Vinroot the Drunken Treant

VDZ's page

Organized Play Member. 95 posts (166 including aliases). No reviews. No lists. 1 wishlist. 1 Organized Play character. 1 alias.


RSS

1 to 50 of 95 << first < prev | 1 | 2 | next > last >>

Journal entries are not working for me when installing this pack. I have it isolated to the "Outlaws of Alkenstar - Basis Pack". This modifies the CSS/HTML in some way that makes it impossible to edit journal entries. the Alkenstar journal format is the default format and I have no way of changing this that I know off. I'm running Foundry version 10.291. Not sure where else to post this.


No that's fine. It's difficult to get real time players anyway. We aren't. Competing for the same people


I think one of my main pulls to this was making niche characters that would never swim in a normal campaign as well as exploring all the different lands.

an idea i had been bouncing around in my head was an elaborate heist. Oceans 13 style, with characters that are specifically tailored to their job, an acrobat, a face, a bruiser, an appraiser and theif, all with those skills you would never normally see (like the rogue trick for climbing rope or something)

The heist? Steal from the living god Razmir in his city of Thronestep

Run yours however you want to run yours :P but i think one thing that the idea was hinging on was the players knowing what they are getting into and building characters around that. always give an "Expect this:" for challenges, but of course don't reveal much about the story.


Yes. It was planning to be live. I've tried being a player for forum and it is just so slow, and I don't know anything about forum roleplay. I could try but I offer zero guarentees lol. I would probably need some help figuring out what's going on


So i've been quite heavily invested into the pathfinder lore for a while now and i love characters who really fit into the setting of the world they are in. Non-adventurers. i was thinking of running short campaigns that would last 3-4 sessions each. Players would have to make a new character for each campaign that would fit in with each group. there would be required reading for every campaign so the players would have to put in more effort than normal campaigns. All required reading would come from my own materials i have purchased and can share though i would also highly encourage you to support paizo and buy your own copy. The focus would to build specialized characters with those feats you never would want otherwise. most campaigns would take place between levels 3-8, mostly because anything higher would be a stress to build characters so frequently at such a high level but also i find those levels the most fun to play at.

Here's an example:

This next campaign you will be playing as Ninth battalion, You must play a dwarf. you will be a part of a special forces battalion and/or a victim of an attack by the dark elves and have been roped into said battalion for reasons. Expect tight spaces, dim lights and drow.

Required reading: Inner sea world guide, all sections related to dwarves and the underground. Pathfinder Companion: Dwarves of Golarion. as well as Pathfinder Chronicles: Faction Guide, "Ninth battalion" section.

Recommended reading (not provided): [insert list of optional paizo products or 3rd party blogs about underground caves and dungeoneering]

All traits, feats and spells introduced in these books are legal.

---------------------------------------------

Obviously i would put more effort into a full description. anyone with an ongoing subscription to pathfinder material would finally be able to use the full library in their campaigns. Not all campaigns would be good, some would be evil, and though your characters would be staying in a single setting through out most of their play time as a player you could experience the vast and expansive world of Golarion in small campaigns. We would NOT be a PbP We would be using roll20 or D20pro most likely. Is there any interest for this?


Wow this was posted a really long time ago. are you still looking for a GM?


So i've always had this mild problem with bluff, if I as the game master tell the players a lie, i must make secret roles to see if they are convinced of the lie or i must have them roll. If i don't make these bluff checks the players know what to believe and what not to believe. Beyond that, because bluff is a skill it forces characters who don't have skill points in bluff to be truthful, even when they have evidence it can be damning to lie. It detracts from roleplay in a way that is difficult to circumvent. so i've thought of changing the rules of bluff a little bit.

I believe it would be easier to label this term as "convince" for these reasons:

When no counter evidence is present, Convince is not rolled.
Example: you and your armored companions are walking down the road carrying a banner for the royal guard. You are not a part of the royal guard but unless anyone could tell otherwise (say an officer of the guard) everyone would believe that you are a Guard
example 2: You don't trust the king, and after he sent you on a mission to kill Bobby you return and tell him he is dead. In truth you smuggled Bobby out of the kingdom.

