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Hey guys,
My group consists of a Witch, an Archery focused switch hitter ranger, A rogue, and a sorcerer. I want suggestions I kind of want to be a little OP since the rest of the group is relatively new to the game. Thanks for all the help!
I am in need of help. I am going to be running Dawn of the Scarlet Sun. I will be running a 7 person group ranging from levels 5-7. I am an intermediate DM and I think the only way I can make it a challenge for the group is if I get off dominate person. A full round of casting, chances are it will be interrupted. I need tips to getting it off. Do I need to make the Encounters harder? If so how would you suggest making it more appropriate?
Default Apology: Sorry if this is a re-post. This question is in regards to Gunslinger and reloading firearms. So if the rapid reload feat is taken the best you can do with a pistol is one shot per round if you are standing still move action to load the weapon and standard to attack. So when my BAB becomes +5/+1 the +1 is useless, unless I have multiple pistols loaded and quick draw them out to fire? Perhaps I have missed something. thanks for the help :)
Does it exist? I plan on running a game for a few of my friends soon. I plan on running a homebrew game set on/in Glorion. How do I introduce new players to the world? Besides them reading the whole Inner Sea guide, does anyone have ideas on how to give a brief description of the world in say 10 minutes or a small one page essay on the world?
So I need help with another character concept. Here is the background, I just need help figuring out what class works best as well as stats. I want to make a dwarf character, from the five kingdoms (glorions), who is tired of seeing his once great race decending away from its former glory. the dwarf was once a criminal and has been reformed and wants to give his life to the greater good of his race. He doesn't want to be biased or influenced by what he already knows. He decided to enduce amnesia to forget everything he know except motor skills such as fighting and what not. He plans on waking up, near his armor, and a crap load of literature and other motiviating factors to encourage the new empty slate to give his all. I was thinking he will need to adventure to build a name for himself, as well as DE PHAT LEWTZ. Then work towards uniting the dwarven race and bringing them to thier once great glorious state. So... What class would work best? fighter or barbarian? what stats do I want (secondary) cha for his people skills, wisdom or intelligence for the obvious reasons?
I have my Carrion Crown in the mail (thanks you paizo!) so the answer might be in there. Do I need ti purchase these Harrow Deck cards in order to play CC? This is also the first AP I have ever purchased so yeah... all I need is the corebook, beastiary, apg, AP:CC #1, dice and a battlegrid to play it? Smurf...
Too many times have I seen people make poorrly deisgned characters and become upset from it. This is for beginners making characters for the first time. A lot of it seems like common sense, I still see a lot of basic mistakes however. They seem to help out my PCs alot, but then again they usually make me make their characters. I don't like giving unsolicited advice to people but here it is regardlessly. Rules by which I make character by. Ahem, Smurf. #1. Don't try and make your character do everything. The game is designed for characters to be dependent on other classes/characters. #2. Don't spread your ability scores out too far. Having a +1 in everything is great ideally, but when you are a barbarian with a +1 con and str you sort of just boned yourself. #3. Don't try and make your class something it is not. It rarely works. #4. Make the most out of your ability scorres. Have a High Dex? Use light dex friendly armor, grab as many dex skills as possible. #5. Fill a role the group needs and try not to copy another role. Please keep adding to this list!
So I am making up a back-up character for my current character (Life Oracle). Assassin desired requirements:
I am tinkering around with the idea of ranger3/rogue2 or straight inquisitor build. I need thoughts and suggestions please. Edit: Smurf!
*Coough* Snurf! *Cough* So I am playing Kingmaker for the first time got a session down, we got the bandit female chick out of the way, never got her name as she wouldn't tell us after we captured her... but what the heck? turn her in and now we roam around randomly? I understand we are exploring for our future kingdom but our characters don't know that! WTH(eck)! I talked to a few of the other players their is little motivation to roam around unless you knew the plot before hand and made your character to want to randomly explore the woods. Is there hope of a story happening before level2? Please no spoilers if possible. I always though Sandbox meant a series of small adventure paths that lead to a major plot...
