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If going for an Admixture wizard, consider taking the Craft Rod feat. You will want a selective metamagic rod so you can blast while avoiding your teammates.


OP - I like your creativity. I would appreciate it as a player.

For combat, a halfling with the Helpful trait (+4 for Aid Another) might find it useful.


Are the spirits considered to be incorporeal? If so, based on creature type would that make the Lesser Spirit Totem attacks be touch attacks, rather than against normal AC?


The weakness of a samurai is that they must try to restore their honor if they become dishonored, which usually involves seppuku (ritual suicide). If he challenges you to a duel when you are not carrying weapons, that is a dishonorable act. Point it out.

Until he challenges you, let him bear the brunt of any melee combats your party is in. He cannot refuse this if he is samurai.


The Sanguine bloodline gives them an option for healing. Blood Drinker racial feat is another option.


Oracle of Battle, Legalistic curse. They eventually get good combat maneuvers.


If going with a cleric, you should consider Travel as one of the domains. It will allow your cleric to better keep up with the Monk for overland travel, as well as later proving teleportation.


I played a blaster wizard in a Rise of the Runelords AP. I took one level of cross-blooded sorcerer (Orc/Draconic) and specialized in fire, but that isn't necessary.

For any higher level spellcaster, spell penetration feats are crtical for getting past SR. At lower levels you will want Improved Initiative, so you can swing battles using AoE blasts before the enemy closes.


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ErichAD wrote:
Now I want to play some brain dead stooge with an adamantine meteor hammer and no self control. thanks guys.

With adamantine teeth?


I had fun playing a Half Orc Oracle of Battle in a Serpent Skull AP. I started with 18 Str and 14 Cha.


One possibility to limit PC power is to not allow any classes with either full spell progression or full basic attack bonus. That would tend to favor versatility over power.


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Historically, guns had a revolutionary effect on our world. They were an equalizer - you didn't require extensive training to be effective en masse with muskets. The large investment in time and money to construct and be proficient in wearing plate armor became redundant.

Of course something outside of our historical perspective is how magic would effect society - even given that magic is rare.


You could put the 6 into Dexterity, and dip a level of Lore Oracle to use Charisma instead of Dexterity for AC and Reflex. You could also take the Noble Scion of War feat to use Charisma instead of Dexterity for initiative bonus.


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One way to avoid getting overly attached to a character is to switch characters. Once you play different characters with different motivations and personalities, you can get into the role of your character without going overboard.

If you do this, you will find some of your characters to be more memorable than others. However, its likely that you will find you enjoy more than one of the characters you roleplay.


Monks can take the Manyshot feat without prerequisites. Manyshot works fine with Flurry of Blows.


In a high magic world, would Lyre of Building drive down the cost to build a ship? You would still need to gather the lumber however.


208) Summon a hungry dingo.


As a player I would recognize that combat was not going to be successful, and try using social skills.


I played a Halfling dex-based fighter in a Legacy of Fire campaign. He eventually dual-wielded kukris with the agile property to give Dex to damage.

The build started off very low in DPR but eventually (level 8+) it increased substatially. It ended up being similar to what a Strength based 2H fighter could do for damage.

There are 2 drawbacks to a Dex based fighter: 1) low damage at early levels. 2) who is going to carry the treasure? There needs to be someone in an adventuring party with the capacity to carry significant weight without getting heavily encumbered. If it isn't the fighter, who is it?

Fighter class skills don't align well with high dexterity, low strength.


Battle Oracles can take the Surprising Charge revelation.


Would it be overpowered if Rogues gained the following:

Considered as having Int 13 for combat maneuver feats
Combat Expertise as a bonus feat at level 1


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Devilkiller wrote:
A halfling could probably ride around in a kangaroo's pouch. Whether that's funny or just stupid is up to you.

"Hey, kangaroo. Is that a halfling cavalier with a lance in your pouch, or are you just happy to see me?"


I've noticed a general lack of skill points for a lot of character classes. In my opinion this limits role playing participation, as well as not making sense when you think of your character's lifetime before they became an adventurer.

My proposal: Each new character starts with 10 skill points, to be spent however they desire. Maximum 5 ranks in any skill, and class skills cost 1/2.

This will give skill-capable characters without being overpowering in any one skill.


Would it be possible for you to inject your role playing into the sessions? Make your character's personality quirks overt, and encourage the other players to add their own. Ham it up.

Maybe then the GM will start adding flavour of his own.


An Elf Slayer specializing in archery could be fun. If there is a common terrain type and/or enemy type then this character could be a deadly scout for the party.


You can't handle the ooze.


Spellcasters need to have a strategy to deal with high SR opponents. Summon Monster plus a few other spells that don't allow SR can help. Another option they have is to buff the melee in their party with something like Haste.

Well-played rogues that I've seen can regularly get one Sneak Attack in a round, but not several.

Vanish is one way they can get into position for a stealthed full attack, I'm not sure what other options there are.

Full attack from a flanking position means either the opponent didn't move out of its flanked position, or the rogue had some well-timed help from someone else in their party.

Without sneak attack on a full attack, rogue damage is not that impressive compared to other martial classes.