When you are telling the truth but counter evidence is presented against you, convince is rolled against opposing convince check.
Example: You return to tell the king that your mission is complete, but he received a message earlier that informed him you had betrayed him.

When telling the truth but a character doesn't believe you for some reason other than a lie told by another. Roll convince check opposed by sense motive, where sense motive is subtracted from the roll instead of added.
Example: You disguise as beggars and leave all your possessions behind, but you need the help of an allied guardsmen who doesn't know you personally, you must convince him that you are a his ally and not some beggar off the street.

These rules can work for disguise as well, by clever planning and avoiding being exposed the players can avoid rolls which otherwise inhibit them from roleplaying as effectively as they would want.

This would also work for NPCs. You can implant a spy into the players ranks without the fear of losing a bluff check. This has the added bonus of allowing the players to be as paranoid or trusting as they want. If you have 6 players and they all pass a bluff check they would feel more comfortable with that player as an ally but if they never are allowed to make that check then they would be more paranoid- possibly snoop through the personal lives of their NPC allies in order to see if they are who they say they are. this would add an enormous amount of depth to roleplay in my opinion.

I feel that this is a way that many GMs are subcontiously running bluff but i wanted to hammer out some more clear rules for my players so that they. Do these rules look like they would work? And do you have any suggestions?


1 person marked this as a favorite.

Hey i had this idea recently about stories that were run by the players and no-prep GMs having to improve a lot. I Wanted to take it to a new level to give myself a challenge and also give the players a chance to drive the story in a somewhat random way where they create the clues and it is up to the GM to tie all of the clues together. Essentially the players can create a fact about a setting or clue that they are given. These facts are not intended for combat advantages. You can create one fact every few encounters with the exception of "clues" which the GM will decide how many facts you can assign to any given clue. Here is an example:

GM: *The GM Hands player 1 a blank map of korvosa* On the corpse of the Aristocrat you find a map of Korvosa and the surrounding area with multiple notes scribbled in the margin and points circled. You may each create one to two clues.
Player 1: "I've found a map of Korvosa, it seems to be old. at least 15 years, this district was demolished a long time ago"
Player 2: "What is this line extending out from the Academae?"
Player 3: "I Don't know but it probably has to do with this 'Count Whimble Daerik' its circled with a number 5468"
Player 4: Can i roll Knowledge Nobility on the Count?
GM: Sure
Player 4 rolls 18
GM: You have heard of the Daerik line but you don't recall a specific Whimble
Player 4: "I think i've heard of the Daerik family, they are a Andoran Nobility. Currently they employ a large fleet of textile traders."
Player 3: "There's also blood on the map, dried but not 15 years old"

After all of this the GM has to piece together the clues to form a somewhat comprehensive story. It would obviously require a roleplay heavy enviroment. The players and GM would have to be very knowledgeable about the Golarion. But i think it would be great fun as a GM and allow the players to put in lore from around the world that they want to see. Player 2 would like to learn more about the Academae while player 4 would like to know more about Andoran.

Has anyone done anything like this? And do you think it would work at all?


i would look at some magical blowguns, here are a few that i saw that might be helpful

Conductive: Allows you to cast touch spells with them, would be helpful if you were a touch spell sorcerer or druid.

Conserving: If you miss a shot the ammunition comes back to you. this would save you money on poisons

flaming/frost/Corrosive: Extra 1d6, thats 3.5 average damage for a +1. Not a bad upgrade

Huntsman: Flavor, gives you bonus to survival and if you tracked your enemies an additional 1d6, not as good as flaming IMO but its flavor

im skimming through builds that might help but honestly you don't have a lot to go with. Blow guns just don't hit hard.


