galahad2112 wrote: Also, for ninjas, I REALLY like dipping Oracle with the waves mystery so that I can get water sight. A wand of Obscuring Mist means that my flurry of shuriken will ALWAYS be sneak attacks. Ya, thats a good trick. Works well with slayer/archer too, I have a player using it very effectively.
TriOmegaZero wrote: One level of fighter for heavy armor and a feat. You get both those things and more out of cavalier (gendermae) assuming you need power attack, or one of the other bonus feats it provides. It more limited, but since most people dipping fighter will want power attack anyway, the cavalier is a stronger dip.
But so is the summoner, the synth is not more op, and arguably less op. But the entire class is pretty poorly designed from a balance perspective whether synth or not. An eidilon just tends to be much easier to break than other martial classes. The only reasonable variant is the first world summoner, who is probably somewhat under powered. I've seen a fair number of standard and synth summoners, and the flying reach pounce is good whether someones inside or not. When he's not inside he can also buff him every round, making him even better. Ring of invisibility plus overland flight will make the summoner nearly untouchable assuming he just sits back and buffs. He can then apply all remaining gear to his summon because he's not a real target, so the eidilon is near full wbl with a self-buffing bard companion.
A wizard will probably take a PRC, certainly after level 8 there is little reason to stay in the class, and depending on school it may not be worth staying in until 8. Sorcerers have much more incentive to stay in their class. A wizard can make all the knowledge checks. A sorcerer can rock all the social things. The real question is, why not play an Arcanist! Best of all worlds, bloodline, school and more!
I don't think this thread was referring to PFS specifically. But I will say, MOST pfs builds are built for DPS, and you usually have plenty at the table. I have had 2 games where nearly everyone was a control caster of some kind. Its hilarious when the enemies are blinded, stunned, in pits and prone, and the party collectively is doing like 10d6 damage a round;) Having a heavy hitter in that situation is certainly better than the defense, since all the enemies are worthless anyway. That being said, the defense game is hard to win. I actually have a few defensive builds that work quite well, but it takes much more rule mastery and optimizing to make them work. And a lot of money has to be thrown into defense. By level 10 or so, if you aren't rocking 33+ AC, your badly loosing the AC game, and I won't go the defense route unless I can reasonably get to 35+ by level 10. I agree, killing is better defense than AC in PF, most of the time.
Sadurian wrote:
The boss fights of AP's can be stupidly hard. I ran Carrion Crown, and I will vouch they have boss encounters that are basically made to TPK the party if they can't figure out one little thing, or fail a DC 24 saving throw at level 9. Wiped out my entire party the opening round on a boss fight, following his tactics. Only the Animal Companion survived, who ironically enough actually then killed the boss.
You should've just coup de gras him, no problem with rule interpretation there. "You take 20 damage, give me a DC 30 fort save. Roll a nat 20 or you die." Seriously though, this sounds like the crap that would happen when I GM'd in middle school. I'd evaluate whether you really want to run for people like that. GMing is hard work, and if your group is sissies, well, I may just drop the group. Others have said killing sleeping PC's is a low blow, but I disagree. Does the party have a chance to set up watch? Do they have spells that can help protect them? I wouldn't start doing it a lot, but once or twice in a campaign is legit. Sure, it sucks when you die that way, but in RL bad guys would do that.
Summons rock, although cutting down to core material gives you slightly less to work with. What you need to realize is it an extremely versatile spell and they have their purpose at the right time. Admittedly, if your encounters last 2-3 rounds...you may want to focus on the other conjuration spells. Your GM should probably up the anti, too. When I run non-pfs games I design encounters to last 7-10 rounds, to drain peoples resources more and give some near useless abilities more use. So, with summon monster 4 you have a many choices, but a few good situational ones are: 1) Earth Elemental - see invisbility7 if the opponent is touching the ground, make sure you can hit with your glitterdust. Granted, see invisibility does the same thing but it doesn't punch afterwards and has less versatility in a spell slot. 2) Mephits - there are 12 mephits, some have one or 2 good spells. For instance, Summon an ooze mephit, have it stinking cloud and acid arrow, then fly in to its doom. It will eat a hit or two that should have gone to someone else. 3) Assuming Superior summoning: 1d3+1 Dretches. First round drop x stinking clouds. The saves only DC 13, but 4 of those really increases the odds of failure. Afterwards they can run in and attack, as they are immune to the stinking cloud effects. 4) The Dire Boar: He's got 5 HD so gains DR at this level. Not the best meat shield, but gives flanking and will take a few hits. 5) Giant Wasp: Against flying enemies. Heck, if you don't have a strong range party you may be one of the few people who can do anything. 6) Lantern Archons: Ignore all DR attacks. Great when the GM throws a DR 15/adamntine creature before the party can really deal with it. 7) Hound Archon: Have a decent aura and decent attacks. Big DR and SR, he should survive a while and do some damage. 8) Aurochs: If you have superior summoning and can roll 2 on the d3 their trample ability gets pretty good. And summoning only gets better as you level. One of my favorite is the Lilend Azata at summon monster 6. The turn she comes into play she can bard song as a move action, cast one of her awesome spells as a standard, and you get a full round of actions, to lay down some haste. Remember, the goal of a conjuration wizard usually shouldn't be to do damage, its to control the battlefield. Maybe check out Treantmonks guide. I think its a core only, so you have a little more versatility then whats in there, but not much.
