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![]() Hi all! I've been absent from the forums for some time, so I am sorry if this question has been recently elsewhere (my google-fu was too weak to discover any relating threads). I am about to start in a game where the rules are gestalt and a few house rules, I have a concept for a Druid/Fighter who is a warrior of wind, So storm druid fits right in, however wildshape... Not so much. I was thinking about how I could heal using the power of the wind and was wondering if I gave up wildshape and all of its later forms, would it be reasonable to gain the ability to channel positive energy like a cleric? Would this be balanced as a one to one trade? (Pretty sure my DM will say yes, but I want to do my opinion gathering first!) Or is it gaining or losing too much in the trade? Any and all other suggestions relating to what trading all of wildshape would be worth are much appreciated! ![]()
![]() Well first of all I would love permission to steal this for my game, and as for changing percentages for the table... Well I would make it situational.
Awesome idea! ![]()
![]() Hi all, I am going to be DMing a new game in about two weeks here and we are using all sorts of homebrew rules, most of which up the power of the game. My player had a request about the spellslinger wizard. He is mainly focusing on the evokation school. He was hoping to dropping his spell progression to that of the magus (including the cap at 6th level spells) and gaining the deeds of the gunslinger. Too powerful? Not enough of a gain for the higher level spells and MUCH slower progression? Should he possibly gain back the arcane school abilities as well? Any and all input would be great! ![]()
![]() I was DMing in a game where we went with the "Dream" scenario. Honestly it was a redo because I told them that I wouldn't be building the world in a vacuum, one of the PC's challenged a big baddie and they all got slaughtered.
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![]() My DM did something like this when we were facing a bad guy who had turned himself into a golem, he had a few magical "seams" essentially. We had to take -10 to hit it but it made killing him a reality since the two most consistent sources of damage (the casters) couldn't do diddly but buff the melee folks. Worked out great in the end. ![]()
![]() In the experiences in my group... Base weapon damage doesn't mean diddly in the end. A better critical multiplier is always nice, but with 15-20, thats a 25% chance to critical threat every attack! Weapon damage not meaning diddly in the end coming from our raging barbarian friend. With power attack, at level 10 with rage and some buffs, his damage is 1d12+24. which means he does double his max base weapon damage at all times on every single roll. If he were using a weapon that was somehow two handed and only did one point of damage, it would almost be nicer because he could just shout out how many times he hits and just ad up 25's. ![]()
![]() 3.5 hypertext SRD wrote:
I only remember it because I had someone in a game I was running use this ALL the time on their naturally large character to have an archer that dealt 3d6+6 damage with every shot. ![]()
![]() Actually despite what a lot of people have talked about I think the idea of the Aberrant bloodline sorcerer sounds incredibly fun, I almost did that for this game I am currently playing. By 3rd level you can touch foes that at that CR usually cant reach you. and it scales with level! Talking about the stretch armstrong bloodline power. Long Limbs (Ex): At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet. The feats aren't the best in the world but every caster can do with improved initiative and combat casting as bonus feats. And we have a witch in the party who uses fleshworm infestation through her familiar on about every big baddie, fleshworm infestation= your AC sucks now, make a save, now your action economy sucks too. ![]()
![]() Arbane the Terrible wrote:
This is one of the best murder mystery twists I have ever heard of in tabletops. Now I have to figure out a way to one up it in my game... ![]()
![]() Hey there, love the idea for the character. Just a few tweaks in mind. Primarily, why the high strength? I understand wanting to have it for damage. But if your strength is going to be higher than your dex there isn't any need to have weapon finesse except as feat and prestiege qualifiers. I would also recommend asking your DM if he would allow you to use the feat Dervish Dance to apply with the Aldori Dueling Sword. In any of the games I DM I have allowed players to substitute similar weapons for this feat (one handed or light finessable bladed weapons). Keep in mind I have made it so that it wont work with anything BUT the weapon the player chooses. All in all it will make your character a little easier to pull off stats wise and make more sense flavor wise too. ![]()
![]() Hey all, was just wondering if anyone could point me in the right direction about a third party (or maybe paizo?) product that had rules for animal companions for all classes. I stumbled upon it once on the site about two months ago and haven't been able to locate it again. Thanks in advance for all the help! ![]()
![]() Bump from the graaaaaaaave! Hi there, pretty new on these forums and so I cannot figure out how to send a message to the originator of this thread. But thats alright really because I had a question for everyone! Has anyone utilized this system (or something based of it)? and if so what were the results? I am going to be starting a fairly powerful homebrew campaign as the DM and I love this idea, as it leaves room for the more interesting but less statistically useful items to shine I would cut wealth by level to probably a third of what it is though if I used this system. ![]()
![]() Soooo if your one of my players in Portland. Stay out! Alright. Well the basic premise of this idea evolved from: Ninjas are awesome. From there it turned into a game where everyone was ninjas. I thought that would be to restrictive so now its a gestalt game where everyone has to have one half be Ninja, Samurai, or Monk. On top of that I LOVE the idea of Kingmaker, but I am going to have it be a usurped heir to being an emperor and I think I will randomly determine who is said heir through a dice roll. AND one of my players has suggested low magic for a grittier feel to surviving in this world, ALSO makes more sense why no one just magically ensured that any heirs were taken out when they usurped the throne. So my list of questions consists of these: 1. I have players who want to be casters, Would a world work as very low magic if only magical items were EXTREMELY rare and casters were very rare. But PC's were unrestricted in their choice of spell casting class? 2. If multiple players chose to be spell casting classes would they be extremely overpowered since there were not a large number of casters to fight back? 3. If you have any experience running a campaign where one person is the heir to the throne. Were there any pitfalls that I should be aware of? 4. Considering they are gestalt, but will have few to no magic items in their posessions. How will this effect the CR of monsters? Thank you all for your time! Any general suggestions/comments about this potential game are more than welcome! ![]()
![]() Hi all, I am about to play my first ever wizard and am trying to make it my own. I was trying to come up with a good back story and wanted casting to reflect this. This leads me to my question: When you play a wizard (or other main caster) what does your magic look like? Is it the classic hand gestures and some words of power? Or something else? My idea was to have a caster that used a quill and would draw out spells in the air as his somatic components. Potentially reciting magic verse for the verbal. Any other styles of casting that anyone has done or always wanted to do? ![]()
![]() Hi all, brand new to the forums. Have been gleaning through all the info here and am about to undertake a wizard character. Potentially a Sylph. This got me to reading the outsider type from the bestiary and it says under outsiders: PFSRD wrote:
Does that mean sylphs are automatically proficient with simple and martial weapons as well as light armor? Or are their traits different from all the other outsider types? Thanks in advance for all the helpful replies! |