For an upcoming game, I was talking with my GM and got his ruling that I could stack use Improved Called Shot and Vital Strikes together, with the intent on building a musket wielding debuffer and damage dealer for my party. Now, I know that this is hardly optimized; but it will be very fun to play a conniving, cold elf who likes to shoot people's legs out from under them and leave them crawling away from our fighter.
However, I am kind of stuck at the moment of how to proceed. I know the Vs tree is a go to, and I have to take Combat Expertise for Improved Called Shot, but what other feats would fit with the flavor of a callous crack shot?
So far, I have: Point Blank Shot, Precise Shot, Deadly Aim, Bullseye Shot, Improved Call Shot, andthe VS tree.
So, I'm picking up my copy of Ultimate Magic today, and it turns out to be fortuitously timed. My Alchemist in a tabletop Legend of Zelda campaign kind of got eaten... So, I'm looking to put together a Witch.
The rules of the campaign stipulate that I can't go into a full caster class until 3rd level, so I'm thinking to go Alchemist 2, Witch 3 to start. My logic is, this gives me Brew Potion for free, and with the Infusion discovery I can start handing out potions of True Strike to my allies. Add Scribe Scroll as my first level feat, and I can start tossing out some nice support for my allies.
However, here's where it gets tricky. Since a lot of the stuff we've fought so far has been Constructs / Undead, it's unlikely that mental magic effects are going to be very reliable. So, I'm looking at Augmented summoning, but figured I would come here and see what advice people had for me.
I apologize if this is a repeated or newbish question, but I didn't see it when I used the Search function. Does Lightning Stance take effect when a character charges? By my reading,the fact that a charge is a full round action could go either way in terms of the "multiple moves," so I wanted to double-check.
In my friend's upcoming game, I'm thinking to run a disruption-focused 1/2 Orc Bard with the Sandman Archetype. As the game is a 20 point buy, I'm looking at the following build:
Weapon: Whip (to be upgraded into an enhanced Scorpion Whip during the Adventure)
Feats:
-Weapon Finesse
Alternate Racial Traits:
-Sacred Tattoo (replaces Orc Ferocity)- +1 to all saves
The character concept is a 2nd Generation 1/2 Orc, who appears fairly human and is based on the cocky "casanova" style character. The overall goal is that he won't focus so much on dealing damage, but on constantly tripping / disarming and generally making a nuisance of himself on the battlefield.
However, I'm unsure of how this character will progress from here. Obviously, I want to have access to Combat Expertise and improved Trip / Disarm as soon as possible. But does this strategy remain viable over the course of a longer adventure? Or will he quickly become "useless" compared to a bard with Inspire Courage / greatness / etc.?
I apologize if this has already been answered or explained, I couldn't really find anything by searching.
I'm currently plotting out a Sandman bard for an upcoming campaign,and was unsure of how the Stealspell / Inpsire Courage system would work out. Obviously, at 1st level you trade Inspire Courage for Stealspell... but what about at levels 5 and 11? Would you, at that point, get access to Inspire Courage +1 and +2 respectively? Or does it get entirely removed from the performance list?
As the title says, I am looking for a way to make the rage power "come and get me" viable on my 15 point buy Spirit Totem barbarian. It fits the flavor of the character perfectly, but unfortunately I started rolling the character before the APG came out, and was not able to plan for any such power. So, I was wondering if there was any way to make an awesome rage power viable for a character with the following set up:
Class: Barbarian Lv. 3
Str: 16
Dex: 10
Con: 14
Int: 7
Wis: 7
Cha: 16
Feats:
Skill Focus: Perception
Weapon Focus: Scythe
Extra Rage
Her stats were distributed this way because I was originally looking to multiclass into Undead bloodline sorcerer, but when the APG came out I was able to shift into Superstitious / Spirit Totem and get the ghost flavor I wanted without shifting into Sorc. However, now I also have more rage powers to choose from, and would love to find some way to get access to "Come and Get Me" and maintain a natural character progression.