The other thing Zen Archer would bring to the table is flurry of bows, which means you don't need many shot and rapid shot, freeing up two feats. Even a single level gets you flurry (eliminating two feats from the build), gets you another needed bonus feat, and gives bonuses on all three saves. You do technically loose a BAB, but only for qualifying for feats (which does suck) or when making a single shot. After playing a zen archer with several fighter/ranger archery builds in PFS, I believe the rapid shot/many shot bonus is slightly superior to flurry though. Still, only slightly.
Pretty good. Read through all the core races and the PFS legal alternate races. I only have 2 notes and their both under tiefling. 1) Their paladin favored class ability is probably one of the best. Its twice as good as the halfling/gnome ability for the purpose of healing themselves. Add on greater mercy and fey foundling and your healing ridiculous HP's/lay on hands, when used on you only, which should be most of them. 2) You missed Improved Fiendish Sorcery as a feat. This ability probably makes Variant Tieflings the scariest sorcerer in the entire game. If he is a Rakshasa variant tiefling that takes crossblooded abyssal/infernal with Shadow/Rakshasa and picks up improved fiendish sorcery he can effectively be rocking a 24 Cha at level 1 for the purpose of everything having to do with being a sorcerer! Sure, your limited on bloodlines, but none of those bloodlines are too bad and some even have some synergies together. While probably not as broken as say the scarred witchdoctor, its still pretty broken. DC 18 level 1 spells before spell focus, plus all the other goodies of high Cha for sorcerer abilities.
Sandals Of Quick Reaction: When the wearer acts during a surprise round, he can take a standard and a move action during the surprise round. If the wearer already has the ability to take a standard and a move action during the surprise round, he instead gains a +10 circumstance bonus to speed when acting during a surprise round. Works great with my diviner/arcane trickster. Nothing like blasting a foe for 150 damage and getting to sneak away. They hate that. Also, a single level dip in Sohei(which you can combine with Master of many styles) gives you a whole lot of goodness. I did it with my reach rogue so he could also attack adjacent(hes a cleaving rogue, skulking slayer) and I get great mileage out of it. All the +'s to saves and dragon style to charge on difficult terrain. Monks are super front loaded.
I think "not" splitting the party is over rated, as long as the right characters are splitting. My Arcane Trickster Split from the party all the time, and he never actually got into trouble while split from the party, only when he was with the party. Worse case situation, he has a +35 escape artist and dimension door. Oh, and a +54 stealth. I played a ninja before that who always went off on his own. Pretty sure most the reason that guy did is because I stole extra treasure while on scouting missions anyway. I truly believe the rogue class is all about beating the wealth of the rest of the party (to stay competitive) and scouting is a great way to do that.
I think it depends on if your winning the defense game right now or not, or if you will be in the future. How many enemies need to roll nat 20's to hit you? My Crane Style Zen Archer monk at level 11 is generally running between 35 AC and 43 AC, depending on the buffing I have up. At 35, a fair number of opponents can actually hit me, but at 43, even most BBEG's need to crit to hit. I did fight one the other day with a +27 on his main attack, but all the rest were +22. Considering I can block one melee attack a round (plus I have snatch arrows) it would be foolish for me to get hit more. I haven't even been hit (with a weapon) since I took crane wing. Only getting hit on crits, and blocking that crit is epic. Plus I have Jingasa, in case I happen to get crit twice in a round, I can block one and reduce the other. Now if my AC was 31, I'd be getting hit a lot more, and then I would consider taking it. Basically, if you are winning AC, keep the AC bonus and save a feat. If you are loosing the AC battle, and enemies are hitting you on 10's, then its worth considering.
That is my interpretation as well. I saw people arguing against that on the site, which is why I ask. Its the difference in a worthless class ability and a decent class ability. Having 2 medium earth elemental per day at level 9 is alright. Having one medium earth elemental that ruins your life if he dies is a terrible ability, especially since he will die, hard.
I am considering building a Stone Lord and have questions about the Stone Servant Special Ability. After scouring the site there seems to be conflicting opinions on this, but I couldn't find anything official, so maybe I can get something here now. The Ability in question is Stone Servant: At 5th level, a stonelord may call a Small earth elemental to her side, as a paladin calls her mount. This earth elemental is Lawful Good in alignment and possesses the celestial template, and it increases in size as the stonelord gains levels, becoming Medium at 8th level, Large at 11th level, Huge at 14th level, Greater at 17th level, and Elder at 20th level. This ability replaces divine bond. Ok, so my interpretation is that the only part of the Paladins Divine Bond that applies to the Stone Servant is the following: Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin's level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level. There for, when it dies it doesn't give you all the terrible minuses, which makes sense as its so weak. What do other people think? My next question is, if this is the case, if it dies, when do you get a new one? Can you summon one for each use of call you have? Seems very ambiguous. Thats really it. Really interested in trying this archetype, but it really rests on this ability right now, and I want to find out more, something official would be even better. Thank you.