Nicos wrote:
ryric wrote:
Nicos wrote:

no idea what trope would be the con to hit thing.

I would envision it as the fighting style of "let my opponent hit me until they get tired and make a mistake, then exploit that opening." Basically outlasting your foe until they are too exhausted to defend themselves.

Heck I've seen a 3PP that let someone use Str for Knowledge checks. If you can vaguely justify that, adding Con to hit isn't a challenge to rationalize.

That is a great idea. I have a hard time seeing it as a straight con to hit, but I would love to see a counter attack feat that is based on con.

Call it the Rocky Balboa feat.


Mattastrophic wrote:

Starting up a quick game of Six Degrees of Bash the Rogue seems to be a common response. Perhaps followed by finding the nearest dead horse and thwacking it over and over with your trusty sap.

-Matt

A Rogue would still miss the horse.


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Imbicatus wrote:
Shardra doesn't have a beard.

Not one that is visible on that image.


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Jaçinto wrote:
Yeah but some groups prefer roleplay to rollplay.

As long as that goes both ways. I don't want an enemy to surprise me unless the GM can convincingly roleplay hiding in ambush. :-)


Having played a blaster wizard in an adventure path, I found that for some encounters I did very little beyond the first round of combat. I was there to tilt things in favour of my party, then can stand back and let the martials clean up.

Wizards have a lot of utility to contribute to the party. I love Phantom Chariot.


Kingmaker has more downtime than most adventure paths, so item creation feats are worthwhile.

I would be tempted to play an evocation blaster wizard and go nuts with metamagic feats. Get perfected spell and preferred spell.


Alice a) 27 * .95 = 25.65
b) 27 * .8 = 21.6
c) 27 * .55 = 14.85

Bob a) 2 * 17.5 * .85 = 29.75
b) 2 * 17.5 * .6 = 21
c) 2 * 17.5 * .35 = 12.25

Charlene a) 4 * 11.5 * .85 = 39.1
b) 4 * 11.5 * .6 = 27.6
c) 4 * 11.5 * .35 = 16.1


Umbranus wrote:

In a city where it is disallowed to give food or money to beggars the LG guy will not feed the starving child because he isn't allowed to. The NG guy will tend to ignore non-good laws if it keeps him from saving someone. And because of that he will feed the starving child.

A CG might try to make other people break the law as well.

The LG guy will hire the beggar to perform some trivial task, giving food as payment. The NG guy will just give the beggar some food.


If your GM allows light weapons, you may want to use Kukri and get the Butterfly's Sting feat to pass off crits to other martial classes in your party.


Ascalaphus wrote:
Close the door and hold it closed until the BBEG's buffs/summons wear off? Plenty of BBEGs are just sitting in a room in a basement with no other exit, waiting for the PCs to come for them like they got nothing better to do.

Close the door, layer on some walls of stone, then come back a few months later.


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One thing missing from the guide is to design your character in the context of the campaign world.

If you build The Best Gunfighter In The World but firearms don't exist, then your roleplay experience may differ from what you were expecting.


Starbuck_II wrote:


No, slings being weaker is not realistic. Real slingers are just as good at range. Firing speed is better in real life too.

Check out Youtube videos of Lars Anderson shooting 3 arrows in under 1.5 seconds. I can't imagine slings matching that firing speed.


I played a Witch character with the Sleep hex plus having a high initiative. When several encounters became walk-overs, I stopped using the hex. Strangely enough I was the first person to complain about it, not the GM or other players.

The problem with using dice fudging to rein in the power of dazing metamagic is that the fudging would have to be systematic.

I see dice fudging as more intended for one time situations where changing the result would enhance the fun of the encounter. Even then, purists would disagree and let the dice fall as they may.


Sage Sorcerer. She can get help with spell selection, and you can give her some leeway to change spells if she isn't satisfied with them.

At level 1 an Elf sorcerer could use a longbow if they want something with more potential damage than a cantrip. If she tries both she may find cantrips hit more often since they are ranged touch attacks.


It seems this would open up some good role-playing possibilities. I would allow it, but have some short term repercussions (the god who lost a cleric to another god wouldn't be happy about it).

One possibility is that the new faith cleric has 30 percent spell failure, which decreases by 10 percent per some pre defined time interval.


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They may be weak, but at least they make better Rogues than the Rogue class.


If the first roll was a natural 20, forcing a reroll is avoiding a threatened critical.

If someone on your side rolls a natural 1, forcing a reroll can be beneficial.


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This thread reminds me of a National Enquirer title I once saw - "Space Aliens Taught My Dog to Knit".

Together with the Captain Picard reply - "Make it sew".


Wheldrake wrote:

I see the OP taking a lot of abuse... some of it for good reason.

<snip>
Because, from its very conception, the bard class's primary function was as comic relief.
<snip>
YMMV.

I believe Bards in first edition AD&D were based on Taliesin


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Never trust what a house says, they typically have more than one story.


Lyre of Building may be worth investing in, if you have a Bard.


Veteran Jungle Guide is another.


In My Humble Opinion wrote:
You play them like this. This story has defined paladin morality and behavior for me.

Was that paladin named Dirty Harold?

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