Improving your armor score and thus your DR with other sources of DR over complicates the system...
I honestly agree, and had a REALLY hard time figuring out how I wanted it to work and be easily explainable. The issue I had with your provided suggestion was that a Werewolf wearing armor and a naked wearwolf would take the same amount of damage from an attack from a non-silver weapon, so the armored one didn't get a benefit (outside the AC boost, bu thats a moot point for DR logic). It also creates a situation were your Armor score of 12 gives you DR 7, so your DR 5/silver is wasted and gives no benefit outside of adimantine weapons.
Yes it absolutely complicates the system, but I feel its important to keep it involved.
I would fit in +1 to attack between belt (str or dex) +2 and +4, +1 saves between cloak +2 and +3, and +1 AC between Ring of Protection +1 and +2. You can also slot the Dusty Rose into a wayfinder for the resonance bonus (+1 to CMB).
I used to consider Jingasa of the Fortunate Soldier to be in that camp, but it was changed from a Luck bonus to a Deflection bonus and the crit negation was changed from 1/day to 1/ever a while back.
A wizard should get a +6 con belt at least. May not be high on the priority list, but GMs tend to put in some (nearly) unavoidable damage for 'plot' reasons.
Absolutely adding those stones to my Big Six buy rotation.
Armor Gives DR Rules
A character in full plate should not take the same damage as an unarmored character from the same attack. All creatures gain DR based on their Armor Score. This DR is only bypassed if an attack would explicitly ignore any bonuses provided by normal armor.
______Manufactured Armor
Worn armor increases your Armor Score equal to the AC bonus it provides. Medium armor gains a +2 to the score, while heavy gains a +3. Masterwork improves this score by 1. Enhancement bonus also increase the Armor Score by 1 per enhancement.
(note: this means the bonus is applied twice. Once for the AC gained, and again for the enhancement)
______Natural Armor
Natural armor stacks with regular armor to determine your Armor Score, providing +1 to your score per point of natural armor.
______DR From Other Sources
DR from armor and other sources stack to a lesser benefit. Non-armor DR improves your Armor Score equal to the score it would normally take that receive that much DR.
(for example; DR 5 silver provides an Armor Score of 7, plus natural armor of 5 makes an Armor Score of 12. This provides a DR of 7 vs all attacks)
If an attack would bypass 1 DR source, but not another, its bonus is removed from your Armor Score when determining your remaining DR.
(from the above example, an attack with a silver weapon would bypass the DR 5/silver, so the Armor score is reduced by the 7 it had previously gained. This leaves us with a total score of 5, and a DR 4. Had resimply had the silver weapon bypass 5 DR, we would have only be left with DR 2, and been receiving a penalized amount of DR compared to a creature with the same score.)
______AC From Monks and Such
Any class or ability that provides an AC bonus in lieu of actually wearing armor gains a bonus to their Armor Score equal to the AC gained -1. Any time this bonus to AC would be lost or ignored, they also lose any DR that would be provided.
(example; a lvl 8 monk with a WIS modifier of +4, is adding +6 to their AC. This provides an Armor Score of 6-1=5, thus giving a DR of 4.)
______Shields
By default a shield provides nothing to an Armor Score. However you may spend various actions to ready a shield for a substantial boost. The bonus to your Armor Score depends on the action used. The base value is calculated the same as an armor would be. __Immediate: Also required 1 AoO. Improve Armor scoreby Base + 4 vs 1 attack.
__Move: Improve Armor scoreby Base + 4 for 1 round.
__Fighting defensive: Improve Armor scoreby Base + 4 + 2 (or your fighting defensive bonus) for 1 round.
__Total defense: Improve Armor scoreby Base + 4 + 4 (or your total defense bonus) for 1 round.
__Full-round: Improve Armor scoreby Base + 11 for 1 round.
*Special: Tower shield can only be readied as a standard action or higher. Bucklers may only be readied as a move action or lower.
IMHO you should be allocating as much wealth towards improving saves as improving AC. That means that as much money is spent on the cloak of resistance as (armor+amulet of NA+ring of protection) combined. My characters end up with a +5 cloak much sooner than this.
not a bad Standard to have. This would adjust as follows:
Cloak of Resistance at Levels: 5, 8, 10, 12, 13
Magic Armor at Levels: 5, 10, 12, 15, 17
Ring of Protection at Levels: 8, 13, 16, 18, 19
Amulet of Natural Armor at Levels: 9, 14, 17, 18, 19
With this standard I think it would be best to invest closer to 30-40% WBL to protection.