1 person marked this as a favorite.

honestly i don't even think about boob plate. but if we wanted to get into that argument wouldn't we argue that Crossbows could penetrate metal plate armor anyway? Which lead to the down fall of plate armor anyway? Sooo shouldn't crossbows be running on touch ac similar to guns?

Anyway, its fantasy i like it being a little unreal.


I've always wondered if people payed for RPG games, i don't think its that bad of an idea really if you were paying for a private, comfortable location where you could have cold temporary storage (an open fridge) and possibly specialized furniture for gaming (like a projector table, special rpg tables ect). But i would also expect a number of other goodies to come along with it like a library of miniature, battle maps, and scenario rentals to go with it. If you had all of that i wouldn't mind paying $10-30 a month, obviously the higher the cost the better the snacks and wider the libraries would have to be.


Yeah, most of them are stand alones, even a series like David Gross can be read as a stand alone because he gives enough background information about the characters but leaves enough mystery so that you can reread the other books without major spoilers other than the main characters live.


@Endzeitgeist I LOVE Rogue glory, being a very big rogue fan myself a small buff to rogues and some great advice is always welcome. I'll have to check out 101 new skill uses. I'm also a huge fan of skills and am sure to enjoy that.

@The Human Diversion: That would be a great idea if i didn't play online :P But if i ever GM face to face i'll remember that.

@Ansel I love the dungeon generator. Its a far better than the myth-weaver's site i've used before. I like it very much.

@LRRG i've always wanted to run games using a projector. I've seen some youtube videos with a gaming table and a projector underneath projecting up at the translucent table. Its something i want to do if i ever get the spare cash and free time.


2 people marked this as a favorite.

Hey, i'm pretty new to GMing and i've never made my own campaign before. But it is something i am very interested in. I've been looking through products that were designed to help with that, and just wanted some opinions on what to get.

I was looking at Masks: 1,000 Memorable NPCs because adding memorable NPCs sounds amazing. But are there any more cheap alternatives that i could browse? Maybe ones that also have stat blocks? I've noticed a number of books with only 10-15 NPCs but at a more expensive cost per-npc.

Also i was looking at Complete KOBOLD Guide to Game Design just to see if that would help my game designs. Has anyone used this resource?

What other things do you use frequently to help you create your games or be a better GM?


Dotting for interest, I am on my phone at the moment so I cant se the players guide but I will be downloading it later today, my question is, can I be a follower of a lesser god that still venerates Asmodeus? Say one of his generals? I would love to play a politician (bard) who was caught sacrificing innocents to Asmodeus. Or something along those lines.

Srt = 8
dex: 1d10 + 7 ⇒ (5) + 7 = 12
con: 1d10 + 7 ⇒ (3) + 7 = 10
int: 1d10 + 7 ⇒ (5) + 7 = 12
wis: 1d10 + 7 ⇒ (5) + 7 = 12
Cha 18

Wow, every roll sub par


Fenril Stonehearth | Cleric of Torag:

Fenril Stonehearth
Male Dwarf Fighter 1 (fighter for first level, cleric after)
LG Medium Humanoid (dwarf)
Init +1; Senses Perception +3
--------------------
Defense
--------------------
AC 15, touch 10, flat-footed 15
hp 13 (1d10+3)
Fort +5(+8 spells), Ref +0(+3 spells), Will +3(+6 spells)
--------------------
Offense
--------------------
Speed 20 ft.
Melee Dorn dergar +4 (1d10+5/x2) and
. . Pickaxe +4 (1d8+5/x4)
Ranged ---
Special Attacks: ---
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 16, Int 10, Wis 16, Cha 8
Base Atk +1; CMB +4; CMD 14
Feats: Power attack, Improved Sunder
Traits: Glory of Old (+1 saves vs spells/SLAs/Poison)
....... Veteran of Battle (+1 init, free action draw weapon in suprise)
Skills: Climb +3,Proffesion +7, Knowledge Dungeoneering +4,
Languages: Common, Dwarven,
SQ
Other Gear: Cleric's kit, scale mail
--------------------
Special Abilities
--------------------


I'm making a battle cleric, first level in fighter just so i can get Power attack and sunder. I'll be a Dwarf follower of Torag, using my domain spells to crush and break the iron of my enemies. I would go full cleric, but the wording of the domain powers requires the sunder combat maneuver to be used... and i don't want to eat attacks of opportunity :P


Dotting for interest, I'm new to PbP campaigns (this would be my first. I'm not really new to pathfinder, unless you think around 1-2 years is new.

