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![]() Toshy wrote:
Carrying on the "Wielded as a scimitar". I would rule that just like a scimitar it can be put down, but would end as it is no longer in your possession. As it's duration can be quite long, I am sure many players would want to be rid of it after combat, and this seems like a fair method. ![]()
![]() I want to also point out that King Maker is a really rough Adventure Path for a new GM and new players. There are a lot of rules in PF1, and King Maker adds the complexity of the Kingdom Building rules, and it's also open sandbox. Most of the other APs I have played/GMed have been more "linear" or "on the rails", and that helps keep the encounters more balanced with the party. ![]()
![]() JamesWTGames wrote:
Action economy is the key player here. A single dragon get only 1 round of actions vs a full party, but 8 frogs get 8 rounds of actions vs the party. if even half of those frogs were equivalent to any single party member, then the frogs have a distinct advantage. Your monk is probably doing all that damage with his flurry of blows with any weapon ability, which is pretty nasty, and does put him on the higher end of combat damage. although, I am curious as to what the Druids animal companion is doing. I'm running a game with a monk and druid, and it's the animal companion that's wreaking havoc on my bad guys. ![]()
![]() so a number of things here.. as a DM you can give as little or as much treasure as you want. If you want to use the Game mastering tables, a CR 7 encounter would give 1750gp, 2600gp or 3900 gp, depending on the XP track they are on (Slow med, fast) Also, note, that in the black dragons listing, he gives triple - so triple those numbers. Now, you are stating that your party is rolling over encounters, there must be a reason behind this. things to consider. 4 level 2 20 point build characters is normally considered APL 2. If you have more than 4 players, or you use more than a 20 point build, they they would have a higher APL. If they are already exceeding WBL (which this encounter might cause), they would again have a higher equivalent APL. This encounter might also boost them above the level they currently should be in the adventure path. In my experience, good players, well built characters, and just good thoughtful play can cause the party to be able to handle significant CR over their APL. when all this is added up, it's not uncommon for my a group to be able to handle a CR 5 or 6 over APL. Ways to mitigate this that are easy:
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![]() Sysryke wrote: If my character is meant to be a trained monster hunter and slayer, who's studied exotic prey for most of his life, why wouldn't I apply that knowledge to carrying the right tools for the job? these are the kinds of excuses power gamers use to justify their ROLL play choices. As for the wizard prepping every element possible, yeah, that borders on it too. ![]()
![]() Sysryke wrote: I would not consider myself to be a power gamer, any more than a fighter or ranger carrying an assortment of weapons to be. I consider that borderline power gaming as well. It's one thing to have a melee weapon and a ranged weapon, its another thing to have one of every damage type and every material.... As a GM, I would rule that all the tines are a single attack, and if you had all the different materials, and if you had the right one for that particular attack, would ignore 1 or 2 points of that DR, but not all the DR. it sounds like you are trying to make it balanced, which I applaud you for, but IMO it falls into ROLL play and not ROLE play. ![]()
![]() Sysryke wrote: I may have to pay a bit more for multiple tines, especially since I'm looking to use various special materials, but with a 50 gp base, I've got room to maneuver. I feel inclined to comment here. I first thought this was probably a power gamer move, but then I thought nah, it has some cool flavor and might make for a neat custom character. But then you went and mentioned various special materials. That immediately made me think you want to use a different material on each tip, so that you always have the right special material to counter any DR you come across in the game, and bam, I went right back to this being a power gamer move. If I were your GM, I'd have some extreme scrutiny on where you went with this build. ![]()
![]() Sysryke wrote:
Considering the Swift action items I opted not to choose for the character, I'd put a triple swifting magus build above most other classes. I'd have to dig into my archive of characters, but I remember one build that added a boost via swift actions each round for 5 rounds, and once that 5th one hit he was a terror to behold. Far out damaging the martials in the party. ![]()
![]() Sysryke wrote:
