Titania, the Summer Queen's page

615 posts. Organized Play character for Rogar Stonebow.


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Korthis wrote:
you can also make their relationships matter. one thing i did recently: the pcs had befriended a guard even though at first it seemed like it was going to be a fight. they had many encounters with the guard and he knew where they were headed. when they got in over there head the guard happened to have followed them and jumped in to help them out. he wasn't too terribly effective, but it made the pcs feel like their interactions mattered (the one who befriended him actually screamed out "yeah!" and threw his hands up in joy) but also gives you a way to keep them from getting tpkd if they jump in too over their heads.

Good advice.

I think if I were to dm this group, I would be dm'ing completely by the seat of my pants. Allow them to set the tone of how they interact with their encounters. Advise them to keep stealth and perception their primary skills to avoid being ambushed.

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1 person marked this as FAQ candidate. 1 person marked this as a favorite.

FAQ'ed

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Sub_Zero wrote:
Thaago wrote:
MrSin wrote:
Titania, the Summer Queen wrote:
Titania, the Summer Queen wrote:
Um they need to get a loan and resurrect the children. Bring them all back.
Since restoring the village back to life is a long and arduous process, I would slowly restore their powers as more and more villagers are restored. And only during times that he is actively involved in something that will directly bring back another villager.

Saranrae: Child of light, I have taken away your powers and will only give them back in times of great need and in the name of this village. It will take a life time of work.

Paladin: Wait, your holding my powers ransom and you expect me to work for a lifetime? Yeah.... No. I think I'm going to go be a barbarian or something now.
I wouldn't allow retraining of the levels either (in the no atonement situation) - call it a parting curse from the deity the ex-Paladin pissed off.

This would be fine for an NPC, but as a player this would be kinda dumb. At that point I'd tear up my character sheet and just roll a new character. Seriously, you've turned a PC into an nonredeemable and useless character, with no ability. You might as well have their deity strike them down dead there on the spot.

I can't imagine anyone would have a fun time with that sort of decision.

At that point I would say this character takes the option to turn all of his paladin levels into anti-paladin levels. Call your self Lord Vader.

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Um this is one of those times the wizard should of realized he forgot he left the stove on when he heard there were two lichs and not one cleric.

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Well, they were fighting goblins. He was just swinging his weapon. It doesn't take Paladin's powers to do that. He was lost in his bloodlust to notice that his connection to his deity was gone. If the only spell was from a flaming sphere, who cast it? If it was arcane then they don't loose any powers. So I wouldn't let them know that they fell until they took a moment to use their deity given powers. I certainly wouldn't waste powers for a bunch of goblins at that level.

As the GM I wouldn't grant access to their powers after the first time the deities given abilities were used. If they all worship different deities then it takes one bad use of powers for each of them.

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Titania, the Summer Queen wrote:
Um they need to get a loan and resurrect the children. Bring them all back.

Since restoring the village back to life is a long and arduous process, I would slowly restore their powers as more and more villagers are restored. And only during times that he is actively involved in something that will directly bring back another villager.

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You might run into a GM that limits your free actions.

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So why not wield 2 small sized mancatchers with the spell storing enhancements. They are reach pole arms that target touch ac. Plus you can grapple to opponents in the same round.

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Um they need to get a loan and resurrect the children. Bring them all back.

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I have a level 7 fighter level 3 beast bonded witch. She is a Lyrakie focused in butterfly sting and she has a+1 demon bane scimitar with improved critical. Also she has a +21 UMD so she can use anything. She goes in full attacks and Critz at least ever other round. I finish up my x4 tetsubo. You can save your wealth for wands and just make her a wand monkey. Give her a wa nd of enervation or stone skin. Lead blades and gravity bow and your party members will love you.

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If you focus on hexes rather than spells. Then you can wear armor and be a front liner. My standard witch wears full plate and tower shield.

She only casts spells that don't have a somatic component. A great many of your hexes require you to be within 30 feet. So having a good armor class is important. With your con score, you'll have more hit points than all but a barbarian. Now for your character I would start with hide and work up to dragon full plate.

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yeah, your character might not be grabbed by a monster and swallowed but got caught in black tentacles and a cloud kill at the same time.. Not good!!!

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Umbranus wrote:
Sounds interesting

before your doing 80 - 150 damage a round your settling on 16 - 28 damage at level 3

edited for accuracy

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using and acid flasks metamagic extend along with the orc Elemental Subtype . I get to change damage to fire. extra damage for bloodline and favored class bonus. Plus used in conjunction with spell strike and flameblade via magambyan arcanist. Two spells getting fire damage bonus one attack. The damage re occurs for 3 more rounds. Also magical lineage.

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Kydeem de'Morcaine wrote:

See if you GM will give you the crit range of the scimitar. I think many will.

Either way, you may not be able to afford only use flame blade from a wand all the time.

So you may want to build planning to use a normal scimitar most of the time. The flame blade is useful for the serious fights or social situations when carrying a live weapon is inappropriate.

Indeed that is the plan.

