned that warhammers did not make good TWF weapons but they didn't say why. Is this a personal opinion or is there an official rule saying that Warhammers cant be used this way.

Dark Archive

I am making a build for a Two Weapon Fighter. This is my first time making a Fighter. Please let me know what you think. I Havent come up with a name or background yet.

Class: Fighter
Archetype: Two Weapon Warrior
Race:Human
lvl: 3

Ability Score:
STR:16
DEX:17 (15+2racial)
CON:14
INT:10
WIS:12
CHA:7

Melee: 8 = 3BAB+3STR+1WF+1MW
TWF Main hand: 6
TWF Off Hand : 4 (He is not using a regular warhammer instead of a lighter weapon)

Ranged: 7= 3BAB+3DEX+1MW

Feats:
1st level:
Bonus(H):Quick Draw
Bonus(Class): Two Weapon Fighting
1st: Iron Will

2nd level:
Bonus(Class): Double Slice
2nd: Weapon Focus Warhammer (I forget what group warhammers or in but thee going to be my primary weapon)

Weapon2:
Masterwork Silver Warhammer- I have two of these
Masterwork Cold Iron Warhammer- I have two of these.
Masterwork Composite Longbow with +3 Str
Silver Arrows(20)
Cold Iron Arrows(20)
Arrows(20)

I believe I figured out my feats correctly:
1-Human
2- Bonus feats at level 1 and 2
2- Normal gained feats. One at 1st level and one at 3rd level

I wasn't sure about getting just one silver warhammer and one cold iron warhammer but now that I see them. Four seems kind of a lot or is it usual for a Fighter to carry a lot of weapons. I was going to go with a light Hammer but coming from a 1d8 to a 1d4 damage seemed like a big drop. Plus with my High melee atk bonus I think I will do good even with a +4 for my off hand.

All suggestions are welcome. Thanks for the help.

Dark Archive

I got the Players Companion IV: Character Record Sheet from paizo as a free download. I chose it because I like the way it looks old fashion but there' some abbreviations I don't understand. When you put in your weapon selections it has some additional places that you can add stuff that brings up your weapons attack bonus. Here is what the columns titles look like:

Weapon Name - MW+ - MGK+ - Misc+ etc...

I understand all of it except for the MW+ and the MGK+. I have no idea the abbreviation stands for. Does anyone know. Thanks for the help.

Also it says it's Pathfinder compatible whish it is. The only confusion is those two abbreviations.

Okay I just figured out that MW probably stands for Masterwork. But I still don't know what MGK stands for Thanks for the help.

Dark Archive

My first time making a Fighter and I had a few question on Special Materials.
I know cold iron says you include the Masterwork cost in making it but the description for silver doesn't. Do I still need to make my silver weapons Masterwork. Also when you buy arrows the book has them listed as 20 for 1gp.

Silver arrow:
1gp+40gp(20x2gp for silver)=41gp for 20 Silver arrows

I'm not sure if you need to add masterwork quality to silver weapons or ammunition but if I do it would cost:
1gp(20arrows)+ 40gp(20x2gp silver)+120gp(20x6gp Masterwork)=161gp for 20 arrows

Also I cant find the price for ammunition for Cold Iron all it says is that the weapon costs twice as much plus the Masterwork Cost Does than mean 20arrow would cost:
2gp(1x2 Cold iron)+120 (20x6gp Masterwork)= 122 for 20 Cold Iron arrows.

Thanks for your help.

Dark Archive

Sorry if this seems pretty silly but im just starting out. I just finished GMing a Scenario the other day and was wondering if there was a specific kind of Chronicle sheet for when you GM or do I use the same kind that I gave to the players. Thanks for the help.