While the title might give it away, this is the situation as it occurred in my last session:
My party of 6 PCs was fighting against an Acrobat 1 / Hungry Ghost Monk 2 multiclassed boss and his three goblin minions. After making short work of the goblins, they turned their attention to the boss, and concentrated their attacks on him. However, unfortunately for the ranger, no one else used any sort of ranged weapon, so the boss pretty much had a free Deflect Arrows every round. The Ranger rolled, and the die came up a natural 20.
At the time, I ruled that the whole purpose of Deflect Arrows was to make the boss tougher, and it would make the fight that much more intimidating to see him knock a perfect shot out of the air. However, the guy playing the ranger and another friend of mine were skeptical. So, I figure I'll get rulings from the community here, so I can avoid this same problem in the future.
I recently added a sixth player to my gaming group, and have taken the opportunity to begin modifying the A.P. to be more of a challenge and more entertaining for my group. And, since I recently got my copy of the A.P.G., I decided to apply some of the more "advanced" templates to the characters inside. Here are some of the things I was debating:
Spoiler:
Tsuto Kaijitsu- Acrobat (Rogue) 1 / Hungry Ghost Monk 2
-Reasoning: Acrobat adds to Tsuto's already ridiculous acrobatics checks, letting him take a total of +10 to any dodging. My group just fought this encounter last night, and the added acrobatics allowed him to acrobatics his way past everyone multiple times. And Hungry Ghost swaps out Stunning Fist for Punishing Kick, which against a melee-heavy party is VERY effective at buying Tsuto time to recover and set up traps.
Orik- Antipaladin. This has both flavor bonus (one of the PCs previously partied (backstory) with a paladin, who he thought was killed in a TPK), and lets me through some new tactics at the group.
Lyrie: still debating. Protean sorc bloodline, or modifying her to include the school-focus bonuses.
Nualia: Debating switching her to an Inquisitor of Lamashtu, primarily for flavor and challenge purposes.
*Note: I do not have my copy of the A.P. with me at the moment, so I can't fully flesh out all the changes. I am currently using two existing threads in this subforum as a basis for most of this, which will be cited at the end of this post.
Anyways, as I am still a fairly new DM, I would love to see what other people think of these changes, and if anyone has any recommendations that will make these encounters that much more interesting for my players. Thanks in advance for constructive comments/criticism!
References:
Spoiler:
Changes to Rise of The Rune Lords for 6 PCs (Spoilers):
http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/adventurePa th/runelords/changesToRiseOfTheRuneLordsFor6PCsSpoilers
(Muchos Spoileres) Conversion of Burnt Offerings to PFRPG:
http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/adventurePa th/runelords/mUCHOSSPOILERESConversionOfBurntOfferingsToPFRPG
In addition to rolling the barbarian/sorcerer my previous thread was asking about, I am also currently running the original Pathfinder: Rise of the Runelords adventure paths (starting with Burnt Offerings). However, even after a short time running the campaign, I find myself faltering and drawing blanks with NPCs, personalities, and set-up in general. So, I have a few questions.
Potential RotRL Spoiler:
First, how do you determine what information the party gets? I have not given them any background on the "late unpleasantness" in the module, for instance, but am wondering if I should have.
Second, I could use some advice for saving a party from social suicide, courtesy of the "shopkeeper's daughter" encounter, which they failed, and a subsequent spin-off encounter to gather information for the shopkeeper, which they succeeded in making him happy, but angered the Scarnetti family in the process.
Finally, what are some methods that the more experienced GMs out there use to keep track of everything? In the one-shot campaign that I made up, it was a lot easier to keep track of everything, in part because I made all the characters and in part because it was a much smaller world in general. So, yea, tips for structuring the chaos would be much appreciated.
Thanks in advance for help and constructive comments,
Trei
Hullo all. As the topic says, I am rolling a barb//sorc split for a friend's campaign, and was wondering how to split the levels and get the best flavor for the character and still be viable.
Currently, I am debating either an 11 Barb / 9 Undead bloodline Sorc split (so that I get the 9th level bloodline spell for flavor), but I was wondering if this is overextending my character too much.
I realize that no matter what, this won't be the strongest character out there. However, the group I play with is very roleplay oriented, and there are multiple multi-classed characters in play, so the character will probably have a better chance of remaining useful.
As a novice player, all constructive criticism is greatly appreciated.