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Greater simulacrum of pre vampire days. Also sorcerer. Let them be the usual contact with people.

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It's on a magus/sorcerer build that requires samsaran and flameblade.

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I have an acid slash specialist that deals 80plus damage per round with it.

It requires heavy focus though.

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Not a bad idea Majuba.

Threatening on a 9+ with a touch attack is pretty strong. Of course my character concept would not work with that though. Plus even if I did find a mythic augmented wand of flame blade, I would probably be going against SR if not mythic SR. I doubt I could make those checks. Hell, I'm considering going elf just for bonus to pen et rate SR even with a standard build.

Which brings me to my next question. How can I boost my chances of beating an SR with a CLEAR of a wand?

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Your ideas are good! However, for roleplay purposes the idea behind this character is to be a vanilla fighter who has decided that he doesn't want to rely on a caster to get things done.

Thanks for the info on the flameblade. Does an augmented mythic flameblade with improved critical threaten on a 10 plus?

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Your right so unless we have time to prepare I won't use them till later. What type of trait is pragmatic activator?

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So I think I'm taking the trait that gives +1 to UMD and makes it a class skill. There is a trait that makes the skill UMD use intelligence, but I can't find it. Is it usable with dangerously curious? Doing that I could use the lore master archetype and benefit from a higher intelligence instead of charisma

So if I start with a respectful 14 intelligence and skill focus and magical aptitude feats. Then my UMD would be a+12 at level 1. I would need to roll an 8 or better.

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So I want to have a fighter who specializes in utilizing wands, and critical based feats. I want him to cause negative status effects such as bleed and stuff.

His weapon of choice will be a flameblade cast by a wand. So his initial feats and traits will be geared towards getting UMD up as fast as possible. He will eventually get improved critical so he can crit often attacking touch AC. Add with some bleed effects should be fun.

What are the best feats I should consider?

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Critical fishing dual wielding flameblade is highly effective.

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Yes quick draw can work that way.

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Frodo, that would work probably really well. The reason I went fighter was so I could retrain my fighter bonus feats as I leveled. My familiar started out as a tiny monkey wielding a tiny sized heavy repeating crossbow that she fired from stealth. The crossbow was a disguised as a music box the monkey turned the handle on.

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I have a beast bonded witch built entirely on this. 3 levels of witch 7 levels of fighter. I have improved familiar and boon companion. My familiar is a Lyrakie who wields a improved critical flameblade scimitar that targets touch ac. She has all of my fighter feats but a few. Every time she Critz my enlarged lead bladed power attacking tetsubo wielding character smacks it for huge damage. 12d8+64

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I like using a wand of flame blade and go up the critical debug route you will always hit no matter what. And then stack debilitating effects while duel wielding

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Samasboy1 wrote:

The Dragon Blood rule only applies if the Dragon was actually Mythic, nor is there any multiplication rule for ingesting it.

The Paladin wouldn't know IC that the spell is [Evil] unless he a)used Detect Evil while it was being cast or b)used Spellcraft to identify the spell. The paladin's player hearing OOC that the spell is evil doesn't give the paladin any info whatsoever IC.

It does let the paladin know he should attempt a spell craft check. Ignorance is not bliss in the case of a paladin

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Tacticslion wrote:
Tiny Coffee Golem wrote:
It ran it's course.

How so? It seems like there are a large number of un-mined ideas out there. I was also interested in getting people's ideas on what I'd said, if anything.

Titania, the Summer Queen wrote:
Tacticslion wrote:
So, can I kill a thread, or can I kill a thread? :D
No you just made it stink.

:(

... why? How?

I'm curious what you mean beyond this?

EDIT: wait, this is a diaper-change joke. Oh, man, that's well played... very well played. :D

ok here are the rules concerning me.

1. Half of everything I say, is non-sensical.
2. Half of everything I say should be ignored.
3. 100% of everything I say is Awesome!

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Tacticslion wrote:
So, can I kill a thread, or can I kill a thread? :D

No you just made it stink.

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specific always trumps general. the verbage of the Megas abilityallows you to use this with a non specified spell.but dimensional door is a spell with the specific wording.

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something else you can do is let him go off on his Tangent. Award him 25 experience points. Then go ahead and move on with the rest of the party and award only them normal experience points. The loan player does not receive any of the higher experience.

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kyrt-ryder wrote:
Simon Legrande wrote:
Dave Justus wrote:

Maybe you should think about letting your game be the PCs story, not your story. When I play, the most flustering thing in the world is when it becomes apparent that the GMs story will go forth no matter what and we are merely spectators to it. Even when it is a great story (and in these situations it often is) I hate it. If I want to experience someone else's story I'll read a book, when I roleplay I want my characters decisions, motivations, successes and failure to drive the plot.

So the players should write out the script of what they want to do then give it to the GM to run? Or are the players making it up as they go and expecting the GM to keep up? If the players are making the story, what is the GM supposed to be doing? Is the GM giving the players 12 opportunities to help out the local villagers not enough? If the players want to wander off into nowhereland, how should the GM adjust his campaign world? I'm honestly just not seeing how "the players should be telling the story" works.