Akerlof wrote: It depends partly on what Paizo wants PFS to be: Do they want PFS to be a gateway drug to playing home games or do they see PFS as an end in its own? I don't think Paizo intends PFS to be the primary method of consuming Pathfinder for most of their customers, I think they want players to "grow out" of PFS and start playing home games. Restricting content is a good way to... I think PFS ends up becoming the end all more often than not now. This is based solely on my personal experience, what I've seen at FLGS, and my online group. A lot of people from both my online group and FLGS started off running/playing campaigns. Lets face it, campaigns fall apart, and based off what I hear from others and personal experience, its more the norm than the exception. In real life people burn out, move, die, get married, get divorced, get new jobs. In game, parties get wiped, betray each other, half the party dies, plot characters die, etc. When your the GM and a game dies for some reason, its demoralizing and takes a lot out of you. So those people find PFS, a lot of them don't do campaigns anymore. Don't need to worry about those normal gaming things happening and ruining the game. If the GM burns out I can bring the character to a new table. If Billy and Suzy get married and move to Spain there are other players. Now, a few people who started with PFS at FLGS and online have started campaigns. But I've only seen two of those go past about level 6-7, out of probably 30. Mostly they all just play PFS now. Sorry, total derail, not my overall intention. What about expanding on the core races more? Make them more exciting. Back in 3.5 I know some of the settings had multiple races of Elves, gnomes, etc. It keeps the game more core while opening up new options. I know they did that some with the races guide, but why not give each race its own book that expands on its core options a little? Maybe that will help both sides of the fence, those who want options and those who want less exotic races.
I personally have Tieflings and Aasmir characters, but I think they were poor choices in races to open up. Mechanically they are better than nearly any other race at nearly any job. They have flooded the market sort of speak with the number out there. I would not mind if they were removed in future updates even though I've used them for a lot of builds, a few of which wouldn't have worked without those races. From a pure numbers standpoint the core races are 8-11 BP's to build, while Tieflings are 13 and Aasmir are 15. They also have some crazy things they can do. That being said, I wouldn't mind seeing different races potentially introduced, but I think it should be limited to BP 11 races and less, heck, maybe even say 8 or less. Nothing stronger than a half-orc. The power creep with Tiefling and Aasmir was nearly equivalent to what the APG or Ultimate books have done to the game, IMO. Elemental races are a good choice and seem flavorful in Golarion. 30 years old this month.
Hello All! So I am planning on running a Pathfinder Society(PFS) game in the style of a campaign. For those that don't know Pathfinder Society is organized play. Basically this means that you make a character, and you can play him anywhere he is of the legal level that there is a PFS game. I would like to get something going with a somewhat regular group of players, the less PFS experience the better, because that means you can play whatever I end up running on any given day. Day: Bi-Weekly on Sundays. Time: 2 PM EST What: Pathfinder Society Games Ran On: Map Toools .xx(probably .87) Voice: Dolby Axon - Free Rules: http://paizo.com/pathfinderSociety Attendance: If you have stuff going on, its fine, we won't need you. If you miss too many games though you may fall too far behind and not be able to carry on with the party. If this sounds like something you may be interested in let me know. Adios!
Really, Adept is really good for an NPC class for a party, but if your really set on not doing that... What DrDeth says. One of the best NPC class you could have really. Helps the team soak damage, keep them alive, have the iconic buffs, and get rid of debilitating status effects. It really allows the rest of the team to shine, with a class that is contributing a lot without seeming like it contributes a lot. And, I know healing is sub-optimal, I actually say this often in PFS when I hear the whine of "we don't have a healer.", which happens often. Still, a healer isn't completely worthless, and it really really allows the party to shine while contributing almost passively.
I'm in the minority, but I see absolutely nothing wrong with this scenario...but... How are your players? Are they OK with moral dilemmas? I have literally seen a long term game fall apart because it had to many moral dilemmas (granted, it was more than 1). While I find its ok, it really needs to be ok with your players. Not just the one put into the situation either. In the campaign that I was in that fell apart someone quit because they didn't like the situation the GM put MY character in, that had basically no affect on them what so ever. If your players are mature enough and not whiny, then I see no problem with it. But...you are most likely railroading them, which is fine, giving the illusion of options when there are none is the best way to rail run (feels more real than someone forcing you to do everything). If I was playing in that game, I would die(not really I know), its the right(and only) option. Now, that being said, there is a book that has Paladin credos for the different gods. I don't actually own it, but I know reading through it two of the deities would be MORE inclined to let it slide. If I wasn't one of those deities though, there is absolutely no choice, and you ARE railroading. If the player didn't take the hard road and not kill the kid, I'd question his value to my campaign(as a RPer). If you feel ok with everything, and your players can deal with, it then go ahead. Remember though, it is their story too, and if its gonna make the players hate the game, walk away from the idea.
In my main PFS group, we have a 2 level challenge going on. Make a PC that has no more than 2 levels in any class/PRC. Trying to make things that work is actually a lot of fun. Course, PFS pretty much ends at 11, so I haven't built past that point, but we have a lot of cool gish builds coming off that. If I play in a campaign again I'd like to do a throwing weapons guy. Too hard to do in PFS, since you can't make custom items and there are 2 belts that are almots required for throwing.
Mekkis wrote:
+1 this! I have three different spreadsheets I fill out for three different groups, and they aren't even always updated. I know I usually will fillout 1 or 2, but leave the third one blank for months, then go drop a bunch of scenarios on it. If we could have a quick chart of everyone's PFS #, with what they'd ran and played, it would make organizing events much easier.
poundpuppy30 wrote: Don't you get sneak attack if you flank an opponent as a person with sneak attack? Also if this is true then don't you also have the ability to pick deadly range as a ninja trick which extends your sneak attack range by 10 feet each time you pick this so then you could shoot your pistol and keep getting sneak attack at ranged if you keep your opponent flanked or flank not possible with ranged weapons? You can't flank with ranged weapons. I thought they put out a feat that let you, but I haven't seen it, so I think I must've been mistaken. Even without the trick to extend SA range, you can SA within 30 feet, which is fine for a pistol user.
