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![]() What I like to do is have reinforcements ready for encounters. I plan the encounter to be average or easy, but if it turns out the encounter is TOO easy, the reinforcements show up. For example, if 4 1st level PCs are fighting 4 wolves, and they mop the floor with the wolves, I add a couple more wolves. Then a couple more if needed. If the 4 wolves are getting in some lucky shots and the PCs are struggling, I don't add the reinforcements. ![]()
![]() In Volo's Guide, the bit about beholders states beholders have nightmares about other beholders that vary from the dreamer's perfect form, and that's how they're created. Were-hyenas and were-jackals? Yuan-ti cultists? A secret society of khepri (the beetle-faced/headed folk from China Mieville's Perdido Street Station). ![]()
![]() We played in a game with 3 PCs (half-orc inquisitor, dark tapestry oracle, and Taldori swordswoman) and 3 PC-controlled henchmen (NPC warriors). It worked out really well, because the secondary characters were easy to run, but the same level as the main PCs, so just as durable. They mostly had static feats, like Toughness, Iron Will, Weapon Focus, etc., but some had Power Attack, Combat Reflexes, or Rapid Reload. The henchmen had their own personalities and quirks, too. One was a pyromaniac, and the one I ran was a "survivor" (coward) that focused on the heavy crossbow. It also gave the campaign an old school 1st Edition feel. :-) ![]()
![]() If you're concerned about having your hands full and casting in combat, don't be. Maybe allow a buff spell in the first round of combat, but then focus on Bane and Judgments. You can plan to use your spells for utility like exploration and social interactions outside of combat. One thing to consider is the number of swift actions your build will be using. Is switching between using a shield and wielding 2-handed a free action or a swift action? Getting lots of AoOs while Bane is up is a big damage multiplier. ![]()
![]() Underwater adventuring is fun! In 3.5, my druid got a lot of mileage out of summoned dolphins. I was able to summon 1d3 or 1d4+1 of them, so we were pretty high level. Probably 7th or 8th level. High enough level I didn't feel like I was "wasting" spell slots on breathe water. It sounds like the diving bell is effectively an elevator that leads to the dungeon area. Maybe give it some windows and describe evocative wild life on the trip down. ![]()
![]() Not everyone can be Enver Gjokaj or Tatiana Maslany!!! ;-) ![]()
![]() Heather 540 wrote: Hey, how do you roll for things like concealment and soft cover? If you have 20% concealment against ranged weapons, when you are targeted with a ranged attack, you roll 1d100, and if the result is 20 or less, the attack misses. The other kind of concealment and cover are environmental effects. I think concealment works the same way. Cover grants a bonus to AC. The specific rules are in the CRB. I'm out of practice because I've been playing 5th Edition. :-P ![]()
![]() Maybe aberration or protean? Rovagag is the monster deity that was locked away by all the other gods, right? Also, check out Bloodline Mutations. ![]()
![]() Oh, OK. Piranha Strike? Whatever the Dex-based "Power Attack" feat is called. Maybe look at some Swashbuckler builds for inspiration? NPCs are usually "one trick ponies" since the PCs only encounter them once or twice. Do you want him to maximize damage against the PCs? Or focus on "carrier effects" like Bull Rush, Disarm, Shaken, Tripped, Poisoned, Sickened, Fatigued, Sunder, etc.? Or do you want to make actually hitting him the challenge? High AC, miss chance from blur or displacement (or Wind Stance and Lightning Stance), mirror image, etc.? Or do you want to punish the PCs for hitting him, like fireshield or Fiend Totem spikes or whatever or Retributive Strike or Come and Get Me or whatever that rage power is? Does he have Pounce? He has a lot of natural attacks, but he has to stand still to benefit from all those attacks (or take a 5 foot step) otherwise. ![]()
![]() Our party has two characters with Flame Tongues, and they always ask if they need to declare fire damage separately as a courtesy to the DM. The DM tells us what kind of damage his monsters are inflicting, so we can apply any applicable resistances. You can't apply a circumstantial bonus if you don't know there is a special circumstance happening! It's the job of the GM to tell the players if there is a special circumstance and describe every other aspect of the gaming the world. ![]()
