I am trying to run a game for 2 kids 7 & 9. I have introduced them both to a game separately. They both are the easiest class for kids: fighters. So the parents said they had the idea of making them brothers and playing some support classes: bard, cleric, etc... I plan on trying to run it this weekend. Since there will be 5 characters I thought of a one shot pathfinder society game or one of the smaller games. However I would like to have it kind of combat heavy since they both got semi-bored with the RP. I have to work all week so I won't have tons of time to adjust it, but I can just add monsters or HP etc to make it semi risky and fun for even the parents. Does anyone have any suggestions? Thanks in advance for any tips!
When I hit an attribute bump at 4. If I have a 17 INT and bump that to 18 I qualify for an extra language. Do I have to pick one of the ones I got as options during character creation or since I gained this new intelligence while adventuring I can pick any bonus language as if I had taken the linguistics skill?
I have read a few posts on languages gained and all agree that you get a new language retroactively when you gain INT, but no one clarified if it has to be one of the few choices you got at character creation or if you could pick from any of the others in the game.
I'm a gnome have a Hafling party members... seems like I could benefit from Hafling, but my options left to choose from are Dwarven, Giant, and Goblin. Is this an ask your GM type of question or are there actual rules on which languages are "legal"?
Striking for damage with punches, kicks, and head butts is much like attacking with a melee weapon.
"Armed" Unarmed Attacks: Sometimes a character's or creature's unarmed attack counts as an armed attack. A monk, a character with the Improved Unarmed Strike feat, a spellcaster delivering a touch attack spell, and a creature with natural physical weapons all count as being armed (see natural attacks).
Note that being armed counts for both offense and defense (the character can make attacks of opportunity).
FAQ/Errata
What kind of action is it to remove your hand from a two-handed weapon or re-grab it with both hands?
Both are free actions. For example, a wizard wielding a quarterstaff can let go of the weapon with one hand as a free action, cast a spell as a standard action, and grasp the weapon again with that hand as a free action; this means the wizard is still able to make attacks of opportunity with the weapon (which requires using two hands).
As with any free action, the GM may decide a reasonable limit to how many times per round you can release and re-grasp the weapon (one release and re-grasp per round is fair).
So basically this is all the info I can find. Assuming the GM allows it (which he should) and since a ranged weapon provides attacks of opportunity with a 10ft. reach and Improved unarmed strike provides attacks of opportunity with a 5ft. reach you could potentially threaten larger areas and maximize a characters ability with possibly higher Dex. and combat reflexes? correct?
I just see a monk with a polearm (traditional old kung fu) swinging at guys who come at him and then when its his turn he plants it in the ground and uses it to balance while he unleashes his flurry of kicks at his enemies. There are very few ranged monk weapons (kyoketsu shoge & double chained kama) so it might be a feat or two to be able to flurry at range(both are exotic), but a feat to get a polearm and then just flurry at close range. Both ranged monk weapons are on a chain so the image I had wouldn't work... however a polearm would be just as if not more fun and full of flare.
Thoughts? I know it's not optimal, but fun? I see potential!
I know usually when you create a PC you have to take the archetype at creation, but if you wanted to multi-class are you allowed to take the second class and archetype? Since you are still replacing the abilities from that class before you use them?
So last night I used an Arcane Point to make my scimitar Keen for 1 minute (18-20 crit now 15-20)... Then in consecutive attacks with shocking grasp(inspired by greatness allows 1 extra caster lvl on 1 spell (shocking grasp) magical lineage allows for 1 lvl of a meta feat to not count vs. spell lvl and used intensified for 8D6-16d6 on crit) Using spell strike I rolled a 17 and confirmed a crit for 77 points of damage. Then the next attack rolled a 15 and confirmed for a second critical that hit for 60. If the monster we were fighting hadn't been incorporeal I likely would have killed it, but instead it took that and 2 vital strikes from the fighter, a smack by the barbarian and a sneak attack from the rogue. (yes we are damage heavy)
Now I know that was best case scenario, but the last two weeks I have felt like I was outshining the party. Last week was a 15 minute work day type of battle. We were about to rest and a monster popped up and I used Scorching Ray twice with Pyromaniac to get 8D6 with that as well. I have even been not attacking ever round and doing some RP in combat to give others the opportunity to kill the monsters. I passed up an opportunity to fireball a group of enemies shooting at us with arrows and instead ran past them into the tower they were on. The cleric however did fireball and took out 3 of the 6. I have been doing a lot of damage, but not always getting the killing blows. I have never been a blaster type of character and I am just curious if this is the normal way things will go for me or am I just blasting a little to much lately and it wont continue to be this way... I know the party benefits from kill fast strategy, but I don't want to do it all and everyone not be enjoying things. I try to support them giving hi fives and with them getting killing blows maybe I am just over thinking the situation.
I just felt that in the battles we had I was blowing it up so when it came to the last fight I stayed back and RP'd the entire battle while the party ran in and chipped away the BBEG. This serves two purposes 1 I saved spells for later fights since day wasn't over and two it allowed others to kill it without me so maybe they don't notice me as much. I attacked twice last night and both were big critical hits.