Hmm, Alternative to fighter could be a level or two dip in monk. Assuming a two level dip you loose 2 hps, and a BAB, but gain 4 SP's (I think you were building for a skill monkey), improved unarmed strike(most the time you can't bring your weapons somewhere a few times in a career, its nice to have then, or for AOO's), and much better saves. Especially the low Will, which will be a problem for you. Not saying its a good idea, but it is an interesting alternative to fighter dip for feats.
9Reeds wrote:
Although I don't know if there's official answer, only the first bullet would get it. I should have clarified on simultaneous attacks on different targets. For instance, my arcane trickster uses fiery shuriken. He pops out of stealth and throws one of each of the fiery shurikens at 5 targets, all get SA damage. When I throw all five at one target, only the first gets SA. Thats the way its ruled at nearly every table, and what makes sense as well. Others may rule differently, but that is most common. I did once have a GM tell me I could SA on all the hits. 9Reeds wrote:
Should be a yes. Reducing reload time to 2 free actions per barrel, unless the GM rules reloading goes up to a Full-round action, but I don't think thats raw. 9Reeds wrote:
Just the first. In general, I try and assume the harshest reading of RAW when partaking in character design. If it ends up being more lenient excellent! If not, you planned for that. 9Reeds wrote:
Take a 1 or 2 level dip into fighter? It is harsh, but halfling gunslinger would be way cooler and more original. So, a potential, if crazy way to get a lot of SA that synergizes with your charisma build would be an Oracle of Waves with water sight, and take obscuring mist as one of your spells. Stay in a cloud of smog, people can't see you, lots of SA's! I believe there is also a mask that lets you see through fog, but I don't know how you could reliably get obscuring mist then, UMD maybe. Still, when you get rapid shot and +6 BAB, getting 6 attacks with SA damage may be brutal.
That is why I proposed amongst an intimate group that agrees ahead of time. I wouldn't want to customize encounters when I go to FLGS, largely because I don't know who will be at my table. We have players there who are stupidly broken, and ones who broke their PC's. Especially without knowing ahead of time who was at my table, but when I do know player X, Y & Z will be there, and they kill BBEG's in the first round 90% of the time, I know I can up the ante. I don't like to play or run when the players can just stomp the scenario. If your with a group where you know the PC's, and everyone agrees, what harm is there in that? Once again, I know it will never happen, but it would make the game more enjoyable to prep, run and play.
I agree with both of those statements, yet the homebrews I have both ran and played in tend to have much less save or die(or be out for 1d4 minutes or whatever) than PFS. Sure, they may come up occasionally, but not every 2-3 sessions. I've played to a game that went to 17 where the GM didn't use one of those on us, and it was significantly more difficult than PFS overall. The problem is, that situation comes up enough in PFS(in my experience from 5-9 and up once every 2 sessions those get thrown around), if your not ready for it when it does happen, and your the only PC between the BBEG and TPK, its nice to be up for the challenge. And it feels amazing when you solo the CR 11 boss that was gonna TPK the party to boot!
Well, there are over 20 people in my regular group, so thats not really a successful solution. I think allowing some degree of flexibility with a party that you have GM'd for 2 or more times in the past is reasonable, at least if its disclosed to them ahead a time. I know myself and several GM's in our group would like that, and the players would agree too. In particular myself, I'm pretty sure one of my greatest strengths as a GM is encounter design and I'd be up to the task. It'd actually add a great deal of enjoyment to the game for me personally, because thats one of my favorite parts of the game as a whole. I know it won't happen, just saying it'd be cool.
Other people still matter. He's not *that* insanely optimized, though he may be holding back to trick me. That being said, I'm not 100% sure I agree with the fact you don't need to insanely optimize. At high levels there are a lot of save or effectively be dead for the remainder of this battle effects. My Zen Archer has on three occasions been the only to make a save in one of these situations, and been in at least 2 other situations where only him and one other player were left. 2 of the three my ZA where BBEG's of a scenario. I've also seen several situation where only 2 characters (often not me) make the necessary save. And you watch and hope that they can win this fight or you know your dead. And you cringe when one of those guys that's still up is known for making poor characters. Now, I don't think any of my other characters are as optimized as my Zen Archer, and haven't chosen to stay as optimized. Still, I've seen plenty of evidence to the contrary.
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"A naturalist can always hear the spirits of nature whispering in his ears, and sometimes those whispers contain helpful advice. As a free action, a naturalist can expend 1 point of generic mental focus before rolling an ability check, saving throw, or skill check to add 1d6 to the result. The naturalist must be conscious and aware to use this ability, and he can use this ability at most once per round." My question is, while this ability states it can be used on saving throws, do you ever really get the option to do so? its a free action- so arguably, you can't use it out of your turn. unless I'm missing something. Most any saving throw effect you would want to use this on keeps you from using it
Gonna be playing in an Iron gods AP, and I wanted to try out the spellslinger wizard archetype. I have a build plan up to about level 11 and a general idea past that to 16. Any advice/thoughts are welcome. Notes- we have power attack/combat expertise, weapon finesse, and deadly aim all for free. Also technologist will be a freebie feat. Race Android
Class- wizard (spellslinger) 5/Fighter 1/Eldritch Knight X Traits: Magical Knack, Reactionary, ??? Feats-
Opposition schools: Divination, Necromancy, Enchantment, Transmutation at 16, I have, with 0 magic items-
BaB of 13 CL 16
level 17 (final) will be a level in wizard. I will be using a mixture of illusion/abjuration spells for defense (quickened mirror image/long duration buffs etc) and evocation for offense with a fair helping of just full attacking with gun. Its my first real attempt at a spellslinger gish, and I wanted to try something other than "magus".