Better? Maybe, Maybe not, but does the extra Swift actions make the Magus better? most definitely. Comparing to a melee/martial isn't really fair, as few of them need swift actions for much of anything, but for those that do, it's pretty potent.![]()
![]() Sysryke wrote:
Most definitely. I was playing a Ninja/Magus once: Round 1:
Round 2:
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![]() Mysterious Stranger wrote:
just throwing out another option of something that can kill in one hit. ![]()
![]() Mysterious Stranger wrote:
my bad, I saw that they protected from a gaze attack and assumed the must of been a magic item. ![]()
![]() Just play a straight Eldritch archer, and perhaps go for the musket instead of a pistol. Mage Bullets would be almost worthless for this build as you already are targeting touch AC most of the time and cast boost your attack via arcana or arcane strike. As soon as you can put Distance on your musket (80' range for touch AC), and use your Magus Arcana for whatever boosts you need (flaming, etc). Buy some deliquescent Gloves and all your attacks already have Acid. Pick up Ranged Spell combat and Reach Spellstrike. use your spells mostly for things like dimension door, phase step, haste, or shield. but have a few shocking grasps, lightning bolts, umbral strike, and cosmic ray type spells. Be sure you have Rapid Reload and Alchemical cartridges (Paper). ![]()
![]() TheFoxGod wrote:
If you are using actual XP, you should still be throwing enough random encounters so that they still level at the appropriate points in the book pr the listing in the front of the book. The other option is to use milestone leveling. either way, the party still needs to stay on track level wise per the AP. ![]()
![]() So APs are written for 4 20 point build non-optimized characters, with a non-optimized party, played by less experienced players. Anything outside of this would necessitate a bump in the CR of the encounters. If your players are experienced, build optimized characters, or optimized parties, then you might need to up the CR to make things a bit of a challenge. The original Summoner was overly powerful, the unchained one is more in line, but the summoner/eidolon still has a huge action economy benefit. We tend to think of the eidolon as adding a character to the party when calculating APL. Halfway through book 1 and only at level 2 seems a little low. be sure to check the passage at the front of the book that tells you when the party should be levelling. ![]()
![]() MR CRITICAL wrote:
So during a typical round, as the characters are fighting, each character will need to make a save against the gaze. During the Euryale's turn it can also target an individual with it's gaze attack, forcing that one character to make an extra save against the gaze attack. ![]()
![]() Merellin wrote:
there are lots of ways to get sneak without using flanking. You need to definitely try to get a way to use Greater invisibility. with that alone, you attack against flat footed, and get a +2, if you flank, its +4. look at all of the rogue tricks. there's a couple that you just get sneak attack damage for a round. some that let you use a wall, or an enemy as a flanking partner, and be sure to look at the ninja tricks (invisible blade). ![]()
![]() Falling Rock wrote:
Archers benefit in 3 major areas when you consider DPS. 1. They normally get to go first dues to having a high Dex based Iniative2. They get a lot of shots, Many shot, rapid shot and a haste item give them 3 extra shots above their level progression. 3. they usually don't have to move, meaning a composite bow arhcer can begin shooting at no penalty at 100'+, yet a melee has to move to get into melee. ![]()
![]() Melkiador wrote: I haven't played that one before, but with a name like Carrion Crown, we expect a lot of undead stuff. Your necromancer may be meant to handle part of that, but I think you would still benefit from a positive energy channeler, and selective channel will be maybe more useful than usual. it does have undead - but not as much as you would think. It actually covers a bunch of horror tropes. That's all I'm going to say on it, as you asked for no spoilers. ![]()
![]() I would personally add a dex based rogue type. maybe a Swashbuckler, or ninja. Your Archer Ranger is a good idea. Someone that's good at either being sneaky, or good at ranged combat. It looks to me like you have someone who can heal, someone who can cast divine spells, someone who can cast arcane spell, someone who can be a frontline fighter, what's missing to me is the sneak/lockpick, and/or the ranged fighter. ![]()
![]() we're about to finish up that AP, someone in the party needs to max out persuasion and diplomacy. Preferably someone with a high Charisma. You'll want to invest in ways to do combat underwater, cloak of the manta works, there are a couple of feats that allow you to fight underwater, aquadynamic weapon enhancement, waterproof spell, etc. there are LOTS of underwater stuff. ![]()