So does it sound like I am overpowered or just having a good run on the dice and it doesn't seem like a problem? I will talk with the GM as well just to see how he feels about it. I know he was probably frustrated with how the fights went last night. The Mind Control (not sure what spell maybe suggestion?) on the barbarian worked like we all thought it would, but on her 3 attacks she rolled 2,2,5 before the cleric countered the MC with Hold Person. Just seemed like we all hit everything perfect and the fights weren't nearly as tough as they could have been. I know if I was a GM that would be kinda frustrating. Then again who knows what lies ahead.
I'm building a rogue to join a campaign at lvl 7. I have a good deal of skills as any rogue does. I even have been taking my fav. class bonus as HP due to the fact that I'm just not sure how much skills I need. I haven't finalized it and may change my mind, but ATM I just think a few extra HP would be better.
Anyways to the point of the post.
22 acrobatics
19 stealth
20 disable device
15 sleight of hand
21 perception with trap sense
Since I will be more RP focused and utility and less about max damage and combat potential (tons of sneaking around and doing info gathering without getting caught)... are these skill enough or should I take some skill focus to get an extra 3/6 at 10 or one of the ones that will bump 2 skills by 2/4 at 10... potentially both? I know traps could be a major thing, but is 20 disable enough plus a roll or should I take skill focus: disable device and deft hands to go up to 25 now and 33 at lvl 10? Should I add to stealth and perception? I know failing a check can hurt, but is bumping skills that important or should I take some other feats to help the character?
I have Iron Will (+2 Will) already and Sanctified Rogue archetype (+1 Will & Fort) as well as indomitable faith trait (+1 Will). +10 Will at lvl 7 +12 ref +7 Fort.
20 AC
Belt of Incredible Dexterity
CL8
Construction Requirements
+2 Dex 2,000 GP
+4 Dex 8,000 GP
+6 Dex 18,000 GP
Craft Wonderous item & Cat's Grace
The DC to create a magic item is 5+ CL of the item. Note that all items have prerequisites in their discriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator. The DC to create a magic item increases by +5 for each prerequisite the caster does not meet.
So the minimum LvL to create a Belt of Dex is lvl 3 when you can take the Craft Wonderous feat, but the DC Craft check would be CL8 +5 for creation +5 if you don't have Cat's Grace for a total of 18 if you had the 2,000 GP.
They don't state any lvl requirements on creating with higher bonuses. So would a +4 Belt of Incredible Dexterity be possible if you could afford it?
I'm lvl 7 and was curious about creating a +4 belt, but know some items like Amulet of Natural Armor has a prerequisite of the caster level be 3X's the enhancement bonus. I didn't see any such restriction on the Belt and was curious. It also says that there is a 3X's Caster level to the enhancement on Armor. Anyone have a clarification on this?
Did anyone have issues with seperating the party in the first session? I haven't run the game, but I am reading thru it and it seems they want to sort of alienate people at specific parts to develope story points. In the first session it seems like seperating the party could frustrate some of the players. I know our first sessions are usually slower moving with the RP and development and if I suddenly pull one player off for a solo encounter while it might be funny, enjoyable and make for a great plot development I could see others being a little put off by this. I am just wondering if anyone else had issues with this. I might be overthinking this as it will prolly be at most a 10 minute encounter and others will hardly notice. Then again seperating the party might make the others realize something is going on and they would pay attention and note that this could be something developing the story and get them more involved in the RP aspects of this town. This might work better than I am thinking. Any feedback on this?
I know that there are alot of people that use herolab or some similar products in conjunction with running pathfinder games. I am just wondering if anyone knows about how often it takes for Hero Lab to get the info from a new AP installed into their system and/or if the Rise of the Runelords (Anniversary Edition) is already in their system and if so what package is it under? I am going to be running this game for some friends and wanted to get the right packages so they have all the traits and what not available to them.
Our long tyme group recently due to work and tyme issues has sorta seperated from one large group into a smaller group. Our usual DM never gets to play so I told him I would give it a try since I know the rules farely well, get into character and ideas, and could try to push the story... So I ran a one shot society game for him and his wife that took about 4-5 hours and all seemed to go fairly well. Even got some compliments from them for some things I did that he doesn't do. We all had fun which is the major part and I actually look forward to DM'n again. I had to convert the adventure from 3.5 which isn't to hard, but there were one or two parts that I could have done better and it was a small adventure not an entire AP. Anyways... Our old members are starting to get tyme and have the itch to play again so we are going to try and start running with them. However, the current group and that group would rather stay seperate since this game will likely meet less frequently. Our current group is running Carrion Crown and my DM was looking forward to running Skull and Shackles for the next game, but he doesn't think he will be able to run two games at the same tyme. So I told him I would run the game, but he wants to run that AP. I don't know which AP would be best to run being a newer DM. I don't know about running a sandbox game, but dont want to railroad the players. Our group is really easy going and think that we could RP enough without getting to off base. I wouldn't mind converting a game if I had to, but if there are any good APs to run that I wouldn't have to convert I would be ok with that too. We have a very casual experienced group that has been playing for the better part of the last 15 years, we usually work as a cohesive unit but I have no problem with SMALL party conflicts, we usually run good campaigns, I want an AP that will keep their interest and they will WANT to finish and enjoy. We have had to many games fall apart around lvl 10 right as we are getting to the meat of the adventure.
