Caroliss Minerran

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I have being thinking for a time about how high level combat can get very slow compared to lower levels and was thinking about ways to attenuate this.

I'm not a very experienced GM, specially with Pathfinder but i've considered the following house rule:

The player rolls only one dice for all his possible attacks with a given weapon and considers the result as his result for all attack rolls for all his attacks with that weapon this turn.

Now for an Example i'll use the 15th lvl sheet for Valeros that came with the Pathfinder dataset for Herolab. He fights with two weapons, a +4 Icy Burst Longsword in his main hand and a +3 Shortsword in his off-hand. His attacks would be respectively:

+4 Longsword: +26/+21/+16
+3 Shortsword: +23/+18/+13

He makes an attack with both weapons and rolls for his Longsword, and has a 18, now we get the lower attack and sum, for a total of 34. Does it hit? If so all the other attacks will hit (they have bigger bonuses), so just roll the damage for all three. If a 34 doesn't hit just sum +5 as it's almost always the difference between attacks. A 39 hits? If so, two attacks hit. If not them see if 44 hits. If not them he misses all attacks.

Now you roll the Shortsword and repeat the process.

It does needs getting used to, but i think it would make things much faster after people get used to it. What you guys think? Can you guys find somewhere where it breaks?


First, i forgot to tell you guys i'm using the Forgotten Realms setting, specifically the North.

And there goes the first character sheet, the party' druids and only character capable of healing.

Spoiler:
Character Name: Garu Grimtotem
Player: Rafael

Human NG Druid of Mielliki 6

Background: Druidic emissary from the Druids of Tall Trees to the Sky Pony Tribe, where he became friends with Calisto. He is the adopted son of druidic circle leader, a Bauriaur name Hukan. Unknown to him his parents were from the corrupt Blue Bear tribe and died when Hellgate Keep, where most of the tribe was at the time, was destroyed. The totem of the tribe now poses as a good and helpful spirit, trying to manipulate him back to the dark path of his tribe.

STR 16 (+3), DEX 16 (+3), CON 16 (+3), INT 14 (+2), WIS 18 (+4), CHA 10 (+0)

HP: 55/55
Init: +3
CA: 20 (23 with Barkskin), Touch 14, Flat-Footed 17

Saves: Fort +8, Ref +5, Will +9

BAB +4, BMC +7, DMC 19

Attacks: +2 Darkwood Ghost-Touch Scimitar (+9, 1d6+5/18-20x2), Composite Short Bow [+4 Str] (+7, 1d6+7/x3)

Feats: Nature Magic (From Complete Adventurer, not sure that's the name in english), Dodge, Extra Wild Shape, Amplified Healing (CD too), Two-Weapon Fighting

Features and Abilities: Nature bond (Wolf companion), Nature Sense, Wild Empathy, Woodland stride, Trackless step, Resist nature's lure, Wild shape (4/day)

Skills: Acrobatics 5 (+8), Climb 5 (+11), Flight¹ 3 (+9), Handle Animal 1 (+4), Heal 5 (+12), Knowledge (Geography) 2 (+7), Knowledge (Nature) 2 (+7), Knowledge (Planes) 2 (+7), Knowledge (Religion) 2 (+7), Perception 5 (+12), Ride 1 (+7), Spellcraft 3 (+8), Survival 2 (+9), Swim 4 (+10)

Noteworthy Equipment: +2 Darkwood Ghost-Touch Scimitar, Chainshirt, Large Wood Shield, +4 Str Composite Shortbow, Boots of Elvenkind, Scrolls (Wind Control, Hallow and Water Walking), Potion of Jumping, Atemporal Oil, 8565 GP

Prepared Spells:

Orisons: Create Water, Detect Magic, Stabilize, Detect Poison, Read Magic
1st Lvl: Cure Light Wounds, Sandblast (Complete Divine), Entangle
2nd Lvl: Barkskin, Flaming Sphere, Bambles (Complete Divine)
3rd Lvl: Cure Moderate Wounds, Call Lighting

¹Not sure if he could really get ranks in this skill

GM Commentary:
I find this character to be underpowered both as the party's healer and as overall character. The player is not good at min-maxing and i think it becomes obvious when you look at some of his feat choices. I suggested him to get them Spontaneous Healer feat from Complete Divine but he quickly gave up when he noticed that he didn't have the necessary skill ranks to qualify.