Edit:
You could instead aim for a "Resistance > AC" method and do this:
Cloak of Resistance at Levels: 4, 6, 8, 9, 11
Magic Armor at Levels: 11, 12, 13, 14, 16
Ring of Protection at Levels: 11, 13, 15, 16, 17
Amulet of Natural Armor at Levels: 12, 14, 15, 17, 18
This is the question I asked myself, so I took to the internet in hope of finding answers. I did not find any great answers, so I figured it out myself.
Short answer:
Level 1: - Level 2: - Level 3: - Level 4: +1 Cloak of Resistance Level 5: +1 Magic Armor/Shield, +1 Magic Weapon Level 6: +1 Ring of Protection, +2 Ability Score Item Level 7: - Level 8: +1 Amulet of Natural Armor, +2 Magic Weapon Level 9: +2 Cloak of Resistance, +2 Magic Armor/Shield Level 10: +3 Cloak of Resistance, +3 Magic Weapon, +4 Ability Score Item Level 11: +3 Magic Armor/Shield Level 12: +2 Ring of Protection, +4 Magic Weapon Level 13: +4 Cloak of Resistance, +2 Amulet of Natural Armor, +5 Magic Weapon, +6 Ability Score Item Level 14: +4 Magic Armor/Shield, +3 Ring of Protection Level 15: +5 Cloak of Resistance, +3 Amulet of Natural Armor, +6 Magic Weapon Level 16: +5 Magic Armor/Shield, +4 Ring of Protection, +7 Magic Weapon, +6 Dual Ability Score Item Level 17: +5 Ring of Protection, +4 Amulet of Natural Armor, +9 Magic Weapon, +6 Triple Ability Score Item Level 18: +5 Amulet of Natural Armor, +10 Magic Weapon
Long answer/Details:
So a lot goes into this. The above chart is obtained by following the rules of 25% WBL to Offense/Defense/Magic, then putting the big 6 is older of cheapest first. It also assumes you always sell the previous item when buying the upgrade, when enchanting to improve quality is probably cheaper. It also assumes you only want a single stat boosting item vs both a mental and a physical, and ignores the dual/tri stat items till MUCH later. You also don't buy both an armor or a shield, and never improve either past +5 quality. This is also a single weapon, so worthless of dual-wielders.
You see the real answer is dependent on the character and their build, and you can manage your wealth far better than this chart assumes. However this gives ME the baseline I was looking for in know that if I'm level 10 and still wearing a ring of protection +1 I'm doing ok, or the fact that my cloak is a +4 means I'm above the curve. So I wanted to share this with you guys in case someone else might find it useful.
How does the ring of friend protection interact with the shield master ability? If the familiar triggers is are they now taking 1/2 my dmg twice netting a 25/75 split? Or if I trigger the ring do they take 1/2 then o take back 1/2 at a 75/25 split?
I don't immediately see a reason the two skills would not stack, and looking for RAW issues, not specific GM issues.
There are a hand full of mechanics that come to mind, mostly stuff involving down time/kingdom building. In my experience those rules fall slightly short of hitting the mark. I would advise skimming them, then moving on.
So the best thing to do is assign factions and assets.
Factions would be anyone with their own agenda, with multiple groups making up factions. Some you have named here would be the crime family, the corrupt nobles, the non-corrupt nobles, the priest ect. Factions can work together, but if you can envision them being able to disagree at any point I suggesting making them their own group.
Next evaluate the assets. The would be departments, like sanitation, law enforcement, farming, transportation, court, tax collectors, ect. locations such as the land fill, goblin village, street turf, housing blocks, sewers, police station, prison, court house ect.
Once you have all the pieces together, lay them out on the board. Assigning each asset under a faction's control. In some cases, multiple factions may share partial control of an asset, in this case give them a %, and in the even of a dispute, either highest % wins, or oppose CHA/leadership checks with a bonus based off your controlling %.
Now you just have to take control. You can buy it out, create discord, strong arm, ect. The options are endless. I would really advise your DM read over the social conflict rules provided in ultimate intrigue. I had to read it like 15 times to fully grasp what the creators were trying to tell me, but when it hit me it immediately became one of my #1 assets as a DM in regards to campaign building.
Fun twist on things, Have assets provide bonuses to the controlling faction. A reason to fight other than the sake of fighting.