Are there any suggestions? I was looking at maybe Rise of the Runelords, Shadow in the Sky, and/or possibly taking some smaller adventures and stringing them together so we can start higher than lvl 1... that is getting a lil old to some of the players. Anything out there that I should be checking out feel free to point me towards. I dont really know much about DM'n and havent read a ton of APs.
I was looking at making a semi savage type barbarian using Lesser Beast totem to get claw attacks and taking toothy racial to get a bite attack and making him more primal than any kind of social character. Stacking the physical stats and dumping mental/social ones. I know it is not optimal and casters will probably Mind Control me all over the battle map, but this is just something I want to try at lower levels for some pretty solid damage. Also looked at taking the Invulnerable Rager Archetype for extra DR.
Can you stack Improved Natural Attack with itself? I don't think you can, but just double checking. If not I can still take it twice to improve the Claws from the Lesser Beast Totem Rage power and the Bite attack. Claws would go from 1d6 to 1d8 and bite from 1d4 to 1d6 adding Str. to both damage while raging and its a potential for about 2d8+12 from Claws and 1d6+6 from bite in 1 round.
Any suggestions or other classes that might fit this concept better?
I just threw this together kinda quickly and know that it isn't the best, but wanted to get ideas on the concept before I get in to far and someone suggests something that is much better and I wasted a ton of tyme on something that I will never use.
Feel free to suggest gear as well. I was thinking mostly hide or possibly ditch armor for bracers of armor and going true beast man.
Was the Never ending quiver an item that was lost in the transition and if so is there anything similar named different or will I just have to custom make it? Our Druid gets frustrated when the DM says did you subtract your arrows and from my memory a never ending quiver isn't that expensive. I just took craft wonderous and figure I can make her one for a thousand gold or so.
Also there was a 4th ed. item called pouch of platinum. It converted coins and gems into the equal value in platinum. Is there anything like it or similar in Pathfinder? While coin weight is ignored in our campaign it would be nice to just be able to convert it with a simple magic item. Maybe make it like a handy haversack coin pouch where you think I need 7 silver to pay for my room and meal and pull it out without having to pull out 1 platinum and have every broke starving villager stare at you. I haven't looked into making one, but most of the things I have read said there really isn't a spell to convert coins... so any suggestions?
I was looking at making a character that wouldn't necesarily be the most in battle damage dealer, but be more of the party lead and intimidating presence...
This MIGHT be used for the Skull and Shackles AP I havent read the Players guide so I have no clue if this is even viable. (Please no spoilers)
I was leaning towards a Half-Orc Bard for the high charisma and racial traits... also I planned to have a high enough INT to take combat expertise and use more CMB attacks...
Concept would be to take inspiring courage and mix that in with some intimidating to debuff... then stand a lil back with a Scorpion Whip and trip or disarm people while talking slow and methodically about the systematic dismantling of the creature or creatures we are fighting. EX. "The Gods frown upon you today and sent you to your death when he walked you out in front of me. The group with me was seen in a vision taking the items off your dismembered bodies. It is a shame you didnt travel in a different direction for then maybe you would have lived."
Rolled stats:
Str-14
Dex-12
Con-13
Wis-11
Int-13 (need for Combat Expertise and Improved CMBs down the line)
Cha-16 +2 Race=18
I was planning on taking the Adopted trait and going with Bred for War trait which is exclusive for Shoanti humans. It gets a +1 Intimidate and +1 CMB due to being big. Prereq. 6ft. tall. (my half-orc is 6'5")
Then as a racial trait take Chain Fighter to get proficient with the Flail for more damage options and keeping in mind my CMB trips and disarms.
For flavor I took Prestidigitation and Ghost sound as 0 LVL spells... so I can talk and have lightining and thunder going off behind me as I speak. It just seems like a fun way to play it. I thought about Vocal Alteration as LVL 1 Spell, but want a few damage spells so I took Ear Piercing Scream and Chord of Shards to go with my mostly talking character. I think some of the others would be great, but the limited amount of things you can do with the low HD effected people. I just felt these would be more long term beneficial. However I am up for options on other spells.
I haven't gotten a chance to read over all the classes with this in mind nor any of the archetypes for the bard. This was my first thought and I thre it together. So if anyone can think of a class that might fit this role better please feel free to suggest. Thanks in advance for any tips and advice!
I always assumed that a flail was both, but after going to the CRB for the exact stats I noticed it was only Bludgeoning. This kind of strikes me as odd. Since a morningstar is both how is a flail not also? Is it just depending on the size of the spikes?
Morningstar Pics: A Morningstar is a spiked metal ball, affixed to end of a long handle.
Flail Pic: A flail consists of a spiked metal ball connected to a handle by a sturdy chain.