Edit: Also, How much is starting gold?


Hey, i just had a quick question. If a cleric were to take the artifice domain and use the domain power:

Artificer's Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Would this provoke an attack of opportunity if used to attack a weapon? Therefore needing Improved sunder. Also would the domain power Metal fists, would it provoke attacks of opportunity to attack a weapon? i would assume so on this one but just making sure:

Metal Fist (Su): As a swift action, you can turn your fists into metal for 1 round, allowing you to make unarmed strikes that deal 1d6 points of bludgeoning damage plus your Strength modifier. These unarmed strikes do not provoke attacks of opportunity, but attacking with both uses the two-weapon fighting rules as normal. In addition, these unarmed strikes ignore the hardness of items with a hardness of 10 or less. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.


Awesome, im looking into making either a human Or halfling rogue, but I forget the rules regarding traits and the first steps, since we don't have a faction yet can we not get a faction trait?


I would be very honestly interested, but i have never done a play by post before and i would have no idea what i'm getting into. Could you link me (or explain) how it would work? I've seen some debates on the forums on why it does or doesn't work and i think those have just confused me.


Well if you think about it, what is a feint? Its pretending to do one action when in reality you are doing the other. The problem with that is, do you really take a standard action (what i believe to be 3 seconds ish) Just to PRETEND to swing an uppercut? No, you take a split second then you go for the legs. Logically speaking a Feint ISN'T a feint unless you follow it up with another action, IE moving away or following up with an attack. So a feint SHOULD be a swift action.

Beyond that feinting shouldn't be bluff, i don't care how charismatic you are, Dexterity is going to tell you how you can control your body in a way that will trick a seasoned fighter. So a Dex check + BAB would make more sense, as opposed to Wisdom + BAB + 10 or even Dex + BAB + 10.

also "Acrobatics for sneak attacks" is kind of addressed in "Rogue Glory" They have a feat (or rogue tallent?) That allows you to get 1 sneak attack off if you successfully avoid an AOO while traveling through a threatened square using acrobatics

They also have some wording to an ambush grapple, You make a grapple check, if it succeeds make a second grapple check, if both succeed then the enemy is grappled and can't make a sound, you can then restealth at a -20.

i personally think that in a suprise round a rogue should be able to coup de grace, but they must make an attack roll. if the attack roll fails they are then flat footed until their next turn.


This is true, PCs moving other PCs. A reposition is very powerful on an ally if they are in a bad spot. Also, how we okay in our campaign, invisibility only gives +4, what's the difference between standing behind a giant wall and being invisible if the enemy doesn't know you're there? Nothing other than being invisible gives you an arbitrary buff


My question, is does A bandolier allow you to draw a potion as a PART of a movement Acton? or is it still a movement action


What if rogues had Couple more abilities like:

Called shot: the rogue selects this ability before an attack is made. She must roll two attack rolls, in both meet or exceed the AC of the target she deals normal damage as well as sneak attack damage. On failure the attack fails and deals no damage.

precise criticals: on a critical confirmation the rogue deals sneak attack damage. At sixth level she may deal sneak attack damage on a critical threat, even if it didn't confirm.