![]() I play 5th Edition now, and what they do is give BBEGs a ton of hit points and only a slightly above average AC, if that. This allows the PCs to hit the BBEG relatively often, but not drop him too quickly. The theory behind this is that players like hitting, and hate missing. Let those iterative attacks hit! LOL! Also, a big bag of hit points is also tough against direct damage spells, environmental effects, falls, etc. Giving natural attacks iterative attacks is definitely overpowered. Instead of getting 1 weapon attack that gets 3 or 4 attacks per round, you get 3 or 4 natural attacks that each get 1 attack per round (at full BAB!). Combining magical items (amulet of natural armor + amulet of mighty fists) is one option. Changing the body slot is another, like a Vest of Natural Armor or Bracers or Gloves of Mighty Fists. Just remember the PCs will probably get the magic items after they defeat the NPCs, so consider your party make-up when designing NPC magic items. ![]()
![]() If you're using 2 claw attacks, maybe look into some of the rending feats? Also Weapon Focus would apply to both claws, but you probably don't need +1 to hit. An Amulet of Mighty Fists would apply to all natural or unarmed attacks, so if he has claw/claw/bite/horn/tail/wing/wing/rake/rend/etc., it would be really good. Also a nice treasure if you have a monk or brawler or animal companion or druid or shifter. ![]()
![]() Not all CE is violent. You can spread rumors and lies, cheat at cards, talk in the theater, incite discord between friends and allies, steal, cheat when buying or selling equipment, prank, just be generally unpleasant, etc. Do you work in customer service? Just act like an irate customer. Try to get people fired, don't listen instructions or advice, complain when things don't go your way, eat the last cookie, lock people out in the cold, seduce and betray folk, etc. ![]()
![]() The next time I run a game, I'm going to have the players roll stats, and then any player can use the stats rolled by any other player. So if one dude rolls 18, 18, 18, 17, 16, 15, then everyone can choose to use the 18, 18, 18, 17, 16, 15 stat array. The GM will just have to give all his monsters the Advanced Template.... ![]()
![]() Consider the Travel Domain. +10 feet to speed, and longstrider for an additional +10 feet to speed for hours at a time. Combined with your barbarian level, that's 60 feet. Any way you can get the elf's favored class bonus for barbarian? What is the dragonkin's favored class bonus for barbarian? Hint-hint ;-) Do Gestalt get 2 favored class bonuses? Like +1 hit point per level AND +1 skill rank per level? ![]()
![]() What about Scion of War (Cha to Initiative), Improved Initiative, and Reactionary? That way, you can go first, hopefully crit in the first round, and then get to enjoy the Critical Feat carrier effects for a round or two? How about Vital Strike and Improved Vital Strike for when you absolutely, positively, need to move more than 15 feet to hit an opponent? ![]()
![]() Scrapper wrote:
Dana Scully has a Fox Mulder familiar. EDIT: What about the Mouser archetype? ![]()
![]() You can also take Great Fortitude, Iron Will, and Lightning Reflexes to shore up your saving throws. Also, a Cloak of Resistance is one of the cheapest Big Six magic items: +1 1000 gp, +2 4000 gp, +3 9000 gp, +4 16000 gp, +5 25000 gp. If you're taking 2 levels of paladin JUST for the Saving Throws, it's probably not the best use of those levels. Especially if you are primarily going to be a spellcaster. Most spellcasters don't multiclass, and if they do, it's usually just a 1 level dip, and it's often to get into a prestige class. ![]()
![]() Hi! I'm going to incorporate Tomb of Annihilation into my homebrew campaign. A lot of the names are going to be changed, and I think I'm going to alter the "Death Curse" a bit. The party will be 5th or 6th level and has a dirigible. I think this is going to bypass or eliminate or at the very least mitigate a lot of the "wandering around the wilderness and being zombie and/or dinosaur chow" aspect of the adventure. One aspect of my homebrew campaign is that the continents float in mid-air, so there will be no ocean surrounding "Chult." The continents were raised above the seas by ancient aarakocra who performed a ritual that sacrificed their flight to grant flight to the continents. They lost their wings and bright colors and virtue and faded into kenku. So I need an alternate winged race to replace the aarakocra monks that are harboring the princess. I have the Monster Manual, Volo's Guide to Monsters, the Tome of Beasts, and the skills to stat out new monsters. :-) I just need inspiration on a replacement race. I really like the idea of the princess's little brother dressing up as a bird, so I kind of want to steer away from winged apes, batfolk, phanaton, flying saurials, etc. Well, maybe phanaton. Just thought of them.... Also, how important is the sub-plot about the Ring of Winter?