I see this as a simple house rule fix. Was there a reason for the omission? Since the flail is also a trip and disarm was making it B and P to much of a benefit? Is a morningstar only considered Piercing if you stab with the spike at the top of the weapon? No then it would be B or P not B and P... It just caught me as being a lil off and wanted to check with people who might know. Any info or thoughts would be appreciated. Thanks in advance.
We have been playing our current game for about 2-3 months now and while it has been a slow process and with my build slowly getting better as we lvl the gear upgrades haven't been needed. As with the Kensai I get a boost to AC with my Int bonus(+3) so each level from 2 and 3 added one to AC and when I hit lvl 4 I added a point to my Dex to bump it again. So after 4 levels my AC has gone up 3 points with no gear. Also with my Black blade my weapon has gone from a scimitar to a +1 scimitar black blade and with the Dervish Dance build I went from a +0 melee attack at lvl 1 to a +9 at lvl 4. So I really have no issue with how my character is progressing, but my lack of need of loot has me usually just writting down what we get and thinking ok we can sell this and this and this... then when something drops the party can use I am ok with letting the party have it cause what works for the party works for everyone.
My issue is since I am technically getting no loot atm. will this be a problem later on. I plan on taking crafting wonderous items so I can make a few pieces to boost my stats which will help my AC and other skills. Should I start taking loots no one wants to sell solo or should I just continue to keep a group loot mind set to please the party? I only have 9 STR as a Gnome so unless I make a bag of holding at lvl 5 I usually will need someone to carry things for me.
Has anyone else had problems as a Blade Bound Kensai and not getting their share of loot?
We are all friends and game together regularly. I am the more experienced played and usually the least worried about loot. I know the nature of the others and have built my character to try to limit looting issues(there have been small disagreements in the past). However, I don't want them to just assume since I dont NEED anything that I don't WANT anything. I might not be able to use it, but it doesn't mean I want to split the gold 4 ways (at least not on everything) when they are getting magic items and then an equal share in the gold. Ideas? I may be able to work out a deal with GM to let me sell off the gear they upgrade from since usually they grab new gear and forget old gear. Just a thought...
I have seen a ton of builds with people tweaking out AC to make them unhitable, but then the character is on the weaker side of things. I have also seen characters that are very much unstopable, but are extremely hard to lvl up due to so many feat dependancies that are useless until late in game. So I was brainstorming one that I could play from LvL 1 and never be lacking and also seem only to get better and better. This isn't gear dependant, but the right gear would make it that much more powerful.
Half-Orc or Dwarf (I usually go Half Orc just personal preference and you can bump the STR.)
Also could go (18,12,15,8,8,8); (18,14,14,9,8,7); (18,16,14,7,7,7) or some other variations. Just depends on how you want to make the guy. Just need 13 Con and max STR.
Depending on funds at lvl 1 get biggest AC boost and Heavy steel shield. Probably Scale Mail +5 (50G) or Chain Mail +6(150G) Steel shield +2 (20G), Battle Axe (10G)
So LVL 1 AC should be 18 or 19 and +7 attack with Battleaxe at 1d8+5.
Lets move along to LVL 10.
Stat bump at 4 and 8 to STR.
STR: 22
Con: 13
Dex, Wis, Int, Cha: 10
Weapon Training:
LVL 5: Axes (Battleaxe)
LVL 9: Close (shield and gauntlets)
Gear upgrades +2 mithral full plate, +2 heavy shield and +2 Keen battleaxe (could be more or less, but lvl 10 with +2 gear isn't that big a stretch) Also I didn't give him any other magical items.
LVL 10 AC 32 and +22,+17 1d8+12 (19-20x3)
Now LVL 20
Stat Bump at 12 and 16 go to STR giving you 24.
Stat Bump at 20 to Con to get you the extra HP if you want them here.
Gear upgrades +5 Mithral full plate(keeps you in medium armor and thus 30 ft movement) or +5 Adamantite Full Plate (drops you to 20 Movement, but gives you +3 DR with fighter class that would be +8) +5 Heavy Sheild, and +5 Keen Battleaxe.
LVL 20 AC 43 and +38,+33,+28,+23 1d8+20 (19-20X4)
Toss in a Belt of Physical Perfection +6, Amulet of Natural Armor +5, and Ring of Protection +5.
You are now at AC 56 and +41,+36,+31,+26 1d8+23 (19-20X4)
If your DM wouldnt have a problem with some Manuals of STR, Dex, Con. you could add 2-3 more AC, 2 more to hit and damage, and about 40 HPs I know that is asking for a lot, but hey this is sumthing I am just tossing together why not make it maxed out.
The class would be nothing but a melee guy, but thats what most fighters are anyways. This one selects a special weapon and tries to max out his effectiveness. A lvl 20 with 56-61 AC and DR 8 isn't to bad a meat shield. The gear selections at the end would be best case and make it optimal. However, even without the MAXED gear listed the build still seems to be pretty effective IMHO. I haven't been able to try it out, but if anyone would be able to give me some feedback on what they think of the build and how it would play please let me know.
Also I toyed with the idea of taking Intimidating Prowess and Cornugon Smash since Intimidate is the only class skill I found usefull for this guy. I just thought that some of the other options filled out the character better. Thanks in advance for all feedback.