What if the players would rather travel into the great unknown? Or if they'd rather head off to the big city to join an adventurer's guild? Or if they would prefer to subjugate the villagers rather than help them? Or a billion other what-ifs.

I know I'm an unusual GM, but personally speaking I believe writing a script is one of the worst things I can do. Give the players a world and let them act on it as they see fit.

that is not the issue here. The issue is only one player that wants things done his way as opposed to everybody else's way.

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Lastoth wrote:
Titania, the Summer Queen wrote:

DD ends your turn period.

...unless you have feats that specifically state otherwise.
Actually DD prevents you from performing any additional actions until your next turn. Not the same exact wording you used.

Crap!!!

Does that include aoo also?

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A smart BBEG will find out that a certain enemy likes to go out by them selves. Perfect time for an ambush.

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DD ends your turn period.
...unless you have feats that specifically state otherwise.

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Munchwolf wrote:
Each player should get no more attention than proportional to the number of players. Lets say you have five players. That means no more than 1/5th of the time should be spent focusing on one player. This doesn't mean they get that much time, that is just the maximum amount of attention they get, they will most likely get less. If a player wants their character to split off from the group, let them know that it will be a few hours before you get back to them, and when you do get back, they only get a very limited amount of play time. This should help keep players together.

This is good. I would continue on with the rest of the party until 15 minutes before you usually end the nights session. Then tell the rest of the group that they are at a good stopping point and then let the tangent player get his 5 to 10 minutes of fame by himself. He looses minutes as everyone else packs up to go.

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The problem is that the rest of the group really like the way the dis are running things, so that the question is now give in to the lone characters selfishness or deflect the derails.

Without knowing the whole story, I would say to pull this character aside and explain things to him. If he can't cooperate, then suggest that he find another group.

I am usually not for the needs of the many so let's hurt the few kind of guy. But, when the few are actively seeking to hurt the many, then it's fair game.

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Can I fourth that?

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If you can afford to give him some mooks. Make one disguise all of them to look like your magus. Have them hide in other locations as well. They can also take turns firing arrows every few rounds to the illusion this guy has a mastery of teleporting.

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Orc Scarred witch doctor can be deadly! They are hard to kill due to their high hit points, and Fortitude saves. Their Will Saves are not bad.

18 Str
15 Con
11 Wis
12 Dex
8 Int
6 Cha

Wear the best armor you can afford and a tower shield.

Cast spells that require no spell components at first level, such as Command.

Your focus is to be a melee combatant and Debuffer.

Your first feat should be extra hex (evil eye)(Evil Eye always affects an enemy for at least one round even if they make their save.

It doesn't matter that your not proficient in it. Because at first level you wont be doing more than debilitating your opponents and providing flanking bonuses. Your AC should be really really good. The only thing that suffers is your Reflex, which can be mitigated with appropriate spells (later on), and skill checks. You can drop your shield to make certain skill checks.

2nd level- Select Gun Tank Archtype from the Gunslinger class. You get proficiency with heavy armor and Tower shield. Now you get to utilize your great strength in Melee, and you get to use a gun to make touch attacks for when you have all of your hexes active! Your combat feat at first level could be power attack for extra damage, or weapon proficiency if you don't like using a great axe (your proficient with these and falchion as an orc)

You will be a beast!!

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actually I w.ould go with an orc scarred which doctor. Focus on your constitution primary, strength secondary. Constitution is your Casting stat, fortitude stat, and hitpoints.

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My intention is fully benign. I played a monk to level 20 and had a blast. The character was definitely not a leader. But he was dwarven zen archer. I have never played a rogue. But with all the monk and rogue "love" out there, wanted other insights.

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Actually in another post someone else made a comment. It's currently on the boards about AC being useless. Some one compared them to mooks.

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I would say for every four levels of martial, they can have a level of caster. Cannot be both divine and arcane. Magus not allowed. The campaign would be focused on "rogue" casters. The worship of all deities are illegal save one. Practicing the arcane is illegal unless your doing so in the name of your sovereign king.

The group could be enforcers, or the hunted.

The BBEG'S is actually the king who happens to be a mystical theurge.

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When someone else plays a rogue or monk, do you think of them as sidekicks?

When you play them, do you think of your character as one?

How often do find them as the acknowledge leaders of the party? Unacknowledged?

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You should send Mike Brock a private message explaining your situation. He needs to know that someone with authority is mishandling things and is creating a bad environment for PFS players.

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If he is making lots of jumps; then get him some minor image spells to have him show up in different places. This will keep them guessing.

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Actually, in conclusion to OP.

The best way to not be a prick is to know who your playing with, and this goes for what ever class your playing with.

If you and another party member excel at the same thing, work together to be mutual beneficial to each other instead of competing against both the enemies and each other.

If your character build requires you to do your actions first before everyone else, well not everyone else wants to use your "strategy" Don't cry about how they fighting "tactically". Just because your a tripper doesn't mean everyone should wait for you to trip someone before they do anything.

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