![]() Diego Rossi wrote:
this is where I think the Blackblade is superior to a regular magic weapon, it's literally a swiss army knife. Need flaming, making it flaming, need ghost touch, make it ghost touch, need shock, make it shocking, etc. the fact that once you have a few arcana chosen, you can build almost anything you need on the fly is extremely powerful. ![]()
![]() Melkiador wrote:
Sure, that was a side point, the main point being that since you probably have Feats like Weapon focus etc with your black blade, unless the other weapon is of the same type, losing the bonus from those feats is usually not worth whatever cool thing the alternate weapon has. ![]()
![]() Melkiador wrote: Still, don’t be shocked if you end up with a main weapon that outclasses your black blade at certain levels. Since the Black blade is intelligent, a magus would typically not want to upset it by doing that, and unless the other weapon is of the same type, the feats used to get better with the Black Blade will still allow it to outclass the "other blade" ![]()
![]() Diego Rossi wrote:
Many of the FAQ's are BS at many tables. This is an example of a rules complication that was not needed. But ok, so the ammunition doesn't go through DR, It's not difficult to deal enough damage and get enough attacks for DR to be a non issue even for ranged. Our table usually forgets that high enhancement bonus weapons go through DR anyway, and we don't have an issue taking down bad guys with substantial DR. ![]()
![]() We long ago got tired of the ledger keeping of tracking gear (especially ammunition) to this level. We assume that a ranged character can make new ammunition during the evening camp/downtime, and will have enough made for a days worth of adventuring, thus negating the need for durable arrows. We have also discovered that DR is not usually enough of an issue to warrant the use of special materials, especially once a weapons magic bonus gets high enough to penetrate most DR's on it's own. Of course your game may differ, but we have found that getting rid of this level of bookkeeping freed game time up so that we can concentrate on the other aspects of game. ![]()
![]() Belafon wrote:
Yep, I've quite often said that Haste is one of the most damage dealing spell a wizard can cast. ![]()
![]() Mysterious Stranger wrote: Are you asking how far away the party without a light source can see the light from the lantern, or are you asking how far away the party without the light source can see the party with the lantern? Those are two separate issues. They will be able to see the lantern from quite a distance away assuming that nothing blocks the light. In order to identify the character in the party with the lantern they will need to be a lot closer. What spurred the discussion was an archer hiding in the darkness in the woods wanted to know if he could see a party riding down the road at night with a few lanterns well enough to shoot one of them. We've always just allowed it, but someone asked if there should be a penalty of some sort. from what we could tell by the "rules" that since he was in a dark area, he couldn't see them at all, but that didn't make any sense to us, hence the question. ![]()
![]() Arkat wrote: Is there any feat or other ability that allows you to use your STR modifier as the "to hit" stat instead of DEX when using a thrown weapon? don't worry about doing a STR build for shuriken, go DEX and embrace it, build it as you would an archer build. use Deadly Aim, and One of the gloves that gives your weapon flaming of acid, at 10th level you should have around 4 or 5 Shuriken throws all at around 1d2 + 4 + 1d6 fire + 5d6 sneak attack. 30d6 potential damage in one round is pretty nice. ![]()
![]() Taja the Barbarian wrote: Typically, some method of getting your thrown magic weapon to return to your hand after each throw is mandatory after a few levels, Shuriken are considered ammunition, any that hit are "destroyed or rendered useless" and those that miss have a 50% chance of the same. so making them returning is generally worthless. That being said, you can indeed Sneak attack with every shuriken you throw if you qualify for sneak attack with those attacks. At 10th level, a Ninja can become invisible as Greater Invisibility using the Invisible Blade Ninja Trick, this works perfectly to provide sneak attack damage for all the shuriken in a shuriken flurry. I typically don't even bother with the weapon damage, and just roll the sneak attack damage. ![]()
![]() John Mechalas wrote: The rules on lighting define what you can see in an area that is illuminated by a light source, not what light sources you can see. There are no rules for the latter, and you'll need to use your discretion. In total darkness, a bright light source can be seen from a considerable distance. that's what I was thinking. Thanks everyone. |