Question. Would Ascetic style functionally give a rogue with finesse training (unarmed strike) the ability to wield a monk weapon as though it was both finesseable AND add dex to damage. If said rogue had 5 levels of monk (or weapon training (monk)), would they be able to apply dex to hit and damage with any Monk weapon? Here is the wording- Choose one weapon from the monk fighter weapon group. While using this style and wielding the chosen weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike, as if attacks with the weapon were unarmed attacks. Special: A 5th-level monk or character with the weapon training (monk) class feature can use Ascetic Style with any monk weapon, in addition to the chosen melee weapon.
I'm jumping into an Iron Gods game at level 6 with the psychic class. I know its not the optimal choice per say, But I was told it would be pretty flavorful, and I've been meaning to try out the class anyway. I know that, for the most part I will be ineffective vs the Robotic sort of enemies. I had the idea that I would focus primary on being a lockdown caster, with a few fun spells here and there. Then fall back to some of the support spells during fights with the robots. I was also thinking of taking a few levels of the esoteric knight for more defenses, and to make use of some of the cool armor/weapons bound to be in the AP. (this would be making use of the prestigious caster feats) Honestly, I was largely curious what would be a good school of spell to focus on? (spell focus and the like) both for offensive spells (such as Id Insinuation) and support spells (such as Haste) To focus on as we level up.
Hey, I'm trying to come up with a fun way to make a character that uses firearms, mixed with magic and or alchemy/clockwork vibes. So the setting is a mixture of emerging guns and commonplace guns, With early firearms being, for the most part, a little more available than "exotic" weapons, such as the estoc, bastard sword etc. However, advanced firearms are rare, and only certain "circles" have access to them. Mostly those associated with a specific guild or deity, and only the more important folks therein. Which means, I'll eventually have access to advanced firearms. Anyway, I've always liked the idea of magitech and steampunk, so I figured this would be a good chance to try and scratch a bit of both and still be a reliable source of ranged damage. For posterity, the party make-up other than me is - two Paladins, a Warpriest, an Inquisitor, and a Monk. The campaign is set in a theocratic nation(following a pantheon), and we will be functioning, at least at first, as a sort of police force for the state. We are also making use of the early feat tax rules, so Weapon finesse/PBS/Deadly Aim are no longer feat concerns. I've looked over two archetypes for this,
The concept I'm largely trying to go for is "infusing their gun with magic", I'm not particularly looking to be a full arcane caster, though the thought did cross my mind as I seem to remember a gun archetype for wizards. I'm largely just trying to hash out some pros and cons of the two archetypes, and see if anyone here has any ideas I've maybe not considered for this. We rolled for stats and I got- 16,15,14,14,14,12 Was thinking of going teifling.
As the title says, I'm looking to make an inquisitor that just can't be stopped. Or at least, not easily, and how to make it fun and effective to play from 1-17. At the moment, I'm working with the following- his character sheet I'll list the general stuff for those not wanting to follow/look at the link/sheet. I'm also not sure of a good archetype to look at, if anyone has any ideas. 25pt buy
Iron will/Improved Iron will
Mithril Fullplate- Counts as medium armor so functions with Stalwart (a large focus of the build), and functions as +4 due to magic vestment
Add on a ring of evasion and lightning/improved to ignore all spells on a save, and sitting around +28/22/28(heroism) for fort/ref/will, and 5 rerolls each per day. You'll be hard pressed to really run into any trouble outside of "no save" spells. That said, I'm thinking I can ignore most of the reflex save boosting, and make do with just the ring of evasion. Now, what about just giving him the beat down? Well, At level 17,I've got him sitting around 47 AC normally, (51 with judgement) Alternatively, I could take a level of monk (sohei?) to grab Crane Style for -2/+4 AC, which would bump the above to 55, and boost his largest weakness (Touch AC). As far as total AC goes, 55 is good, but I know you can do better, however I'm unsure of how to best increase it further (already having taken dodge/shield focus/armor focus) Now, what if people just ignore him you may ask? Well, they could, but he is more than a minor nuisance. With only judgement and one short duration buff spell (divine power) one long(heroism) we are looking at- +39/+39/+34/+29 to hit, and about 1d8+26ish damage per swing. If need be, we can give the weapon bane, for 4d6+2 more damage and +2 to hit. Probably don't want to ignore.
Hey all, I'm planning to play a swordlord for an upcoming game. Starting at level 2, going to 18 (theoretically) Another Idea I had was to go bard(archaeologist) (1 level in aldori defender for proficiency and bonus feat)and only go into swordlord for 5 levels before going back to bard. Though I lose a bit of to hit and damage from this, I get spells. Thoughts? Class- Aldori Defender 5/ Scaled fist monk 1/Paladin 2/Aldori Swordlord 10Human (for skilled)
Stats- 25pt buy Str: 07
Traits: Threatening Defender, Dangerously Curious(for wands of mage armor/shield) Indomitable faith Feats a
So, I'm assuming I'll have at least a +3 weapon(+2 and keen), a +4 belt/headband, and +3 ring of deflection/amulet of natural armor and gloves of dueling. Hopefully around level 10-11. As well as a way to have mage armor up and running most of the time. I think this is modest enough to plan around. At level 13 -
HP:100 ( 12d10+1d8(chained monk)+19)
Attack action
Attack action w/fighting defensive+combat expertise
Smite is used as a "uh-oh" button for +4 to hit/AC and DR bypass against them evil things.
