rooty wrote:
have you asked your players, maybe individually or as a group how they feel? as veteran players maybe ask them if they like the current challenges and or how would their characters be challenged. What about something that splits the party (wall of stone, or pit traps?) or use of silence or anti-magic field?
just relisting to a podcast, talking about the rougarou and a thought occurred. If one was to make 2 characters, possibly a druid or ranger with a rougarou companion (per leadership feat) what would be effective tandem ideas assuming the rougarou stays in wolf/dog form as much as possible and is passed off as animal companion.
Hello, just starting a game 1e, looking for some advice of tweaks or additions to potential build So str 20 dex 15 con 17 int 16 wis 14 cha 17 I might be able to swap numbers around or maybe adjust but this was the pre-made level 1 half elf paladin. Other characters have similar stats, warpriest, swashbuckler, rogue and magus. Where I could use feedback is feat choice for level 1 Also if pali 2, sorceror 3, dragon disciple X would work well any feats i should look into etc. looking at magical knack and/or arcane scholar for possible traits if they are approved Not sure on bloodlines, but thinking crossblooded, arcane/draconic
Hello- My group is starting red hand of doom soon, and i thought i'd at least post up my thoughts if anyone wants to chime in feedback-wise. I have 5 players at level 5: witch, investigator, swashbuckler, barbarian, cleric My current plan is to run the intial encounter as written just with hobgoblin soliders (level 1), hobgoblin archer (level 4) and an adjusted statblock of archer for the cleric plus hell hounds. if it's too much I can decrease the second wave or omit it entirely. My other thought down the line is using a Siabrae for the Ghostlord.
if you have any of your work in an easy electronic version, that would be great, or if you what you used to build characters. So like the first encounter did you use the squad rules for the archers, or was that later on. Glad to know it can be done. what did you do for the lich? did your group attempt to fight him or work out the truce?
narchy wrote:
I'm currently planning on Troubles in Otari 2-4 leading in to red hand of doom, but what levels does the vaults run?
Pretty new DM here, and most of the group while experienced have limited or no 2e experience. We are going with out of the beginners box, and troubles in otari which should get us familiar with rules differences. I have access to the gamemastery book, and I figure on mostly pulling from npcs and archives of nethys for the bulk If people can give me top advice on conversion from 3.5 or has already done rhod conversion specifically if you can link or point me in the right direction. Or any general tips to know about 2e versus 1e, 3.5 or 5e Thanks.
Jaunt wrote:
With arcane savant i hope to especially utilize scrolls, especially the third level ability to cast them at my caster level, not the level they were created. Additionally picking up spells, especially utility depending on the party which may not normally be wizard spells. given 1 druid, possibly getting an assist with selecting some heal options or at least being able to reliably umd would be helpful. I also considered dipping one level in cyphermage simply for the ability to scribe two scrolls in 1 day.
I do not know if my posts are invisible, I have managed to upset the entire posting population, or what. If I have done something terribly wrong or upsetting I apologize most sincerely. I see posts in this forum along similar lines get many responses in a day or two, yet my few seem to sink into a dark void in which there is no answer. Thank you for any time and consideration you can devote to the conundrum I am facing.
Trying to limit mostly to core rulebook only. However, am going to work towards the arcane savant prestige class. Current other party members, fighter, druid, sorcerer, rogue, monk.
Would like suggestions on school specialization (thinking not enchant, or necro, those two would be most likely banned schools) Stat numbers 12, 16, 14, 11, 18, 13 Traits: hedge magician
This look like such a good prc idea. Has anyone one tried it starting about 10th level, so leaning toward cleric 5/arcane savant or i guess the more traditional wizard/savant I would guess wizard has the more traditional option of scribe scroll to take advantage of scroll master more easily. Otherwise the class definitely can add more options which clerics seem to need more than wizards. any advice on builds, thought of even going druid (with domain) but seems to lose a lot more in that case.
just for more details zen archer found this build Spoiler: Strength 14, Dexterity 14, Constitution 14, Intelligence 7, Wisdom 20 (22), Charisma 7 Initiative +8 Perception +15 Hit Points 54 Armour Class 20, touch 20, flatfooted 18 (class 7, dex 2, def 1) CMD 28 (base 16, class 7, dex 2, str 2, def 1) Fort +9, Ref +8, Will +12 Speed 50 Base Attack +4, Base Flurry +4 CMB +6 Fist +6 (1d8+2, cold iron, magic) Bow deadly +12 (1d8+11/x3, ignore less than total concealment/cover, -1 attack & damage beyond 30’, magic) Bow flurry +12/+12/+7 (1d8+11 & ditto) Bow ki flurry +12/+12/+12/+7 (1d8+11) Traits: Exile, Resilient Feats: 1st: Toughness Human: Improved Initiative Monk 1st: Improved Unarmed Strike Monk 1st: Perfect Strike (bow, special) Monk 1st: Precise Shot Monk 2nd: Weapon Focus (longbow) Monk 2nd: Point Blank Shot Monk 3rd: Point Blank Master 3rd: Deadly Aim 5th: Defensive Combat Training Monk 6th: Specialisation (longbow) Monk 6th: Improved Precise Shot
Male Half-Orc Verdant Sorcerer (1)
Azure_Zero wrote:
apologies for being unclear. Svetlana, put out food, but is currently in the building she lives in, Oleg is standing nervously by the door to the same building, and will be heading inside as fast as possible when violence breaks out. (he only stayed outside as bandits would expect him to be there).