Hey guys, I'm paying the Falcons Hollow book line and what some help fleshing out the town and making it feel real. My book order is:
Hollow's Last Hope=>Crown of the Kobold King=>The Pallid Plague=>Carnival of Tears=>Revenge of the Kobold King=>Tower of The Last Barron=>Treasure of Chimera Cove=>Hungry are the Dead=>Tears at Bitter Manor=>Realm of the Fell-knight Queen
I'm custom editing each adventure to match my players power, so they are really just templates for me. In between books i want to play 1-2 custom sessions were i introduce different NPC's. As you may know reading the titles, A LOT of people are going to die in Falcons Hollow, and i would like to introduce those people to my players. Here is a list of the NPC's that i have so far, and a shot Description:
Thuldrin Kreed:
-Gavel(mayor) of the Lumber consortium
-Evil and corrupt, openly murders and rapes
-Secretly a werewolf
-Secretly selling wood across the border to Cheilix
-Has a witch chained up in his basement, forces her to grant him power over his wolf form
-BBEG
Boss 'payday' payden:
-Right hand and enforcer to Thuldrin
-Worships Thuldrin, even if he thinks he might be taking it to far
-Could potentially be turned against his master at the right time
Delbrin Baleson:
-Elected Sheriff
-Anti Thuldrin, aims to take his down
-Started off a good guy, now slipping into a morbid obsession with beating Thuldrin
Laurl:
-Alchemist owner of Roots'n'Remedies
-Money grubbing, willing to sell snake oil to turn a profit
-Absolutely not a doctor
Grimbal Slipstone:
-Dwarven dungeon delver
-seeking lost family relics
-Friend of the PC's
-Dies during Hungry are the dead
Vamros Harg:
-Magistrate
-Spineless cowered puppet ran by Thuldrin
-Could be convinced to stand up for whats right, if player back him
Kabran Bloodeye:
-1/2 orc with no nose
-Owns the Rogue Lady, illicit gambling and whore house.
-Run the criminal underbelly of Falcons Hollow
-Allied with Thuldrin, but refuses to call him his boss or partner
Ralla:
-Changeling put in place by Hag in the north
-Whore working for Bloodeye
-garners and obsession with one of the PC's
Vollaros:
-Shunned Necromancer(towns anti magic)
-Works with Thuldrin to give him magical aid and power
-Seeking a seal of the whispering tyrant.
-Causes the events of "Hungry are the dead"
-Kills Slipstone
-Aims to have the players kill him, so he can become a witch.
-BBEG
Gose'n'Gander:
-Local Tavern
-Owner and staff work for Thuldrin, report to him Daily
Jak'n'apes:
-Local resturant
-Owner is Ex-adventuring bard
-Anti Thuldrin
-Said to have a fey curse that keeps his family blood safe from Thuldrins
Delivery Driver:
-forgot her name
-She run supply runs weekly between Falcons Hollow and Olfden
-Can be persuaded to buy and sell on the players behalf (towns poor)
Old couple:
-Pair of old people constantly caught in the middle of whats happening
-Eventually find they are members of the Golden watch
-Source of the story Tears at Bitter Manor
I really want some fun and interesting social encounters to let the players kind of know the town is alive but in trouble. Like every single turn they could run across a crime needing resolved, or a person begging for help. I sort of want to overwhelm them with how many issues the town has.
8 man party. In a lot of cases, especially large or skilled groups I tend to just ignore what class they are, as they should be creative in most cases.
Here is what I suggest. First pick the difficulty of the game. This will be represented by either the Fast, Medium, or Slow exp progression. I'm partial to Slow, but i will give you all 3 to play with.
First take the EXP required to level up, and divide it by a target number of encounters. The Game assumes every 12 encounters you will level so lets use that, but it can be ANY number you want.
2nd=>3rd level exp
Fast
3,300-1,300=2,000exp
Medium
5,000-2,000=3,000exp
Slow
7,500-3000=4,500exp
Experience per encounter(12) Rounded
Fast
2,000/12=166exp
Medium
3,000/12=250exp
Slow
4,500/12=375exp
Now decide how hard the individual fight should be.
1/2 = Easy
1 = Average
2 = Challenging
3 = Hard
4 = Epic
Once you have decided on the challenge rating, some quick math tells you what to have them fight.
Take the EXP per encounter and multiply by the challenge rating you selected. This gives us how much EXP each player will earn after the fight. Now take this number, and multiply by the number of players. This tells us the "purchase" pool you have to build the encounter.