I have looked through the book but I keep missing the specific rules on wild shape. Like in depth detail, the beast shape1 spell description as well as the wildshape in the druid section are not speicific enough. What stats do I keep the same when I shift, what stats change? what carries over from humanoid form to beastform? Can someone point me to a specific page or book?
I am trying to build a Sniper using the rogue arch-type to knock out a level 4 aristocrat with 32 HP. The rogue will be level 6-7. Using the Sniper arch-type how would one suggest to construct one capable of one hitting the aristocrat in one round? Should I dip in the Assassin PrC or stick with straight rogue?
So I started construction of my Dhampir Anti-Paladin Death knight theme (I am allowing him to swift action heal himself with negative energy). I go to the NPC gold values for once instead of using PC wealth by level and wow... if I use the NPC gold he only gets 10,050? He is barely weilding a +1 weapon and a +1 armor. Even if I bumped him for heroic npc build it is only 2,250 more gold, not enough to make him seem like a viable geared opponent. I want him to be a solo bbeg. Do you gjuys fudge the funk on their gear?
So in my constant struggle to flesh out NPCs for my campaign setting I've decided I want to make an evil World of Warcraft Death Knight type character. I would want this baddie in full-plate, self healing, some kind of damage based aura. He needs to reak of evil and corruption. So how do I build this beast? Is there a possible way through the base classes? Or would I have to modify a class? I was thinking of modifing an anti-paladin. suggestions?
I have been throwing around some idea's on a stealth based paladin, I don't want to say it but it would be like batman. He would be a dex based dual wielding stealth paladin. I have a build, I just don't know how effective it will be. Any thoughts? I am thinking half-elf. I don't want to play an optimized character, just an effective one. You guys have an opinion?
I need to make guards and the DMG are unrealistic. I need general information on how strong guards should be based on position. Small town:
City:
Embassary gaurds
royal guards
I am probably asking for to much. I just need general class and levels, maybe point buy as well.
Do you guys allow for set hit points per level? I tend to let them roll for hp, the lowest they can receive is half the die type. But I was thinking of just giving them 75% of the hit die with no rolling. It seems silly for a barbarian to roll a 1 on a D12, than have a wizard roll 6's and be really close to the front line assualt character in hp. Also I am in different to monster HP as well. I always want to give them full HP. I am not a fan of chance that has a long term effect, like HPs and starting gold. What do you do?
This is a question about optimization... what weapon will give me the most damage for a two-handed strength build melee combatant. I need great damage with a great balance of crit chance/multiplier. I was thinking Greatsword due to possible 12 base damage with an average crit chance/multiplier. Then again Scythe is okay damage with a awesome crit multiplier but only on a nat 20. 19-20 with keen still seems like a heavy investment for low returns in crit chance. any thoughts?
Hi, I am still working on setting up my campaign for some friends. I want to make a few races to add to my world. I am intrigued with Keith Baker's Eberron Shift race. The only thing I dislike about the class is that its shifting ability is not permanent. I don't want a race that requires a level adjustment. Is there a process to building this or any race? Also wanting a shadow planetouched sub-race. Any help would be dandy.
I am in need of intrigue plots for my upcoming sandbox campaign. well, I always start off as sandbox and let the players choices lead into a story giving them more control of the story. I have a binder of over 100 characters i've made for fun and now I need some ideas/inspirations of some really good intrigue plots :)! thanks in advance!
I am making a Gnome Fighter, I just lost everything I typed with preview but stats don't matter as these are general questions. Here are my trip CMB related questions. 1. Which of the following apply to CMB; Weapon Focus, Weapon Enchantments, situational modifiers and buff spells? 2. Does a trip attack with a two-handed weapon that uses 1.5 str bonus also go into the CMB (Str+BAB) ? Example: Fighter1 is using a Guirsame to trip, he has an 18 Strength and is level 1. CMB states it is Strength + BAB. So is his CMB 7 (1.5 STR + 1 BAB). 3. When I am attacking with a full attack and want use one of my attacks to trip do I use the BAB of the attack I am using for it? or do I use my highest BAB attack towards the CMB? Example Fighter 2 is making a full attack with a flail. He is level 6 and has an 18 strength. He wants to make a melee attack with his first attack and trip with his second attack. So for his second attack he will being using his +1 BAB (6/1 BAB) to determine his CMB?