Male Half-Orc Verdant Sorcerer (1)
Azure_Zero wrote:
that would be great any map would be great. again apologies everyone, holidays are taking up more of my free time than i hoped.
Male Half-Orc Verdant Sorcerer (1)
Azure_Zero wrote:
i haven't gotten farther into much after part 1 yet, but i gather from some threads, later on there will definitely be options for extended more restful periods. having at least a rough age/ b-day wouldn't hurt.
Male Half-Orc Verdant Sorcerer (1)
Peregine
Spoiler: Mentally sifting though the bits of information and rumors he had been pick up about this area he tried to recall if he knew anything about the place, or the people running it. Knowledge (Geography): 1d20+8. This was a fort at one time, still looks solid, and is located just inside what is referred to as the Stolen Lands. Knowledge (Local): 1d20+8. Oleg and his wife opened the trading post about 6 months ago. Oleg is known to be a difficult, and anti-social person, who gladly gave up a successful business in the city for more peace and quiet. You have heard rumors of increased bandit activity, and the Swordlords have sent out several groups, of which yours is but one to help settle various frontiers.
Male Half-Orc Verdant Sorcerer (1)
Adriano Fierro wrote:
Varash sees Adriano fall in, and sighs. Dropping his gear by the partly built fire, Varash casts enlarge person himself, and then attempts to walk/swim out to the cleric. Don't panic! 1d20 + 2 ⇒ (14) + 2 = 16
Male Half-Orc Verdant Sorcerer (1)
Svetlana answers, They arrive within an hour of sunrise, and collect the goods we have brought into the main square here, we think their camp must be about a days journey as they are in a rush to leave. There is an old firepit by the outhouses, you can use. We thought perhaps you can hide in the stables and the guesthouse (either side of the gate) and surprise them after they ride in. She continues, I know that this is dangerous, and we would give you a reward for helping us . (Oleg appears to not like this last bit, but does not contradict his wife) OOC: I did put a url link above that shows the layout of the fort.
Azure, You would be submitting a character at level 1, using the pathfinder core rulebook, advanced players guide, and ultimate combat. Anything from ultimate magic, or 3.5 will be considered on a case by case basis. The party will have been hired either individually or as a group, to survey the Stolen Lands, and reduce banditry and anything else preventing successful settlement by the nation of Brevory. In this thread, please propose your character, what you would bring to the party (mechanically and roleplay-wise) and future plans for character development (mechanically and roleplay-wise) 25 point buy, and please no complete min-maxing of scores, nothing lower than 8 after racials, with 25 everything should be at least 10. Two traits may be chosen and are encouraged.
Joy: i believe a frontliner or if Kerri goes ranger, someone with access to healing (cleric, druid, oracle, etc) might be good. Kerri: either concept would be useful. Northman: inquisitor sounds cool, possibly consider Erastil as Deity. Desnarth and Peregrine both seem like viable character options.
Ok, this thread has gotten a bit confusing, however, we have a group 1 on the way. If you are not involved in group 1 i have set up this thread, People who have posted interest/concepts here will have priority, wildblooded would be allowed, you might have to point me to where those are published though, Kerri.
Male Half-Orc Verdant Sorcerer (1)
"Anyone see my mapmaking kit, and compass? They could be useful in this situation," Varash exclaims. (he looks through whats left more methodically, taking 20, also looking for the Dawnflower shield) "By the way, thank you for healing my wounds," he says to Adrieno
Male Half-Orc Verdant Sorcerer (1)
currently by my calculations we have cleric, alchemist, paladin, cavalier, wizard. i'm going to open a new recruitment to try and get a second group from people still wanting, and will put up the official IC thread tomorrow, and we'll get rolling, obviously Thanksgiving will be taking away from people's post times but we'll persevere :)
Male Half-Orc Verdant Sorcerer (1)
Phillip Conti wrote: I think it's actually a Con check, as opposed to a Fort save. OOC: well in this case, con and fort is both +1 for me :) 1d20 + 1 - 2 ⇒ (10) + 1 - 2 = 9
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