I completely overlooked a major possible problem with my Magus...
Traits:
Magical Lineage- Shocking Grasp
Inspired by Greatness- Shocking Grasp
Which is a normal solid idea for a Magus... However, this seems to be a heavy undead campaign and MOST undead are immune to electricity. How bad did I hamper myself with these two traits? We aren't to far along so please no spoilers...
A simple you will be ok or ask the DM to let you adjust would be greatly apprecitated.
Diminished Spellcasting- Kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he cast spells of that lvl only if his Int allows bonus spells of that lvl.
Do the 0 lvl spells count in this restriction? They are considered cantrips and can be cast multiple times. However, does the Diminished Casting make you prepare 1 less per day? The chart in the CRB p.17 doesn't have a high intelligence adding extra lvl 0 spells. A magus normally gets 3 lvl 0 and 1 lvl 1 spells per day, a Kensai would drop that to 2 lvl 0 and 0 lvl 1 and since the INT doesn't add to lvl 0 but does to the lvl 1... would you end up with 2 lvl 0 and 1 lvl 1?
At low levels having an extra 0 lvl spell is very useful... later on it might not be as good, but here and now I think I could make use of it.
However, the ability only states that you can cast less spells it doesn't say it takes away from spells prepared a day. So technically could you prepare 3 lvl 0 spells and 2 lvl 1 spells but only cast 1 lvl 1 and cast away the lvl 0s?
I think I know how I interprut the rule, but wanted others opinion before I bring it up with my GM and he looks at me like I am trying to take advantage of the system.
We all have had things/character/incidents that stick out in our mind that years later we remember. Either a character that one weird kid in HS came over and played and he was just to weird to invite back, but he had a great concept, the guy you met at the comic store who wanted to play a Drow with 2 Scimitars but couldn't prononuce Drizzt, Even your buddy who gamed with you and some other friends who would always ask if he could have his character from the other campaign join your group and you say sure only to have him pull out a lvl 3 character with a +2 flaming dagger and a cloak of aracnidia... Then there are the stories where the GM thought throwing out an Ettin at you would last longer than it did cause your Half-Orc Barbarian with his Double Orc Axe double crits while raging and drunk on Bull's Strength and the DM never gets to attack. The dwarf that couldnt get into the room for the fight cause there were to many people around the doorway so he tries to run through the wall only to knock himself out. The door way that magically shuts evertyme you walk close to it so you tell the orc to throw the halfling (well Gnome, but you get the idea) cuz you think there is a pressure plate trap only to have the orc with 17 STR and the Gnome weiging about 35 lbs get repeatedly thrown to the floor as the orc rolls back to back single digits and nearly kills you. Even listening to Podcasts and having those memorable character like Jim Darkmagic... We have all had memories... I'm curious as to what were some of yours?
I was introduced to DnD when I was in HS. the majority of the last 15 years I have had the same DM for all but a few sessions that never panned out to long games. Our DM has just sucked it up and went back to DM'n and never made a real fuss, but I know he wants to play. We don't have a large group of gaming friends and the desire to create a game that he can play in is pretty much left up to me. I have toyed with the idea, but work and other life things come up and then time and so forth excuses and I just never get around to it. So I am planning to try and write out a full AP slowly while he is DM'n a game and possibly be able to attempt to DM the next one. Our group games slow and actually have never gotten past lvl 10. We get to around 10 take a break try to get a new DM and the group falls apart and we never finish. So my hope is to have a story completed and ready and not need to take a break to get more story for the group.
This is where the problem begins. I have tons of ideas of story and plot twists mini games in adventure good guys bad guys etc... However, when it comes time to put it together and start writing I have no clue where to start besides writing it out in story form. So what are you guys approach to creating an AP? Do you go story mode and just leave the battles and skill challenges blank allowing the RP and fights to be filled in during gameplay? Or just outline the hot points and toss in some random encounters and what not? Ive read some of the 5w h techniques and will try to implement them more, but I like to change it around and change a character from the good guy to the bad guy when I just feel like it would be a nice twist. Have the party think they are doing good and find out they were actually doing bad and now having to race to fix the screw up. Maybe I read one to many George RR Martin books. I know it is all basic questing stories and the like, but I just need to figure out the best way to convert my ideas to a solid game format.
I believe I read that you can customize items with specific ablities. Does this work along with the Ability enhancements? Could I have a Headband of Vast Intelligence and protection? I know you would have to pay the 50% extra cost, but can you cross a ring with a headband or does the cross over have to be item specific? Example in book was a Ring of Protection and Ring of Invisibility. However, unless I am not reading it correctly it doesn't seem cover cross creating.
Extreme Example: Wizard takes craft wonderous items and then wins the lottery and has the gold to put Int enhancments on all of his items giving him higher resists and a vast amount of spells is this a legit build/posibility.
What is the max enhancements on wonderous items? I assume 10, but none of the abilities have clear lvl/+1-5 discriptions like the weapons and armor.
Can you magically enhance an Intelligent weapon? IE: Black Blade Just wondering if I could put Keen on it so I could save the Arcane Pool for Recall and the like.