EXP per Encounter * CR * Player count = EXP pool
Fast EXP polls Easy
166*1/2*8=664exp
Average
166*1*8=1,328exp
Challenging
166*2*8=2,656exp
Hard
166*3*8=3,984exp
Epic
166*4*8=5,312exp
--------------
Medium EXP polls Easy
250*1/2*8=1,000exp
Average
250*1*8=2,000exp
Challenging
250*2*8=4,000exp
Hard
250*3*8=6,000exp
Epic
250*4*8=8,000exp
--------------
Slow EXP polls Easy
375*1/2*8=1,500exp
Average
375*1*8=3,000exp
Challenging
375*2*8=6,000exp
Hard
375*3*8=9,000exp
Epic
375*4*8=12,000exp
I would avoid going past the x4 mark as every time I toss am epic encounter at my party, we get borderline dead.
You can adjust the numbers if you add more or less players, and if NPC's are involved in the fight.
First decide if you want to play slow med or fast progression. For what I'm suggesting they now mean the difficulty of fights, I personaly prefer slow. Next take the amount of exp they need for a level, anD devide it by the number of encounters you intend for them to have before leveling up, either use the books pacing or aim for 12-15. Next take that value and multiply by the number of players. This gives you a EXP pool to build your encounters with, and it should translate into difficulty well. You can chose to up the CR of what they fight, or just add extra baddies, so long as the exp stays the same, the game should be challenging, and they will level at the right place.
So we are using spheres of power so my level 1 druid player can shift into an earth elemental. The stats come out very fair, so I have no issue with it and do not want to modify or remove his skills.
What I'm after is some GM advice on how I can control my earth swimming player. He can burrow though earth and stone, and can even burrow though manufactured stone such as walls, and also actively does not leave a sign of the burrowing.
With this power he has been "swimming" though and around the dungeon, just peeking though walls to see what he can see. Rules I have so far:
-while under the earth you can see nothing.
-must make perception checks in order to hear or detect anything.
Perception checks:
All DC's are for being just below the surface, raises +10 every foot deeper he travels.
Hear the sound of battle
0
Notice the stench of rotting garbage
0
Detect the smell of smoke
10
Hear the details of a conversation
10
Notice a stationary non-stealthing creature
10
Hear the sound of a non-stealthing creature walking
20
Hear the details of a whispered conversation
25
-can use a 5ft step to rise or sink into the earth.
Does anyone have ideas on how i can regulate him in a way that hinders his swim, while not entirely eliminating its usefulness.
I buy and sell yu-gi-oh a lot and it sounds like he probably had a lot of older cards but mostly bulk. The going rate of bulk for a good price is around $15/1000 cards. If this dude had 500-700 cards, the fair offer would be around $7.50-10.50, though behavior is a massive factor in a fair offer. The guys seem they are offering around $10/1000 which is not uncommon for shops.
IDK how or why all of that is relevant, but felt compelled to share the info.
just as a reminder to my sleepy brain, buying a +1 enchant costs 2k, buying a +2 enchant costs 8k, but upgrading a +1 weapon with a +1 enchant would cost 6k right?
Thanks for the input guys, I'm definitely inspired. I Think I'm going to boost their wealth gain by roughly 25%, then use a division system, giving the players only 10% standard wealth in gold, 50% consumables, and 40% custom made items. This should allow the players to sell the custom items to make up the loss in $ if they want something specific, and give them a good number of consumable junk to play with.
I also love the idea of words of power items, and will probably build a lot of their treasure using that system.
I didn't make the Lizard's as civilized as you may like, the the fluff is just fluff, the race build is all there.
Edit: Now that I think about it, I should have given them some of the iron stomach type traits to go along with the carrion scent. I built them thinking about them eating dead bodies, but didn't protect them from any kind of sickness.
I also really wanted to get them this trait:
Sprinter (1 RP)
Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.
This would make up for the slow speed, and match with desert lizards moving slow and calm until breaking out into INSANE speeds to strike, but liked a lot of the other traits more so decided to keep them @ 10 RP. Honestly don't think they would be unbalanced @ 11 RP.
1) Will have a lizard folk-ish race. But not aquatic. Desert lizards. How should I modify their stats or attitudes? Moderately civilized. Use weapons in preference over natural attacks. What seems good for the 'standard' weapons of desert lizards?
Lizard-kin 10 RP:
Lizard-kin are proud and powerful reptilian predators that make their communal homes in scattered villages within desserts. Uninterested in colonization and content with their strange tinkers and rituals that have served them well for millennia, lizard-kin are viewed by many other races as carnivorous savages, an opinion the Lizard-kin are happy with as it afford them the isolation they seek. Lizard-kin are actually a vibrant and crafty people filled with tradition and an oral history stretching back to before humans walked upright, and they intend for it to go on much longer.