Greetings all, Going to be joining in on an Iron Gods AP soon, coming in at level 8 The premise is a barbarian seeking to free his people from the clutches of the league, in so doing, he has garnered the attention of several divine who have blessed him with powers. (he does not worship a god in particular). He is very much a man that would rather -not- go about it, but has decided that no one else will truly take up the task. After all, if not him, then who? He also has something to prove, since he is half-orc, and so not pure kellid blood. He is a bit of a dreamer and idealist, especially compared to most Kellid. His optimism a trait he grew and used to help him survive his time in slavery. His domains are Liberation (obv) and either Travel(fits with personal story), or War/Glory I'm leaning towards Liberation+Travel. The Build-
Ability scores- (after level boosts)
Traits:
Feats- We are using Elephant in the room feat tax, so saves me Power attack
Rage Power: Moment of Clarity Spells- All spells with be of Buff or utility variety. Divine Favor a particular favorite.
Hey, had this come up in a game. If you take a move action to move, can you drop a strapped shield, a sword, and draw another weapon all in the same move action. -Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action. This action also applies to weapon-like objects carried in easy reach, such as wands. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a stored item. If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one. Drawing ammunition for use with a ranged weapon (such as arrows, bolts, sling bullets, or shuriken) is a free action. and -Strapping a shield to your arm to gain its shield bonus to your AC, or unstrapping and dropping a shield so you can use your shield hand for another purpose, requires a move action. If you have a base attack bonus of +1 or higher, you can ready or drop a shield as a free action combined with a regular move. Dropping a carried (but not worn) shield is a free action. Is readying a shield different to "strapping" it on for the AC bonus. The ready action seems to imply that you are indeed strapping it on. Now, I'm also curious if the above scenario (dropping shield and drawing weapon) as part of the same move would allow you to also draw and ready a shield in the same move. If this is the case, it makes TWF with a sword and shield better. However, the draw/sheathe weapon rules seems to imply this should not be the case.
ATM, I have a few different ideas, and was looking for thoughts on effectiveness of the feats.
at the moment, I have-
1- Step up, Arcane Strike (arcane duelist), Lingering Performance
Feats I'm not 100% on-
Dodge/Spring attack- I enjoyed whirlwind strike builds on my flagbearer bard that made use of Longspears, and dodge/spring attack might increase my survivability, but I feel like in a party based game, it doesn't do all that much. (solo this looks pretty neat). That said, I'm not sure what would be a good replacement for these. Maybe Improved Initiative/steadfast personality? Combat reflexes and step up and strike?
Hey everyone, I'm playing a summoner for the first time in a campaign, I'm taking the Blood summoner archetype (for the planar binding freebies) and will likely be taking 1-3 levels in diabolist PrC. The Idea is a LE devil binder, his eidolon being a pact of sorts. We used Focus Foible for stats, and I received the following (pre racials) Str: 15
Since I rolled pretty good-decent physical stats, I figured I'd try to make a melee/reach summoner who battles alongside his eidolon. I was considering going half-elf for the +1/4 evolution points, and taking the kindred raised alternate racial (+2 cha, +2 another stat) and dropping that into Strength for level 1 stats of- Str: 17
with +1 going into str at 4th, Int or dex at 8, and the rest into Charisma. (or, the rest into evening out the stats) For feats, we are using the feat-tax rules, and this was a rough plan I had for the following- 1- Extra evolution or combat reflexes
Other thoughts for feats-
Any other advice/thoughts to help out? At later levels, I may decide to give the fighting duty entirely over to the eidolon and any planar beings I bind. Do you think the damnation feats are worth the investment? What would you take in their place? I also want their eidolon to resemble a devil themselves, so obviously I'll be taking the wings+fiendish Apperance evolutions eventually, what would be some other thematic, and strong, evolutions for them to take?
As the title, Power attack states "Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage." Does performing a coup de grace count as an attack roll even though non are made?
Hey all, I'm going to be partaking in a WotW campaign in a week, (session 1), and I was thinking about trying out the Diabolist, but was unsure exactly how would be best to go about it. (the other Idea I had was an anti-paladin, but with a barbarian and a pain taster/anti-paladin I figured I shouldn't overlap too much) I had a few thoughts on it, and I've had some ideas. the first, was, of course, wizard. At first level I'd take fighter(or any other martial class), then go into wizard, at 6th level, I'd take a couple levels of eldritch knight, then go into diabolist for at least 6 levels, then likely mix EK and diabolist levels as desired. the second was to go for an arcanist (school savant) Either conjuration or divination school.
the third was a fiendish vessel cleric, This gets divine magic, and all the boons that has, however it forces me to use planar ally instead of planar binding. However, has the added flavor the divine. Though I rather like the idea of Asmodeous going "here is how you do it, now its on you" for the arcanist or wizard character. The 4th, was to focus and a mixture of summoning and blasting with a sorcerer, Likewise sticking to pure sorcerer levels until diabolist entry. However this one is harder than the other two, as spells known make being a diabolist rather rough. A few other notes, as far as things go. wizard+Arcanist will both be taking orator feat (most likely) to save on skill ranks. Are there any ways to gain stealth/rogueish type skills as class skills? (disguise, acrobatics, etc) for the early period where spells won't be terribly helpful in that regard. (or too limited). Feel free to make other suggestions I have thought of/listed. Thank you all for your help!