Rogue talent, takedown: if a target is unaware of you, make an attack, this attack deals sneak attack damage and silences the target for one round. if the attack lands make an immediate grapple check at a +4 bonus, also roll a stealth check against any potential threats too see of they notice. To grapple you must have one free hand. the target is also flat footed to you until the end of your next turn. You must be at least 4th or 6th level to take this rogue talent

This is quite complex for one attack, but itis A mini encounter in itself. Also the called shot rewards high risk high reward game play


How about something more challenging like incorporeal undead, do ghost touch weapons actually cleave off limbs?


With the group of people I play with, we are using a pfs like campaign set up to allow players to jump in and it of games with some simple rewards systems for simplicity. Players get flat exp and money based on the cr of the encounter and item buys at discounted prices at the end of the campaign. Everyone is first or second level and I am struggling to make challenging encounters with only a cr1 limit. I had one session where most encounters were cr2 and the players were over leveled by the end of the session.

Basically, what are some challenging low cr encounters you can make? What are some inventive traps? pit falls are a cr1and still relatively easy to spot out. I've triedKobold crossbowmen in tight corridors with alchemists fire already.


Ah sorry, bad example then. Its been a while since I glanced at climb. That was my major complaint. Also I would define when you can and can't take ten. Personally I think taking ten on knowledge is silly but others don't.


1 person marked this as a favorite.

I would like to see perception reworked to better define searching and passive. Also a higher score in some skills increases speed. Ex. You can only climb at 1/4th your speed even with a +40 to climb. Maybe beating the check by 5 or more gives you half your speed. Better falling rules would be nice.

It has always bugged me that so much of damage is dependent on bonus damage. At higher levels you roll 1d8+45. Your d8 roll really doesn't matter at that point, maybe rolling below half on a damage roll also cuts your bonus damage in half.

Poisons have bugged me as well, I've seen some good poison rework rules though, also I would love to see some magic reworks that give lower level spell caters to cast spells above their level with rituals. Like you can cast spells one level higher of you do studying and a ritual of ten or twenty minutes per standard action that it would normally take


Well I had a huge argument with my players over this one. According to raw, how I read it, it can't engulf at all. Because the cube can move as a movement action, not engulfing anyone then activating engulf as a standard action, still not engulfing anyone becauseraw doesn't state you can move during the standard action. Or he can standard action, "activating" the ability then move its speed to engulf. That's how my players interpreted it. It doesn't make sense to me that a cube would stroll up to its food at half its potential speed, so I interrupted it as "as a standard action, the cube may move its speed and engulf characters that it moves over"

It must be interpreted as that or, "as a full round action, the cube may move its speed and engulf characters it moves over..."


james maissen wrote wrote:
The above would be akin to letting your PCs go through a dungeon at the rate of one room per day... slaughtering the bad guys by blowing all of their daily resources with the next room waiting for them to come along the next day. Have things react to them.

Well this is not really true, if they are taking 10 foot steps per round it takes 6 seconds to take 10 steps. The logic is "Per round: Take 10 steps, total defense, percieve" rinse and repeat. It SOUNDS like it would take a long time, but in reality they can move through a hall way in about 1 minute if not longer.

I'm sorry if i'm getting off topic:

On topic though, traps are what you make of them- though i am always disappointed when i make my traps because the players generally avoid them at all costs "You see the faint outlines of a pressure plate ahead" 'okay, lets not go this way... if we have to go this way, we will have one member throw a big rock at it then run away as fast as possible" and the traps are always spotted (see above)


could i ask a question on how traps work really quick? My party of players are really cautious and rightly so- but they take 10 foot steps making a perception roll (or requiring me to make a perception roll) where ever they go. unless a trap is right around the corner they can normally make 4-5 perception rolls before ever getting to the trap. even at with negatives i have almost NEVER gotten a player to fall for a trap, is there a way to fix this? Also: my players like to trigger traps with a 10 foot pole, if the players made their perception rolls is it possible they only see the trigger but not the actual trap? Making the 10 foot pole activated a pit fall 10 feet away from the trigger?