I have been thinking about this feat for ages and usually talk myself out of getting it. The main reason is we never use it so I had no idea of how exactly it worked. I believe it used to take XP to craft things, but now it seems a little more reasonable and I am more into the idea. However, with the time to play so into a group aspect I didn't want to burden the DM with "hey, let me play with the crafting while everyone else watches". So, I talked to the DM about it and he explained to me that it is really pretty easy to make stuff and that if I want to he has no problem with it. I expressed that I know we had never really used it so didn't know if it was an issue. He said that he never had someone show interest in the crafting skills so it never came up, but if I want to try it out he would be more than willing to work it out so we can have it happen and not mess with the flow or isolate anyone in the game. That all being said I am really leaning towards taking it when I get a chance to. I just wanted to get a little feedback before I invest a feat or two into the concept. What are the experiences everyone has had with crafting and how beneficial would it be to take a feat or two to pursue it? I know the cost of things would drop greatly and not having to find a person in the village that is selling +6 Headbands of Int and so on wouldn't be a problem, but the draw backs on the failed attempts and so on. So are there any tips or tricks to making it more useful or less usefull?
Since my character is a Kensai Bladebound Magus I have no need for weapon upgrades or armor... this leaves my share of the loot to probably be heavily geared towards wonderous items and gold that I could potentially make into wonderous items. This is one of the main reasons I think the feat would be so beneficial to me to play with. Also as a gnome who likes to keep busy, be obsessive, tinker, and so on it just fits the character.
All feedback as always is greatly appreciated! Thanks in advance...
I made this character for a strictly RP fun aspect of a story I had in my head and went with it so it isn't really optimized. I am actually pretty weak at lower lvls Str 9 (-1) using a scimitar with weapon finess I cant get benefit from until level 3. My build is geared towards Kensai BladeBound and Dancing Dervish so I wont really be powerful in Melee until lvl 3+. Hopefully as I get higher I will be more of what I am invisioning. However, after our first gaming session I realized that I kind of enjoyed using my spells as a crowd control and my melee damage was really weak. (I know I get spellstrike at 2)
Small CC Spoiler:
Granted I was unarmed cause I refused to believe my character would show up to a funeral with his scimitar on his side. I didn't have the time to pull out my sword and instead just started casting Daze and kicking people in the shins. Also I didn't want to kill people as they were villagers and not actualy BBEGs and our Lawful Good Cleric prolly would have been upset if I did kill anyone.
What I am wondering is are there enough Crowd Control spells that I can use as a Magus to be effective at that type of playstyle or am I going to be going more towards a melee build since I chose the Feats and Archetypes I have already chosen? I had never played a caster before and wasn't sure how I would like it. After the first session I thought the CC aspect was very enjoyable and now have a more caster vision that I don't know if a Magus can accomplish like say a Wizard might better fit. Anyone with higher level Magus experience can let me know the effectiveness of their Crowd Control spells at higher levels?
We are about to start the Carrion Crown AP and I'm pretty open a bout what to play. We currently have a druid going with a familiar and ranged. Then we have an inquisitor who is leaning towards melee... I was thinking Magus, but don't know how 3 hybrids and no true heals would do. Also we running it 3 man not 4 as the AP is set for. Our DM isn't brutal on us so I don't think he would go for a TPK (his wife would kill him)
I was thinking maybe a cleric for the support and buffs might work also since its CC and lots of possible undead and the like it might help alot, but if I go with anything else the DM has already informed me that he will likely have a cleri NPC that shows up mostly as a combat medic. SO Im open for suggestions.
The alchemist seems interesting... i know Rogue is always good, but that is one of my normal choices so I wanted to try something new. Thanks for any tips and suggestions.
I have read over the message boards and have been flipping around my books for the last 5-6 days trying to get the Magus to something I really enjoy. It is more of a melee caster which is something I have wanted for a long tyme. I remember seeing a picture of a spellsword in a 3.5 book and thought that would be fun. This class seemed like a good mix of what that was. Then the more I read and the more I found I was pulled to this kind of hybrid. I know it will be a tough class the first 2-3 levels, but I look at the long term flare and RP value and it just gets me excited. I hope I live long enough to get to LvL 4-5 and start to get that Super Natural Animeish (Bleach) vibe that I am picturing. Also to bad this build doesn't work with the Urumi (whip sword) which is really what I wanted for this Look , but thats just visualization and fluff and a d8... I can manage.
Stats:
I rolled my stats and our DM has a house rule of 4d6 drop lowest... roll 3 sets of 6 and take best set. So, I was lucky enough to strike it rich with: 17, 17, 15, 12, 11, 10
I am leaning towards Human with a Dex bump.
Str-11
Dex-17+2=19 (ability bump- 4,16,20) extra hit, dmg, ac, saves etc.
Con-15 (Ability Bump- 12) HP and higher save never hurt
Int-17 (Ability Bump-8) extra AC, skills, spells
Wis-12
Cha-10
Current plan for build is to go with the Dervish Dancer Scimitar Bladebound Kensai. Yes, I have realized how limited my spells will be how much do you think this will hurt my character? I have no problems being selfish and lacking CC and party buffs. And yes I will be rough on the first 2-3 lvls of Melee since Weapon Finess doesn't work with scimitar until lvl 3 with Dancing Dervish.