I was curious, what is your preferred range for character levels during a game? Say 5-6 levels= a range. As an example, my favorite area of play is around level 7-13. As I think the PCs feel strong, are fleshed out mechanics wise, but aren't overbearing and all mighty. I dislike levels 1-3 usually. What about you?
Hey all, I have a character (a gnome) whos background has him interacting with the blight. I'm flavoring his psychic magic as a side effect of his near death experience with said blight. Now I have the choice of going for the sorcerer (psychic) bloodline, or for the actual psychic class (abomination discipline). I was hoping to get yalls thoughts on both which you think fits better thematically, and which would function better mechanically. For the psychic, I was thinking of taking either the esoteric star seeker archetype, or the wildepath archetype. So-
Hey, I've been looking around at having some fun making use of racial feats as the basis of certain builds, and I think I've found a fun one for half-orcs. The character that is just too angry to die. Heres the general idea- 20pt buy- Unbreakable fighter 1/barbarian (invulnerable rager) X
Trait: berserker of the society
feats-
Rage Powers:
At level 13, assuming a +4 belt, you would have a con of 24 base. Which gives 144 hp. You have DR/7 and 50 rounds of rage. While raging, you can fight to -32, without being staggered. If an attack would kill you, you may spend rage rounds, reducing that damage by 11 for each round of rage spent to a minimum of 1. While negative, you gain +2 to hit/damage. If you DO die, either running out of rage rounds, or getting hit while at -31, you remain around to be healed normally for 7 rounds. In other words, when the chips are down, you can slap -18 damage on an attack minimum. And can spend an unlimited number of rage rounds to increase that reduction by a further 11 per rage round spent. This ability functions even against spells. You are literally too angry to die. Does anyone have any other suggestions for this idea? And while it may not be the most "optimal" build, lets keep suggestions in the same vein of the idea please!
So, its a 15 pt buy, but it is gestalt with feat tax so it hurts a little less. I wanted to play a detective constable. The sort determined law enforcer that would do anything to crack a case. Capable of leading, and contending with nosy rumormongers. He would be a front liner. My idea is-
After that... I'm not sure. I was thinking something like-
I was also torn between either making use of dual talented, for +2/+2 (Str+Int)
As for feats... I'm not sure. I was thinking-
Iron will and great fortitude will likely be picked up. Both would fit the theme as well. TWF could be an option, if I went for Dual talented. The studied target bonuses coupled with challenge would make TWF quite dangerous, even if used with a shield. And elephant in the room feat tax makes it a lot less feat intensive. Also, for cavalier Order.. I'm stuck between picking from either Order of the Lion, Order of the Scales, or Order of the monument. All are fairly flavorful, and all have their strengths. I may have missed an interesting one, so feel free to make suggestions here.
Here is a link for the Machinemsith class Hey, I'm looking to see if anyone would/could give some advice in finding a few good gestalt combinations for the Machinemsith 3pp class. Likely going for the analyzer great work. and/or If you don't have the time or desire to read through the class, would you suggest a rogue, magus, wizard or fighter gestalt with the warlock Vigilante? Or something else entirely?
Note- Please make use of Pathfinders written alignment rules/definitions Located here. I want to make a distinction here, as with in game characters, we must label them based on actions and intentions, not what they claim their values are. I would say the bats is NG-NN. Let us assume the 80-90/early 2000s portrayal, including the animated series (including the animated justice league). You may also post thoughts on the newer version of batman (dark knight/arkham games) thought denote which is which. Your thoughts?
SO.. I've been reading over the psychic duels for a campaign... you can sacrifice SLA's to gain MP as though it were a spell. How does this deal with at will SLAs? Can someone with at will gaseous form "expend" a charge to get 3 MP every round? Example- A vampire is pulled into a psychic duel. They can cast Gaseous form at will as a SLA. Can they "expend" a charge each round to get 3 MP? Another question outside this one- DO enemies pulled into a psychic duel automatically know what is going on/what to do?
Okay, these seem a -little- complex so I just wanted to ask a few questions to make sure I understand properly. 1. Do you have "movement" and "space" in the duel? Or is considered that whatever you do, you can hit your opponent if desired? 2. You can only generate defensive manifestations if you reserve the MP to do so from your turn correct? 3. Thoughtforms are an additional manifestation, they cannot be "you" or used in a similar manner to synthesis summoners. 4. You cannot increase your attributes within the mindscape, so you had an 08 dex in the physical world, you couldn't change this? (while I understand why mechanically this is a thing, I am a little sad at the loss of flavor) 5. No one can just "attack". To attack you must spend MP on manifesting offensive attacks OR on generating a thought-form manifestation and nothing carried over from the physical realm. Your "attack" can be you (as a fighter) attacking something, but it must use the offensive manifestation rules for damage? 5.A Given my assumption to the above is correct, Fighters or other purely physical focused combatants are at a huge disadvantage in a psychic duel. As they have nothing to draw MP from other than their ability scores, which likely won't provide much. 5.B Would allowing fighters to gain 1 MP for free each round per weapon training bonus(or -1+ WT bonus) be too much(to represent their discipline?) In a similar vein, would allowing barbarians to trade 2 for 1 rage rounds-MP be breaking the system too much? After all, the idea is that the duel initiator is putting himself at a huge advantage in the situation.
Another thread in a similar vein as this got me thinking, what -do- I consider too much for a wish spell? I'm fairly lenient as a GM. After all, its level 17(min) and a 9th level spell (and 25k). So I'm usually game for anything not -too- terrible. I've let players wish for templates, had them wish for an additional feat, wish for a powerful magic item (a net gain of about 60k gold) I've never really said no, or really twisted a wish that was actually cast by a player. So... I'm just curious at what the folk on the boards here consider is "too much" in their personal opinions.