Read as written from armor spikes:
"You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case."

key words in this are "Regular melee attack" and "In this case" No where does it say that armor spikes are legitimate weapons in which you can make attacks of opportunity with, nor would they allow you to incorporate them into full attacks. Unless there is some official statement that i do not know about.

Also from two weapon fighting:
If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon.

It doesn't state that you can wield armor spikes because they are not a legitimate weapon. You are not wielding them in your off hand you can simply make an attack as on offhand attack.

maybe the intent was to allow you to use them in two weapon fighting, but from the wording and the inability to "wield" the armor spikes in your 'off hand' i would not allow it.


I've heard this argument before but not until recently has it bugged me. How does one by the rules do this? By the rules you can not wield two weapons at the same time, but you can "hold" a weapon. But there is not physical difference between wielding and holding when it comes to gauntlets, so in theory you are wielding them at all times. as well as it is utterly ludicrous to imagine a person trying to fire a bow while wearing metal gloves.

If a character were to attack with a two handed weapon what is to stop him from using his free action to then hold the two handed weapon in one hand and make another off handed attack with an unarmed strike?

Also, according to the Gauntlet description- all that it does is cause your unarmed strikes to deal lethal as opposed to non-lethal damage. so if someone was going to use the Gauntlet to make an attack of opportunity would they then provoke a second AOO while making their AOO? and can you make an AOO while charging? provided that they don't have improved unarmed strike


i was looking at d20 pro and the maps that are availible now, i was wondering if either started with the Mouth of Doom? I was really interested in picking it up, but im debating whether $30 for just 2 packs is worth it as well as the cost to start up d20.


Okay, thanks. I'll keep that in mind. I was running Rappan Athuk and since its supposed to be very difficult i didn't want my cleric player to just stomp all over it and activate all the traps by just running skeletons into them. (though they can be activated through life force... if it is placed in an undead zone)


What is the Duration for this feat? It implies infinite based on "Intelligent undead can attempt a new saving throw each day" but it also says "As control undead" which has a duration of 1 minute. Secondly does this effect end if the cleric is incapacitated? or is death the only thing that stops this?

Also, more of advice: As a GM running an undead campaign, how do i stop this from being broken? Considering the cleric can steal half of the undead on the map and then use them as shields while the rest of the party casually cleans everything up. What can i do about this?


Hey guys, so i'm a new DM and i posted (a few pages back) Asking if anyone had a 'RA for dummies'

Well i was thinking of making one, at least to get players and GMs started off for the first 5 levels or so. Referencing pages and encounters that you can throw at the players in a good order to NOT TPK your party. My question is this: What CAN i say and what CAN'T i say? Of course i will leave images out, stat blocks out, and tables ect. ect. leaving the technical things aside, is this covered by the OGL?

In my group i was going to have a venerable Cleric of Pharasma request help from the pathfinder society, The Pathfinder Society would send over a handful of pathfinders which would all be player characters. The Cleric would resurrect all the PCs that died because he knows that these are the only people crazy enough to actually take on this mission, there won't be any more. as the players get higher and higher in level the Cleric conveniently "Starts to run out of funds" and will only Resurrect at a discounted price.

Any extra pathfinder's sent over would be extra PCs if the players wanted to swap out.


2 people marked this as a favorite.

oh, i was thinking you wanted something for lunch breaks at school- well i would suggest this, make 2 encounters each to be run in only a few minutes. One would be roleplay the other would be combat. Try to make the roleplay only 2-5 minutes so the rest can be done. Try to have your players incorporate 1 skill check (Diplomacy, bluff, intimidate) and the results will determine the combat. Example:

You and your party are a group of mercenaries. You have been hired by the local mayor to provide safe transport for this merchant caravan. It was a hot day outside, [provide flavor description. Very important]

As the sun dipped low into the horizon you see smoke on the horizon, too much smoke for this to simply be a bonfire. What do you do?