Lizard-kin vary in size drastically, ranging from 4 to 7 feet tall and weigh 140 to 250 pounds. Their scales range from dark muted earth tones, to vibrant colors like light dancing from water. Like most desert creatures Lizard-kin are nocturnal. They are cold-blood and spend most of the day sleeping in or around hot caves to soak up the suns warmth, though they can operate during the day if they must.
Though generally neutral, lizard-kin's standoffish demeanor, staunch rejection of other races, and legendary ferocity in battle cause them to be viewed negatively by most humanoids. These traits stem from good reasons, however, as their own slow rate of reproduction is no match for warm-blooded humanoids, and those tribes who don't defend their hatcheries to the last breath quickly find themselves overwhelmed by the mammalian hordes. As for their tendency to consume the bodies of dead friends and enemies alike, the practical lizard-kin are quick to point out that life is hard in the desert, and nothing should go to waste.
Ability Score Racial Traits: Standard (+2 Con, +2 Int, -2 Cha) (0 RP)
Type: Humanoid (reptilian) (0 RP)
Size: Medium (0 RP)
Base Speed: Slow (-1 RP)
Languages: Xenophobic (0 RP) Lizard-kin start knowing their racial language only.
Defense Racial Traits Bond to the Land (2 RP)
Lizard-kin gain a +2 dodge bonus to AC when in Deserts (sand and wastelands).
Desert Runner (2 RP)
Lizard-kin receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
Cold-Blooded (3 RP)
Lizard-kin gain fast healing 2 for 1 round anytime they take fire damage (fire damage must overcomes their fire resistance, if any), healing up to 2 hit points per level per day with this ability, after which it ceases to function without 8 hours of rest.
Feats and Skills Racial traits Camouflage (1 RP)
While in Deserts (sand and wastelands), Lizard-kin gain a +4 racial bonus on Stealth checks.
Movement Racial Traits Terrain Stride (1 RP)
While in Deserts (sand and wastelands), Lizard-kin can move through natural difficult terrain at their normal speed while within the chosen terrain. Magically altered terrain affects them normally.
Senses Racial traits Carrion Sense (1 RP)
Lizard-kin have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).
Darkvision 60 Feet (2 RP)
Lizard-kin can see in the dark up to 60 feet.
Racial Weakness Light Sensitivity (–1 RP)
Lizard-kin are dazzled as long as they remain in an area of bright light.
2) Powerful caster. Hates the gods. All of them. Feels they just toy with mortals. Knows he is dying. Makes one last super powerful magic item to interfere with the entire set of gods (not quite an artifact). What does he make?
Not certain, but I was thinking an intelligent weapon with the special purpose of slaying divine spell casters. If so, what other powers and what type of weapon? If not a weapon, what else would you suggest?
Divine Battery:
I'm thinking of some kind of energy source. This source can be used to enchant weapon's, create constructs, really anything. The Battery draws its power from Rovagug or more accurately from the planet Golarion, Rovagug's prison. The battery's energy causes the items it affects to be capable of attacking god's as if they were mere mortals, sapping divine energy were ever it can. This power comes at a price however, eating away at the wielder and inflicting heavy penalty's.
3) Bunch of divine casters (all alignments) work together to create a vault to hold something dangerous. (Yes, it will be the previous item.) How to guard it? Can't be too simple of items/traps/spells. Don't want someone to just be able to swamp it with summoned monsters to take out the traps. Can't have someone just carve their way in from the back with an adamantine pick. Want to make sure they would have to cooperate if they decided to take it back out.
The order of Meyr::
Nothing lasts forever. No matter how strong you are, someone stronger will always come. No dungeon will last forever. Traps will break, enchants will fade. The Order of Meyr is a group put in place to make sure the prison will keep up with the times. You do not need to think of absolutely every single possible way someone could break in or out, you ONLY need to respond to the attempts of the players. If your players can think of it, so can the Oder of Meyr, and they have a contingency.
So I have been a fan of ABP since it came out, but haven't gotten to really run with it since then. My favorite part of it being 1, I know my players will be powered correctly and not under powered due to myself giving less than optimal rewards, or the players foolishly buying +3 weapons instead of boosting saves or AC ect., and 2, The amount of gold adventuring brings in is ludicrous! Even cutting it in half is an insane sum, but still grounded in "reality" a bit more.