Feats:
Feats:
Kensai- Weapon Focus-Scimitar
1st- Weapon Finess-Scimitar (I know this doesn't work til 3rd with Dancing Dervish, but its a prereq. So I will suck it up and hope it don't hurt me to much before lvl 3.)
Human- Dodge
Blackblade- Alertness
3rd- Dancing Dervish
5th- Intensify Spell-Shocking Grasp
Magus 5th- Empower Spell-Shocking Grasp (I know I can't cast it, but I'm prepping for Spell Perfection and this has no Prereq. If this is a flaw let me know. I can adjust.)
7th- Maximize Spell- Shocking Grasp (same as above)
9th- Critical Focus (Eligible via Kensai Critical Perfection)
11th- Improved Critical-Scimitar
Magus 11th- Bleeding Critical (Eligible via Kensai Critical Perfection)
13th- Staggering Critical (Eligible via Kensai Critical Perfection)
15th- Spell Perfection- Shocking Grasp
17th- Critical Mastery (Eligible via Kensai Critical Perfection)
Magus 17th- Stunning Critical (Eligible via Kensai Critical Perfection)
19th- Penetrating Strike
Would 13 Charisma & Skill Focus: Survival for Eldritch Heritage: Orc Bloodline be worth the Wisdom dip and the Ability Pt. I would have to use to get it? 1 pt of damage per die rolled with Damage Spell and Darkvision. At LVL 11 with Imp. Crit range and Intensify spell this could be anywhere from 10d6+10 to possibly 20d6+20. As with most things it gets better the higher you go, but is it worth having to grab a semi useless Skill Focus: Survival and dumping an Ability point in CHA lowering my WIS and thus Will Save? This could be a replacement for the Meta feats I'm unsure about and would force me to adjust my end game Crit Mastery strategy.
Not a fan of Power attack I want every swing to hit even if it is for less damage cause less damage still does some damage and a miss does nothing.
I don't see the Weapon Specialization being that good at higher lvls when I can possibly add other feats that give more than a base 1 or 2 damage. This should scale IMO then it would be useful.
Traits:
Traits:
Inspired by Greatness-Shocking Grasp
Magical Lineage-Shocking Grasp
Magus Arcana:
Magus Arcana:
3rd-Lost due to Bladebounds Black Blade ability
6th-Empower
9th-Lost due to Kensai Critical Perfection
12th-Critical
15th-Maximize
18th-Accurate Strike
Spells:
With this build and the Maxing of INT with gear I should have about 7 spells per each LVL per day. This will be the basic idea (not sure if I got the Meta spells right first tyme caster if you call this caster):
LvL 1- Shocking Grasp
LvL 2- Intensified Shocking Grasp
LvL 5- Maximized Intensified Shocking Grasp
LvL 6- Maximized Empowered Intensified Shocking Grasp (Spell Perfection)
Leaving me with a few levels of spells to play around with for CC and Buffs/Debuffs.
I picture a few bursts with the posibility somewhere along the lines of 1d6+10 + 10d6 maxed +50%... and thats without the 30% possible Crits that would do 2d6 +20 +20d6 maxed +50% +10 Bleed and a stunned effect.
Feedback? Any misused powers/feats or design flaws please let me know. I dont want to have this build set in my mind and then realize that this or that isn't legal and it throws the entire concept out of line. Thanks in advance!
I have been reading over these forums all week tweaking out my character and maybe cause its 5 AM and I havent gone to bed yet or just cause Im lazy and dont want to look back over the Magus Guides 850+ posts, but can someone tell me if I am misremembering (Thanks for this word Roger Clemens) but is there a way to get 15d6 with a 30d6 crit? Or is that just the way people are stating an intensified empowered Shocking grasp? instead of sayind 10d6+50%
As Im reading into the Magus and planning to go Dancing Dervish I noticed that with a high enough Dex. you start to lose some Dex bonus at high levels if you go with better armor. I know preferably you dont want to waste any AC so I thought about a 3 level Dip into fighter to get the Armor Training +1. This would reduce the AC Pen by 1 and increase the Dex by 1. Throw in Mithril which drops AC Pen by 3 and increases the Dex by 2... You could potentially wear Mithril Breastplate which is +6 Aromor with a +6 Dex Bonus and no AC Pen. You would still have 6th level Magus spells, but would lose one Magus Arcana, the Greater Spell access and the True Magus... However you would gain 3 Fighter Feats. Would this trade off be worth it? Im not familiar with the way the Magus is played so Im not sure how important those last 3 caster lvls would be. Chances are our game won't get that high, but incase it does I always plan for end game. (who doesn't) Thanks for tips and advice!
Im leaning towards playing a Magus in our next game. The GM has allowed us 2 traits using 1 from the Carrion Crown setting and one other.