[[for DMs eyes]] Ahead is a pack of bandits, they have set up an ambush using a burning caravan as bait. Have 2-3 disguised bandits look like a family trying to put out the fire. with another 2-3 in the woods waiting to attack.

Assuming your players follow: "Sire, we were attacked by bandits! We scared them off but our caravan is burning! Can you help us?" At this point have your players roll a sense motive check [[ DM MAGIC: Have the player with the highest roll know the bandit is lying. Tell him he is getting a bad feeling but he doesn't know what it is]]

Assuming your players help with the fire, the bandits draw their weapons and surround the players while their backs are turned. Assuming the players DON'T help, the bandits still cling to hope and try to attack the caravan.


you are looking for the best of mix of druid and ranger, let me break it down for you as best i can:

Ask yourself these questions:
1) What types of animals/elementals/plants do you want to change into? If you are using it purely for utility? or do you want to be able to eat things on a regular basis when you run out of arrows

2) How quickly do you want to gain those archery feats?

3) How often will you be in a favored terrain?

4) How much combat magic do you want? Or are you just looking into utility magic?

Lets answer these questions:
1) Transformations generally can't use weapons, with the minor exception to weird humanoid like elementals (Which aren't covered in the beastiaries as far as i know) But for me its nice to turn into a huge T-rex and swallow kobolds. If you are ONLY looking for utility, 4 levels in druid will get you birds that can fly, fish that can swim. 6 level gets tiny animals that can sneak around and 8th level gets you diminutive animals that can REALLY hide and get underneath doors. Remember with the shapeshifting hunter, you will still get the number of uses

2) Like mplindustries said, it only takes 5 feats to be a good archer- so a pure druid CAN do archery, but you have to wait till level 9 to be fully able to do it (7 if you are a human) If you go a human ranger you can further reduce that time to 5th level, this lets you be a CRAZY powerful archer with almost no downsides other than lacking in the magic department, and a pretty weak animal companion unless you delay the archery feats for Boon companion.

3) If you guys travel all around the world, it may be more prudent to take more levels as a druid, you won't be in your favored terrain as much. but if you only use 2-3 terrains a ranger can really maximize his potential

4) Druid can get some really nasty spells at 8th level spell, at 8th level you are getting some seriously cool spells, Polymorphing all of your allies, reversing gravity, causing the forests to attack your allies. but in the way of actually helping archery? Not much.

End Summary: I suggest picking up 1st level in druid and then getting 2-6 levels in ranger. This will give you an early animal companion, nice utility spells, followed by a good boost in Base attack bonus. After picking up your major archery feats, finish pumping druid. Spells at end game are VASTLY more powerful than in 4e, in 4e everything is somewhat equal through out the game, in pathfinder spellcasters start off weak but sooner or later become unstoppable machines around 10th - 14th level (if you ever make it there) So in the end i suggest powering your druid levels so you can cast those powerful spells. Also druids have more flat utility with their spells, transformations, and immunities. Keep in mind though: My bias is towards druids, i love druids very much.


well about pathfinder: There are more ways to optimize in pathfinder because there are more choices- but provided that you aren't playing in a "Min/Max or die" campaign you don't need to do all that planning ahead of time.

You don't NEED to take ranger levels to be a competent archer, though you won't be doing as much as a fighter/ranger archer you can still throw down some nasty arrows by 6th-10th level, the only thing that rangers get that a druid would want is a few extra feats and better base attack bonus. That with favored enemies and terrains, which can be taken from only 2-3 levels. I Personally would suggest a 2 level dip in ranger, this will get you access to 8th level spells as well as a bonus feat or two and a favored enemy. The problem with this is you loose out a lot of favored terrain bonuses, but i would personally rather have 8th level spells. you can drop 3 levels into ranger for a favored terrain but then you give up 8th level spells and wild shaping 3 times per day. i don't recommend more than a 3 level dip.