So I have done a TON of number crunching, and have decided on a few set standards I would like to follow for my party of 4 level 2 characters that just leveled, and have received 0 treasure;
1: They will experience 12 encounters between levels
2: For this level, each encounter will grant them 375 exp each
3: Each encounter will reward them with ~83.33g each
4: Each encounter is not created equally, but each will be worth 1/2-4 encounters of exp
5: these numbers are rough guidelines, not set values
6: My games are hard and levels are slow, so treasure MUST excite my players
So I owe my players around 500g/e ATM. They have 1 major fight worth 4 encounters before the end of the book, and should receive all of their treasure then. Including the boss fight, this should equal ~833.32g/each.
I want this treasure to be more exciting than gems and art, especially since raw gold wont go very far in the town poor shops. Magical boosts to stats are basically out due to the low values, and the ABP stats.
The party is:
Fire Keneticist
Oread Druid (Shape shift grapple build)
Musket master (guns everywhere)
Hobgoblin Hunter (NPC fill in)
tl;dr
I'm looking for cool ideas for treasure for ABP players receiving ~833.32g and are level 2.
Snake Fang and Riposte supplement/enhance each other, they are not identical.
We're on the same page. I'm referring more to the "spend" portion of the feat, not the "passive" portion that does combo very well.
For anyone curious, I've settled on a build like this:
Human
str 11
dex 19
con 10
int 7
wis 10
cha 16
LVL 1, Monk of many styles: Improved unarmed strike, Stunning fist, Snake Style, two-weapon fighting, Deadly Agility*
LVL 2, Swashbuckler: Weapon finesse
LVL 3, Monk of many styles: Snake Fang, Combat Reflexes
LVL 4, Mysterious stranger Gunslinger: LVL 5, Swashbuckler: Agile Maneuvers
LVL 6, Swashbuckler: LVL 7, Swashbuckler: Improved Disarm, Greater Disarm
Some notes that make this build legal:
-We have removed Combat expertise and int 13 from all feats that do not actually require the use of combat expertise to be preformed
-*path of war 3pp material
I'm wondering if there is any way to accomplish a 17-20 crit range on unarmed strikes. Preferably anything paizo printed, however 3.5 and 3pp can be considered.
I'm confused as to why Snake style "Works poorly with riposte" ...
I'm playing a level 11 swashbuckler ... Snake Style is amazing (well, the 1st and 3rd one) -- the first is used if you need to parry / dodge a magic spell (touch attacks), the third -- just ignore it, and watch the attacks come in.
They attack you, you parry (spend a point), then DON'T use your immediate action to riposte ... Snake Fang gives it to you for free.
I grabbed Vicious Stomp to use with Targetted Strike ...
The best part though, is grabbing the teamwork feat "Paired Opportunist", with a ring of tactical precision to loan to your fellow melee character (or make them get it themselves if you are leveling as a team) .... the sheer amount of AoOs is depressing for the DM (and, with that many attacks, regaining panache isn't difficult)
It combos amazingly with Parry, as you stated it gives you an AoO for free after a successful Parry, however since all 3 stages of the feat utilize an immediate action, you cant do all 3 or a riposte in any combo.
1] Riposte = 1 attack
2] Serpent Style = sense motive to AC
3] Side Wind = 5 foot step
4] Snake fang = 1 Attack
Since Snake fang and Riposte are identical in use, I'm wasting a feat/class feature. The pros far outweigh the cons in this stlyes case, but its worth noting.
rogues get 1.5 dex if two-handed. Other forms of getting dex to damage don't. Even rogues don't get 1.5 dex using dragon style.
I'm not saying your wrong but I'm after some kind of a rules source or something to confirm this. Were does it come from saying only rogues get 1.5 dex?
I'm working on a monk build and was wanting to use Dragon style to get 1.5x str to dmg for unarmed strikes. I stumbled across a thread some time ago were people seems to be coming to the conclusion that substituted stat dmg act like the relevant stat unless noted otherwise. I.E. Swapping Dex for STR still provides 1.5 dex for 2 handing.
In this case I'm seeking to replace STR with DEX for dmg rolls, but still get the 1.5 dmg from my style. Dooes this work?
Agile Amullet of Mighty Fists:
Requirement: This special ability can be placed only on melee weapons usable with Weapon Finesse.
Agile weapons are unusually well balanced and responsive. A wielder with the Weapon Finesse feat can choose to apply her Dexterity modifier to damage rolls with an agile weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons.
--------------------------------------------
This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.
Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.
Benefit: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.
Normal: You cannot charge or run through difficult terrain, and you cannot charge through a square that contains an ally. With an unarmed strike, you usually add your Strength bonus on damage rolls.