Since Im not sure how the Magus plays at high level as far as casting (or casting in general) I wasn't sure how useful the "Inspired by Greatness" trait would be. It provides you the ability to take 1 spell and always cast that spell with a +1 caster level. I have never played a caster so Im not sure how beneficial this would be. Thoughts?
The other 3 options I see that could be beneficial for the character are "Chance Savior" for a +2 Initiative, "Making good on Promises" +2 vs fear save, or "Teacher's Pet" +2 to one Knowledge skill and make it a class skill.
Is there a list stating which races treat Magus as a favored class and any benefits they receive? I don't see it in the books I have and don't have a mention of it in any of the race descriptions. If anyone can point me in the right direction I'd appreciate it.
I was looking at possibly taking Resilient Eidolon so even when I sleep or if knocked unconcious I would still have my Eidolon. Thus I can have subpar Str, Dex, and Con stats and not get caught in a bind and have to hide while trying to summon my Eidolon. 1 Min. in a fight when you get ambushed would greatly limit most Summoners. Are there any reasons this wouldn't be allowed or would hamper me in any way?
With Spell Focus and Augment Summoning in a Synthesis build would this add to the STR and Con since an Eidolon is treated as a summoned creature?
How can you heal an Eidolon since it is treated as temp. HPs on a Synthesis? Or does it Refresh when you LvL since you can change augments?
Summoners are proficient with all simple weapons would the 2 Point Evolution Weapon Training increase this to allow a Synthesis the ability to use Martial Weapons or would it be better to take the Feat?
This is my first attempt at making a Synthesis and they seem like a pretty awesome build that will lean towards melee with some spell casting (Buffing) ability or am I picturing that wrong? Are they more casters? I know it is based on how you play, but as a Synthesis which way are they usually leaned to?
From what I have read most people seem to enjoy the Syntheis. Any tips or advice to help me along would be greatly appreciated. I was on the fence between this a Magus or Sorcerer. If you have a suggestiong as to why I should go with one of the others feel free. I am just brainstorming atm nothing is set and the game isn't for 2 weeks.
Our GM just decided to start up a new game so it is time to start trying to brainstorm backgrounds and character ideas and long term vision of a character... I'm reading through the Inner Sea guide and see this Prestige Class and the concept seems interesting and could be fun, but don't want to invest a long term goal into a character and not enjoy it when I get there. So I was looking for any feedback on anyone who has played a Harrower or was in a game with one or even GM'd a game with one and can let me know if the Harrow Deck was useful or if it slowed down the game to much etc. I am just looking for any info that isn't a few months old before some of the changes might have been made. I know most Prestige Classes are kinda meh so this is kinda a flavor change of pace thing, but if it takes to much away from the flow of the game I want to avoid it. Thanks in advance!
When I recently built my monk my DM and I were talking about a few of the abilities and just brainstorming ideas for fluff. He told me I should check out the grappling rules. So I did and came up with the tripping monk, but instead of trips clotheslines. Then it snowballed! I was a professional wrestler with a bag of holding filled with tables, ladders and chairs... i could take the improvised weapon feat and so on. I even mentioned climbing a ladder and using my "Slow Fall" to emphasize the Elbow Drop! I dont know why exactly it came up, and at the tyme it was just a good laugh between my DM and myself... Then last week the Macho Man tragically died. So I feel that in his honor I owe it to myself and my DM even if its just for a game session or two to actually fluff out an actual Macho Man Monk... Im turning to the boards for fun ideas and builds and some help. Im working a lil to much to min max it myself, but if I can get a few helping hands in on the idea I might have a solid finished product for our next gaming session.
Also toss in Leadership at lvl 6 and make Ms. Elizabeth your cohort. Prolly make her a Paladin/Sorcerer/Wizard multi class for Bull Strength and Enlarge Person... Its the Macho Man he has to be over powered! lol
So Im a lvl 7 Monk:
Abilities: 17,17,16,16,14,12
I was a half Orc last session but can change(after our first session DM lets us make tweaks). Feel free to have fun with it. Even if its not to help me. I think its just a fun character to make.
Thanks in advance! I hope when you all think about it, it will be as much fun as my DM and I had thinking about it.
When I initially made my monk I looked at some of the Monk specific feats and thought trip would be a great way to take down an opponent and then be able to use a Flurry of Blows for maximum damage. Since, Flurry is a full round attack. However, the lack of opportunity to get the Greater Trip which would make a trip attack more viable vs non caster and ranged NPCs was kinda steep. Prerequisite: Feat Combat Expertise (-1 attack to get +1 dodge to AC), Int 13 (Int for most Monks is likely a dump stat)
I prefer to make sure I hit so any negatives to hit I usually avoid. I know its a give and take situation, but being forced to take this feat seems a waste of a feat that I am only taking to get a feat later on. /frustration
Anyways, the new Ki Powers come out and allow you to instead of having to take useless feats to get the Greater Combat abilities just use Ki points. Yet, they include most Combat Maneuvers except grapple, overrun, and trip?!
As a monk I would think Tripping would be used more often. They even added a Quaterstaff mastery and added 2 specific trip feats. Did they just make an oversight? Or am i missing some option where I can get the greater trip? if not this is once again frustrating!