Dipping more heavily into ranger will give you vast negatives to your spellcasting for only minor benefits to your archery.


combat of 4 members takes 15 minutes at least. (Provided the enemy is competent). also 15 minutes doesn't leave very much to allow for players to decide what they want to do- they would have to be led by the hand and only make passing comments on what is happening. But it wouldn't be very difficult to take any AP and simply give the characters a guide that brings them to the next step- but again, doesn't leave room for the players to do what they want.


2 people marked this as FAQ candidate.

Feinting generally only works with melee attacks as per the rules, but the teamwork feat "Feint Partner" says "Whenever an ally who also has this feat successfully feints an opponent, that opponent also loses his Dexterity bonus to AC against the next attack you make against him before the end of the feinting ally’s next turn."

Key words being "Next attack". Myself and a friend were planning on PFS, one of us a two-weapon ranger the other an archery rogue. we were trying to find more ways to allow sneak attacks for the rogue- and this one seemed to be very helpful. Would it be allowed in PFS? Or is that just a miss wording of the feat?


My players like to be led by the hand, which annoys me sometimes, but allows me to make a story that I think they will like. So for me I write down major plot twists, npc bios and mcguffin info. beyond that I have a few 3rd party books with pre generated npc enemies and a random encounter table that I update whenever the PCs level up. Keeping crs between two below and three above apl. since my sessions are all online my longest prep time is finding maps and making tokens.


At the very least, you can go on YouTube andwatch other people play. This is what I did and when I first heard of pen and paper. Then I shortly picked up dming without ever having been a player. I don't recommend being a dm until you've been a player for a few months, though lol. Unless there is no one else.

At the very least you can go to your local GM and ask him to explain it, or just sit and watch


1 person marked this as a favorite.

So I downloaded this, and I have no idea how to read it. Is there any rappan athuk for dummies? From what I can tell the CRs and levels are random. Where does one start? As a dm, where do I hint the players to go? And what levels should players start in this?


oh cool, drow poison is really cheap and has the perfect effect! its just a shame that the DC for it is so low, it would be useless against many enemies in higher levels.


Hey, i have always really loved rogues and alchemists- but what i have never tried is using poisons consistently with them. Especially at lower levels poisons are VERY expensive, a minimum of 50gp (25 if crafted) I could play a grippli or vishkanyan but i really wanted a gnome for flavor. My questions are this, 1) is there any cheap way to get poisons? even if they are somewhat weak, 2) is there any way to increase the effectiveness of poisons? feats or spells? i know of the alchemists discovery to combine two poisons to increase its potency. Finally 3) are there any poisons that have an instant sleep affect? i thought it would be a lot of fun to have a gnome with relatively high stealth running around scouting and knocking people out with a blow gun.


a hybrid built Chirugeon alchemist with a melee focused druid.

Elf Alchemist:
16 (or 14)
16 (or 18)
10
18
8
10
Can heal effectively and covers most curing abilities. even Death!
Covers ranged very well for a good part of the day using bombs, if that fails he can pull out a sling and mutagen. if you want to get into melee you can think about putting more points into constitution, mutagen up to get in close with the druid. Also the alchemist has some really nice potions he can make that give him more charisma and can let him bluff his way through anything. The alchemist can disable just about any device with the proper skills and potions, save for magic devices (see later)

Half orc Druid:
18
14
12
16
8
10
The druid has the ability to get really large and keep the alchemist safe, as well as casting many low level control spells. he can fly, travel in the water, and track very effectively.

The only thing that is really missing here is taking care of magical traps, but as a druid he can just summon up a wolverine and throw some meat onto the trap. His high wisdom will allow him to spot the traps quickly and the alchemist can dismantle all nonmagical traps. I haven't added in bonus points, they are up to you to decide how to put them in, either more damage for the druid or survivability. same with the alchemist.


The difference is that you are not making an actual disarm attempt, this is a spell that emulates a disarm. In the same way that you don't have to throw a fireball using a ranged touch attack. its PFM

1 to 50 of 95 << first < prev | 1 | 2 | next > last >>