About Tirnel StargazerMale Elf Wizard (Arcane Crafter) 11
6’/130 lbs.; Blue-black hair with light blue eyes and faintly silver skin ==DEFENSE==
==OFFENSE==
==STATISTICS==
==FEATS & TRAITS== Second Chance:
Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse. Warrior of Old (Elf):
You gain a +2 trait bonus on initiative checks.
Toughness:
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Scribe scroll:
You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. Improved initiative:
You get a +4 bonus on initiative checks Craft wondrous items:
You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item. Craft Magic Arms and Armor:
You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost. You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place. Quicken Spell:
Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.
Level Increase: +4 (a quickened spell uses up a spell slot four levels higher than the spell’s actual level.) Casting a quickened spell doesn’t provoke an attack of opportunity. Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not more than 1 full-round action, without increasing the spell’s casting time. Forge Ring:
You can create magic rings. Crafting a ring takes 1 day for each 1,000 gp in its base price. To craft a ring, you must use up raw materials costing half of the base price.
You can also mend a broken ring if it is one that you could make. Doing so costs half the raw materials and half the time it would take to forge that ring in the first place. See magic item creation rules for more information. Defensive Feedback:
When an abjuration spell you cast prevents damage (with damage reduction or energy resistance), if the attacking creature is within 30 feet of the protected creature, the foe takes 1d6 points of damage for every 10 points of damage prevented. Craft Rod:
You can create magic rods. Crafting a rod takes 1 day for each 1,000 gp in its base price. To craft a rod, you must use up raw materials costing half of its base price. Time Stutter:
You can briefly step out of time, pausing the world around you. This ability acts as the time stop spell, except that you gain only 1 round of apparent time. You can use this ability once per day plus one additional time for every 5 wizard levels you possess beyond 10th. Spell Penetration:
You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance. ==WIZARD ABILITIES==
Spells/day:
LV0-4/DC19 LV1-4/DC20 LV2-4/DC21 LV3-4/DC22 LV4-3/DC23 LV5-2/DC24 LV6-1/DC25 Known Spells:
LV0-All LV1- animate rope; burning hands; cause fear; celestial healing; charm person; color spray; comprehend languages; disguise self; gravity bow; grease; identify; mage armor; magic missile; protection from evil; shield; shocking grasp; silent image LV2-bear’s endurance; blur; bull’s strength; cat’s grace; create pit; flaming sphere; fox’s cunning; invisibility; levitate; locate object; masterwork transformation; minor image; mirror image; stone call; web LV3-dispel magic; fireball; fly; haste; heroism; invisibility sphere; stinking cloud; summon monster 3 LV4-ball lightning, black tentacles, greater false life, stoneskin, terrible remorse LV5-dominate person; hold monster; stoneskin, communal; teleport LV6-contagious flame; disintegrate Spells Memorized:
(4)LV0-dancing lights; detect magic; message; open/close (7=4+3)LV1-burning hands; magic missile x4; mage armor; protection from evil (6=4+2)LV2-create pit; flaming sphere x2; locate object; mirror image; web (5=4+2)LV3-dispel magic; fireball; fly; haste; stinking cloud (5=3+2)LV4-ball lightning x2; black tentacles; false life, greater; stoneskin (4=2+2)LV5-dominate person; hold monster; stoneskin, communal; teleport (2=1+1)LV6-contagious flame; disintegrate Spells in ring:
Quickened magic missile x3 Universal Arcane School:
Metacharge As an Arcane crafter, you gain a bonus feat at 3d level, which must be an item creation feat or metamagic feat. You must still meet all prerequisites for a bonus feat, including caster level minimums. When using metamagic feats to create magic items, your skill and understanding of the principles involved in the item’s creation give you a +2 bonus on the skill check made to create the item. Metamagic Mastery (Su)
Bonded item/Ring:
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below). A wizard can add additional magic abilities to his bonded object as if he has the requiredItem Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type. ==SKILLS & LANGUAGES== Skills:
Ranks: 121 (22class/99INT) • Acrobatics +4 • Appraise* +16 (4) • Bluff • Climb • Craft* +16 (bows) (4) • Diplomacy • Disable Device • Disguise • Escape Artist +4 • Fly* +17 (10) • Handle Animal* • Heal • Intimidate* +0 • Knowledge (arcana)* +20 (8) • Knowledge (dungeoneering)* +18 (6) • Knowledge (engineering)* +18 (6) • Knowledge (geography)* +19 (7) • Knowledge (history)* +19 (7) • Knowledge (local)* +19 (7) • Knowledge (nature)* +19 (7) • Knowledge (nobility)* +19 (7) • Knowledge (planes)* +19 (7) • Knowledge (religion)* +19 (7) • Linguistics* +13 (1) • Perception +18 (11ranks/+2elf/+5magic items) • Perform • Profession* • Ride +4 • Sense Motive • Sleight of Hand • Spellcraft* +23 (11ranks/9INT/3class skill) • Stealth +10 (6magic item/4DEX) • Survival • Swim • Use Magic Device *Class Skill Languages:
Common, Elven, Aklo, Draconic, Giant, Goblin, Orc, Sylvan, ==RACIAL ABILITIES==
Elven Immunities:
Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses:
Elves receive a +2 racial bonus on Perception checks. Elven Magic:
Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Weapon Familiarity:
Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon. Low-Light Vision:
Elves can see twice as far as humans in conditions of dim light. Equipment:
Combat Gear: MW Longsword, Longbow, 40 arrows Other Gear: Backpack, Crowbar, Hemp rope 50’, 3 days Trail Rations, Water Skin, Bed Roll 785 GP Magic Items:
+2 ring of protection Ring of spell storing-3 levels total Pearl of Power level 1 Pearl of Power level 2 Pearl of Power level 3 Pearl of Power level 4 Amulet of Natural Armor +2 Cloak of Resistance +2 (acid resistance 5) Handy Haversack Headband of Vast Intellect +6 (stealth) Eyes of the Eagle Elixir of swimming Boots of levitation Background:
Tirnel has been such a disappointment to his parents. They had hoped as he grew out of his youth and celebrated his 110th year that Tirnel would finally settle on a path to find peace and harmony for his life. After years of apprenticing with the finest bow makers in Brevoy he suddenly decided that bow making was a waste of his talents and instead now he wished to learn about matters arcane and went to study with the wizards at Skywatch in an attempt to aid them in unlocking the secrets bound in that magiced settlement.
His parents hope that he had found his calling at last when, just as suddenly, he took up the study of nature and the ancient elven ruins that dot the Stolen Lands. Tirnel became fascinated by the thin wall between the world of Fey and the mortal world and hopes that discovering ancestral elvish ruins will reveal the secrets that separate the two realms. Such a discovery would bring fame and recognition, the desire for which his parents clearly do not understand as they patiently hope for an end to this new ‘phase’. Hearing of the Swordlord’s call to explore and perhaps claim the Stolen Lands, Tirnel realizes this is his chance to further pursue his pursuit of fame and prestige.
Feat Progression:
13- Spells cast:
Treasure
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