First off I am in love with the idea of Weiss and Hickman's Dragonlances Tower of High Sorcery. I love the test, I love how there are factions and I love how they are governed. I also enjoy how everyone is neutral in the towers. I am designing a campaign setting and I want a Tower of High Wizardy. first I only want wizard to be members, but all classes with access to arcane spells are welcome in the towers. I want there to be a test as in Dragonlance. I want them the Tower itself to be neutral but allow casters to freely side with any faction. The problem is I don't want the three factions based on alignments. I want more than three. I just don't know how I can orgainze these factions. I don't want to organize them by schools but they could be a faction's requirement. I don't want countless number of factions either. I will also adding a Tower Faction the remains completely neutral and acts on behalf of the governing body of the Tower of High sorcery. So I need ideas to help make rules for the (non-national) factions. Creating and rules for representation within the governing body.
I always thought there were different type of armor bonuses but as of lately the forums are making me doubt it... so I thought Mundane armor (non-enchanted) and armor bonus were different there fore stack able. So a character could wear non-magical full plate armor and cast mage armor on himself and they would stack. Same thing with a shield. also a dwarf with the trait to give him a natural armor of 1 and gets the +1 natural armor from the class stack, right? also only deflection is stackable? I assumed it was dodge and deflections that could be stacked.
correct me... Scenario1: Fighter1 charges fighter2. Fighter1 gets a +2 to his one attack and takes a -2 on Armor class until the beginning of his next turn. Fighter1 does not provoke an attack of opportunity from fighter2. Scenario2: Fighter2 declares he is making a ready action against fighter1, his action is to brace against a charge with a brace weapon. Fighter1 charges Fighter2. Fighter1 Charges retains all charge bonuses against fighter2. Fighter1 preforms his single charge attack. Fighter2 uses his ready action to make an attack against fighter1. Fighter2's damage is doubled against fighter 1 and attacks fighter1's reduced armor from charging. Question: Does a readied brace action against a charging opponent stop him in his tracks and prevent him from attacking?
Hi guys, I am just curious to what classes you guys have in your groups and what tactics do you guys use. I don't want to hear "
My last group was (all human) a level 5 adventuring party of a two-handed Paladin (me), Hardcore Flanking rogue, a ranged archer w/kitty, and a cleric of Desna. We had no tactics as the group was formed of relatively new players. It was they would wait to see what I charged in and attacked then necro would blind, Ranger would pew pew & have kitty go into trip, with the cleric running into melee and channeling energy when we needed healing. Nothing fancy but it worked. Our DM (best DM I've ever had) made the adventure playable to the novices. So let's hear what you guys have :)
How come there isn't much talk about it? I understand cackle, misfortune and evil are amazing, but Ward isn't that bad either. Ward is a pretty damn good Hex in my eyes. Armor and Saving throws in one buff? pretty good stuff. Make a tank with crazy high ac that much more impossible. Am I the only one selecting this Hex? I would like to know why you guys over look it.
Hello Gentlemen and you few sexy females, I have a debate going on with my friend on which single saving throw is the most important. I personally say Will is the most important, since most will saves make you lose control of your character. Fort saves hamper you which if you are properly prepaired you can remove such hamperments. Relfex is hey bamn you fail now heal up. :P so lets hear your opinions, he likes relfex the best by the way.