Benefit: While using Dragon Style, increase your Strength bonus on unarmed strike damage rolls by an additional one-half your Strength bonus, to a total of double your Strength bonus on the first attack and 1-1/2 times your Strength bonus on the other attacks.
When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus.
Special: Taking this feat allows you to qualify for the Elemental Fist feat even if you do not meet that feat’s prerequisites. If you do not meet that feat’s prerequisites, you must choose one of the damage types that feat offers, and you can use only that damage type with your Elemental Fist attacks until you meet the feat’s normal prerequisites. A monk with this feat can use Elemental Fist as if he were a monk of the four winds.
Good point. I had parry and riposte backwards in my head, thinking it required to parry, and costed to riposte.
I should hopefully be killing plenty of targets to keep that filed as the 3 stages of serpents style all require immediate or swift action, so don't blend well together.
Dragon style pros:
x2 STR dmg 1st attack
x1.5 STR dmg all attacks
only 2 feats worth getting
cons:
doesnt provide piercing dmg
zero synergy with disarming
no Dex to dmg
Snake style pros:
piercing dmg
free AoO when enemy misses
combos with parry
cons:
2nd feat is worthless
immediate action dependent
works poorly with riposte
Panther style pros:
Free AoO
retaliatory strike =/= AoO
Disarm resolves before AoO completed
combos with parry + Riposte
cons:
No piercing dmg
Move action prevents full attack
WIS based retaliatory limit
Any styles that do not provide piercing dmg require another feat to obtain it. Master of many styles blending is a very viable options.
From what I have seen its less in the build, and more in the style of play. I have a swashbuckler right now I'm in love with. I'm using elven battle style and actively triggering AoO in order to combo punish my opponents.
I pull off a 2-3 attack combo on one creature, on their turn at level 4.
I Would have to say that you must resolve Bit of luck first, choosing either the 1 or the 2. Favorable is left up to the player interpretation, so really you just get to pick your roll. Now if you chose the 1, you can trigger Called and re-roll.
That's my rules interpretation. From a GM stand point I'd say f!+$ it, and let you re-roll then chose.
We really should have underline and some expanded text formatting options, I agree (in fact, this such thing has been on our To-Do List, but higher priorities keep pushing it down).
However, we will likely not ever be implementing user supplied images on our forums, given the volume of posts made to the site everyday and the amount of time staff would need to spend vetting them. I'd rather our moderators were spending time doing other useful/cool things :)
I wouldn't expect the moderators to have to vet every single image. I'm positive that inflammatory imagery would be brought to your attention in a quick and timely manner. The added benefits of imagery to the forums would more than make u for it.
One small incentive would be that these forums are pretty old at this point, and a large upgrade like this would go miles to show a dedication from the team to provide new and ever improving environments and tools to its community. Though we are a nice distance from every even coming close to calling this game or these forums "dead", improvements like this so late it the game really squash any fears of that being the direction we are taking.
As much as i know people would fear the over-saturation of images, i genuinely have more faith in the community i guess. I have been on several message boards that allow images, and sure maybe every so often you get that one guy that cant seem to not drop in something stupid, but the only 90%+ of the community use them images to GREAT effect.
I'm sure there is a reason for the limited coding options we have, but i would LOVE to see some more options presented. Some great options would be:
[code]
[img]
[imgleft]
[imgright]
[align=left/right/center]
[u]
[size=#]
[color=xxx]
These open up A LOT of fun tools. My personal reason is the creation of posting formats for play-by-post games to help better illustrate your character.
The uses from am DM standpoint alone are astronomical!!
You craft anything with too much carbon, you don't have an excuse when it goes up in flames.
I don't understand the comment.
You said that you would craft the situation organically, which in chemistry terms means "with carbon." Carbon is known for being flammable, and plans that rely on your players doing what you expect don't have high success rates.
Damn that was a really smart comment, and i had to ruin it by being a dummy lol.
I'm pretty adept at social manipulation so am confident in my ability to generate results, though no matter what happens its going to make for a great story.
a player of mine dove head first into a molten slag pit dedicated to the dark god Droskar in order to kill a creature by dragging it in with him. I had the dark god resurrect him with the mission to bring the religion back to life, gave him 1 year, a mythic tier, and an alignment shift from NN to NE to match the dark god.
What will/would happen if he doesn't complete it in one year?
Well this character has no regard for his own safety and well being, and his soul basically belong to the god already. However after examining him the god found his weakness, his younger brother. So the deal basically goes "Fail, and i take your brothers soul to toil in my mines for all eternity." This will entice the player to go out of his way to service a god he will come to hate to protect his brother.
Heres the trick.
