So, if they are all playing melee combatants how about handing out teamwork feats like candy... This idea was bandied about a while ago and I worked up a very doable and powerful version that can seriously increase the power and versatility of any melee focused group. Hell if the group has hunters, rangers, druids and summoners this gets ridiculous!!! This build alone adds 2 feats to EVERY character by 4th level and increases the number of AOO in a group as well as having a bardic inspiration and the ability to give extra bonuses to saves in clutch moments. By 7th level you are handing out 3 teamwork feats. 9th level is 4 team work feats. Honestly when I get a chance to play this PC I will rework the feats a little and avoid feats that are combat feats because with the martial flexibility I can grab the combat feats including teamwork feats whenever I need them. I included some suggested equipment at the bottom as well. I hope he serves you well. Drop me some feedback if you give him a shot. LVL Class/LVL Special
Equipment
Banner of the Ancient Kings (18,000 gp): +4 initiative, +2 vs. mind-affecting and re-roll, doubles flagbearer bonus, +4 to bardic performance level
Be Batman and plan out what is necessary to kill each and every one of them and then secure in that knowledge proceed. Be the same level of jerks they are and start calling them whatever your little heart desires. Make the names as base and rude as you wish. And when they object tell them if you don't provide a name you will provide one for them. If you have a problem with it step out of your little EMO shell. And, if you have to kill a couple so be it. Then drop the mic and walk out.
Was this all written out prior to the PC bringing it up in game? If not then you of course have editorial power. Collaborate with the player. Take them aside and say you have some cool story plots in your backstory and I would like to incorporate them into MY world. Remember it is your world and you can edit as you see fit but if you include the player you can get their buy in and they will be excited to contribute.
Fernn wrote:
This is exactly the way would play it. Sunder says it has gained the broken condition or been destroyed... NOT that you have made a hole. The job of the GM is to describe how the wall has been damaged. I responded to the specific choices the character made and based on the hardness (negated), HP and the type of damage you dealing what would happen and stated how to succeed. I think I am being very reasonable in allowing a blade to cut through a wall and providing the PC a chance to be reward/deal with consequences depending on what is on the other side of the wall.
Zilvar2k11 wrote:
Actually I have no problem with and adamantine hammer breaking through the wall with ease and not requiring the 4 cuts concept, but at this point I am more pointing out that the HP and Hardness apply to each section. The PC is using a adamantine blade which cuts cleanly through and when you do enough damage it will penetrate that section of wall, but the penetration is still in the shape of a cut, so a line... For this to be useable you need to make 3 more cuts. The only reason I think this description is truly important is to define the timeframe, difficulty (read fatigue) and amount of noise that will occur once the cuts have been complete and a slab of stone falls loudly slamming into the ground, not just making noise but a hell of a lot of noise and shaking the area with its force. No more surprise rounds against all the BBEGs in this dungeon and frankly expect some ambushes since you just alerted everything to your presence and obvious violence. I guess my biggest point is in my games I very very rarely say NO. I usually just describe the situation in what the cost/difficulties would need to be payed/dealt with to succeed and allow the PCs to make a decision. At the decision determine what the effect with be and how it affects the situation including consequences. I hope that clarifies.
On of my fellow PCs brought a adamantine crowbar named Sebastian to the Tomb of Horrors and dismantled everything along the way as part of his character's way to deal with the tomb. For those of you familiar, if you were able to see your guests on the other plane our DM described them as face palming or throwing temper tantrums. Hilarious! And to the OP, I think you actions are perfectly valid if not too light of a touch. Fatigue, collapses, alerting resident BBEGs, releasing a ton of methane either suffocating or a spark from a strike blowing the crap out of the PCs, and any other potential consequence of destroying that wall should have been leveraged. For a quick answer next time calculate the HP of the object that is targeted calculate the PC's average damage minus any penalties for an inappropriate tool and give the PC a number of rounds it will take to get through ONE side of the hole they are cutting. Remember there are FOUR cuts required to make a square or rectangle like a door. Good luck!
Have the goblins have some traditions like we have in many of today's modern religious practices:
I love the feel of the Staff Magus but there are a few unanswered questions. Since this style character will not be getting the massive Spellstrike damage by criting 30% of the time I was looking into using him to buff his Staff using his arcane pool and then TWF for all he is worth. With that concept in mind I keep reading the section on the arcane pool and its many uses. But, there the writers have left us lacking. Arcane Pool (Su)::
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. When a Staff Magus uses his Arcane Pool to enhance his quarterstaff does his increase in the enhancement and weapon properties affect both sides of the weapon since it is a double weapon? If it does not affect both sides of the double weapon can the Staff Magus split the Arcane Pool bonuses and weapon properties between the two sides? And, lastly if neither of the two options are currently in the RAW and RAI does anyone know of any feats or arcana from 3rd parties that can be used to accomplish this build? Creating Magic Weapons:
To create a magic weapon, a character needs a heat source and some iron, wood, or leatherworking tools. She also needs a supply of materials, the most obvious being the weapon or the pieces of the weapon to be assembled. Only a masterwork weapon can become a magic weapon, and the masterwork cost is added to the total cost to determine final market value. Additional magic supplies costs for the materials are subsumed in the cost for creating the magic weapon—half the base price of the item based upon the item's total effective bonus. Creating a magic weapon has a special prerequisite: The creator's caster level must be at least three times the enhancement bonus of the weapon. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met. A magic weapon must have at least a +1 enhancement bonus to have any melee or ranged special weapon abilities. If spells are involved in the prerequisites for making the weapon, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require. The act of working on the weapon triggers the prepared spells, making them unavailable for casting during each day of the weapon's creation. (That is, those spell slots are expended from the caster's currently prepared spells, just as if they had been cast.) At the time of creation, the creator must decide if the weapon glows or not as a side-effect of the magic imbued within it. This decision does not affect the price or the creation time, but once the item is finished, the decision is binding. Creating magic double-headed weapons is treated as creating two weapons when determining cost, time, and special abilities. Creating some weapons may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details. Crafting a magic weapon requires 1 day for each 1,000 gp value of the base price. Item Creation Feat Required: Craft Magic Arms and Armor. Skill Used in Creation: Spellcraft, Craft (bows) (for magic bows and arrows), or Craft (weapons) (for all other weapons). The only line that makes me think this is not possible with out a feat or arcana affecting the build is here in the crafting magic weapons section. Thank you for your input. |