Tried searchig forums for the topic to /ignore repetitive post with no luck. So I am going to be going to a local game store. My problem is how to get characters together and give them a purpose to group together. I don't really like the books suggestions. I will be DM'ing a game with 4-6 people I have never met. I don't know there characters, I told the game organizer level 3 characters core books only. The setting doesn't matter as I won't be choosing one until I get a feel for what the players want. I just need some generic ideas that can open the group up to a plot/sandbox driven campaign. Any suggestions? So, what kind of "normal" location can I get all the characters of all backgrounds to merge on? How can I get them of all alignments to work togehter (crosses fingers w/paladin and evil characters)? What will keep them together after this first adventure? Realistically I've just stuck with groups in-game for the sake of the game, but I want serious reason to keep them together.
Why am I asking it here? Because I am making something for my players to help build characters sheets using it. I am posting it here because I know a lot of you are Excel savvy. I've searched the web and have found no answer. The problem is I don't know how to really ask the question. So here I go.. Vlookup issues
Is Vlookup up the right formula? Should I be using something else? I know about hero lab but that is way too complex for beginners. Please help :).
Yeah, like the title says. The group is starting off at level 7. The GM doesn't like the party to discuss what class they are. He likes the more realistic approach of you never know who you are going to end up with. I want to keep my class a secret from the other players as well. I want to play a Commoner. I think a Commoner would be a fun challenge. I've played pretty much every class there it. I really would like some advice in making him viable. I know he won't be in melee that is a given. So I am going going sneaky, ranged, UMD route... Gregory Lane:
Commoner level 7 NG Medium Human Init +4; Sense Perception +11 AC 19, Touch 14, Flat footed 15 (+5 Armor, +4 Dex) HP 36 (7d6) Fort +5,Ref +10,Will +6 Spd 40' Ranged Heavy Crossbow +10(1D10/19-20/x2) Ranged Heavy Crossbow +9(1D10+2/19-20/x2) Str 10,Dex 18(20),Con 10,Int 12,Wis 12,Cha 16 Base Atk +3;CMB +3;CMD +18 Feats Deadly Aim, Light Armor Proficiency, Magical Aptitude, Skill Focus (UMD), Weapon Focus (Heavy Crossbow) Skills Heal +5, K. Nature +5, Perception +11, Spell craft +6, Stealth +12, Survival +3, UMD +12. Languages Common, Dwarven Gear +1 Mithral shirt, +1 Heavy Crossbow, Boots of springing and striding,Belt of Dexterity, Wand of Cure light wounds, Wand of Acid Arrow, Wand of magic missile, wand of charm person, wand of Cause fear. potion of true strike x2, potion of remove fear, potion of comprehend, everburning torch, tanglefoot bad x4, potion of comprehend Language. Any further suggestions?
So I am trying to make a Fighter that is going to be either dual wielding or using a double-sword. I think the double-sword wins out in lower levels but higher level dual wielding wins out. Below is my thoughts and calculation on the matter. Keep in mind I am by no means an expert. I am posting this online hoping for your thoughtful input. I think the double-sword win early levels because you can put out more damage, keep hit maxed and use only half of your total feats. These were my restrictions when brainstorming.
So....
1 long sword( average 4 dmg) 1 short sword(3 dmg) 7 total damage
Double-sword average 4 dmg from each end and average a total of 8 average damage.
The level 5 human fighter conclusion is double-sword is the winner. But what happens when you are level 15? You can't use
I did some quick searches on the message boards with little results. Here is my question... How does a Lawful (good) or anything Lawful aligned character justify looting after dropping an enemy? Or even allowing it? I have just gone with the flow for the most part as in just don't bring it up as it causes to many debates that slows game play down... anyone want to throw me some opinions please?
Why is it so hard to find gamers (pathfinder) to form games?! People say use the internet. There are a thousand of sites, why can't there just be one good one. I personally think Paizo should have a web feature to have a gamers search. Does anyone know of a good locator? Meet-up is terrible so don't suggest it please.
I have read through the book, searched the forums and now I am posting! I only see it stating that wizards need to rest 8 hour prior to memorizing. I didn't see a clear statement about sorcerers needing sleep. And clerics only need to pray when their deity demands it at a certain time of day. Am I wrong? House rules usually demand 8 hours for all casters...
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