The god has zero hold on the brothers soul, absolutely no claim. But the kid will recognize his older bros suffering and strike a deal with the god. Both of these are PC's and im not giving them OOC knowledge of my plan, i will craft it all organically.
Going to get into some home brew territory:
use the blood to create a clone of the PC's. Keep these cloned versions isolated and in a hidden lab/facility. Somehow implant a modified version of the player memories into the clones, either though magic or simply treating the clones like amnesiacs and tell them "this is who you are."
From this point he preforms tests on the clones, trying to discover the players strengths and weaknesses. All the while he is also "training" the clones to become his number 1 assets.
From this point you have 2 major choices:
Choice 1, let the players discover thee facility, breaking into to destroy the litches WOMD, to discover the clones.
choice 2, release to clones into the world to commit evil acts. Tarnishing the players names, or even seeking them out to kill them.
A dead language that bleed out into other's then ceased to be used itself. Hard to really for an accent off that till we compare it to the others.
Sounds like you don't want an accent, but rather to sound old fashioned. Try King James English, with lots of "thee"s and "thou"s. Or try to sound like a character in a faithful performance of a Shakespeare play.
/cevah
This is a really cool idea. Instead of an accent just use words that are no longer used, or structure you sentence differently. Old plays are a great source of inspiration for something like this.
"Do you quarl with me good sir?"
"ready thine blade and ready thou heart. Avast we fight!"
or something like that.
without reading anybody's response to you:
I don't think your metagaming.
The DM should NOT feel forced to add something because you said it.
It may just not be the right way to play at this table.
What your doing would be A OK with me and my group, though this group may view it as somehow harming the game. If you don't feel shot down in any way just keep the fanboying inside.
If you feel this takes away from your gaming experience, then try to change their view OR step away from the table.
if you are after DMG then you really do need to go Swash. They get really strong deff skills, and scale their dmg very well, however though i have yet to play one, the investigator seems to really require dedication to the class to see the rewards. The sawsh is very dippable for lvl 1, so really wont hurt your build much for an investigator.
If you want to do dmg, stick swash.
If you want to do the cool stuff the investigator does, you need to commit to the class, but accept your dmg will tapper off.
I have actually spent ALOT of time toying around with the languages of pathfinder. So much so that i would buy a guide or book associated with them.
You can see the inspiration of certain races and nations drawn form real world locals, and can use that to get an idea of dialect and accent.
Thassilonian:
Only modern Varisian and Shoanti contain elements of this truly ancient language spoken in the Thassilonian Empire before the coming of the Age of Darkness. Scholars remember it chiefly as the first language to develop three grammatical genders and for using a complex alphabet made up of three separate runic systems based heavily on Azlanti.
A dead language that bleed out into other's then ceased to be used itself. Hard to really for an accent off that till we compare it to the others.
Shoanti:
Spoken by the Shoanti people of Varisia, this language has many similarities to Hallit, Varisian, Giant, and ancient Thassilonian.[39][41] A person who speaks any of these three language can communicate basic ideas to a Shoanti, although learning the language is necessary to truly earn these proud people's trust.[42] Shoanti speakers often embellish the language with eloquent metaphors.
Unsure on how i would take his one. Just a mess of other things its looks like.
Varisian:
Varisian is the language of the native Varisian people of Varisia. Vocabulary and grammar are based on a mix of Orc, Taldane, Giant, ancient Thassilonian, and a now defunct proto-Varisian language.[6] It is known for its subtle nuances and double-meanings, and is a perfect tool for innuendo.[39][7] It is spoken by a minority of the population of any of the countries these nomadic people have traveled to or settled in over the millennia including Brevoy,[10] Lastwall,[48] Molthune,[49] Nidal,[50], Nirmathas,[13], and Ustalav.[45]
Looks to me to be inspired by gypsy wanderers and such, in one of my games we are using it as a more french dialect.
So it really looks like its up to you. I would deff blend a bit of french sounds in there, but perhaps a wandering accent, that slips between french, Greek, and perhaps some baser English might be the way to play this one. The Xin named emperor leads me to think Chinese or some other Asian. Perhaps a variant of french and Vietnamese would be the way to go.
a player of mine dove head first into a molten slag pit dedicated to the dark god Droskar in order to kill a creature by dragging it in with him. I had the dark god resurrect him with the mission to bring the religion back to life, gave him 1 year, a mythic tier, and an alignment shift from NN to NE to match the dark god.
crown of the kobold king. Replace the kids that are kidnapped with the adventurers, then have then preform the "darring escape" while npc adventurers come and save them.