Hey all, I'm going to be making a Mesmerist for a way of the wicked game. I've never made a mesmerist before, and I've only recently really sat down and looked over the class. From my foray I've come away from it with a few different ideas. We rolled stats, and I have- We are using elephant feat tax (the original, not the newer PDF version) 18, 17, 16, 14, 10, 08 1- Strength based "striker" with a fall back of spells as needed. Making use of vital strike/painful stare for one hit wonders. 2- Dex based fighter, with a higher focus on spells? 3- Pure support/spells/skills. Possibly 1 level of rogue for trapfinding if needed and class skills. Any help/thoughts are appreciated.
The name was just a fun little thing I came up with. Its not someones actual dungeon. Now then. About 4 weeks from now, a player in my IRL group will be running a danger dungeon "oneshot" ( that likely will end up a two or three off for sessions). That is, a highly unforgiving and deadly dungeon reminiscent to tomb of horrors. Though not quite to that level. Both in his harshness and in its character level. There are a few special caveats to this- We rolled stats, I have an 18, 17, 15, 14, 08, 08 before modifiers.
Now, this brings me to my predicament. I am having a hard time choosing a class, much less a build. I've got several ideas, and I figured I'd look to the boards for some help. Both in "optimization" and in picking a good class I would enjoy for this. Concepts I've been toying with other the past week- 1. Black blade magus focusing on buff spells (shield, mirror image, blur, etc) with only a couple spells dedicated to "nova" style for extreme situations. 2. Alchemist/master chemyst focusing on long term self buffing similar to the magus. I considered taking vivisectionist but I'm hesitant on swapping out the utility of bombs entirely. Likely taking Beastmorph and considering the Crypt Breaker as well. I like this one better than magus at the moment because it feels more self sufficient and versatile. Being able to shore up weaknesses in the blind group. 3. Investigator (empiricist) This one I like because it would help alleviate any dungeon concerns thanks to its ridiculous skill check abilities via inspiration and Empiricist's stat swapping. It brings the same great self buffs as the alchemist minus the greater/grand mutagens, and comes with a decent combat buff in study target. It likely won't hit as hard as the alchemist (especially a Vivisectionist) or have the utility of bombs but would at least make sure the group has trapfinding, while still being useful in combat and decent if the party gets split up. 4. Inquisitor. I Feel this one has less self buffing potential compared to the alchemist or investigator, but would be better at both preventing and removing crowd control. Bane is great for nova, though the limited amount of rest we will get makes it less applicable. Likely would go for a ranged build, which would present its own problems in a confined dungeon. Has the added bonus of being a spontaneous caster. So can make use of spells as needed. 5. Necromancer wizard. A wizard focused on nercomancy/transmutation/conjuration. Undead master to have a "pet" skeleton and can either raise defeated foes as allies or take control of any mindless undead we run into. Always has access to spells, which is nice. But high possibility of running out of spells due to limited resting potential. 6. A fighter with a 1 level brawler dip. The "iron caster". AWT would be warrior spirit and armed bravery most likely. With an investment in gloves of dueling.
Who has the greater claim to fame? heh. Note, this is a largely opinion based thread. SO that in mind, please be civil. I'm just curious, and I like discussing Pathfinder, so I figured I'd ask a few questions about some of my favorite "gish" classes. Which of the above classes do you prefer/enjoy more and why? Which do you think is the strongest combat wise of the bunch?
which do you think is better suited for solo play if it was required? (or which is most self sufficient) Do you have any particular builds with the above you enjoyed particularly well? Which one has the best "flavor" to go with their mechanics? Archetypes are allowed and encouraged to be discussed as well!
Hey all, Pretty much as the title says, I'm looking for thoughts on the following homebrew for sneak attack- You no longer need to be flanking an enemy to gain sneak attack, you merely need to have another ally threatening the enemy while you also threaten. Example-
normally, you need to be set up in the following- (or some form thereof) XOY
The proposed homerule would allow you to gain sneak attack in the following- O
Or OY
Hey, gonna be playing in a way of the wicked game and I've narrowed it down to two options. The first being a magus, the second a dragon discipline. The latter I've not had a lot of practice with, so I wanted to get peoples thoughts on my plan for them. The end goal is for him to fight, most of the time, as a powerful dragon. Via form of the dragon (8th level spell) I'll be playing an aasimar, using the human FCB for sorc to get more spells. monk (scaled fist) 1/anti paladin (2)/sorc 2/Dragon Disciple 9/sorc x in that order Trait: magical knack Ability scores: (we rolled focus foible) Pre race modifiers.
Ability scores after racial and class boosts
Feat Progression- (using feat tax)
Spell selection would be buff and damage spells
The main issue is a lower than normal BaB for a front line fighter, however The strength bonuses and magic should help with that. Do you think it will work?
Stats- Bard 13/swashbuckler (inspired blade) 1 Swashbuckler at level 3
Feats:
Spells
2nd-
3rd-
4th-
5th-
Greetings all, I'm going to be playing in a way of the wicked game soon and was having trouble nailing down a good build for a primarily fighter PC. The following is what I'm thinking atm, but I'm unsure about its viability- Level progression-
My questions are- is the level dip into the monk worth it? and would a level dip into unchained rogue for more class skills and SA be worth it? I also plan on using heavy armor for thematic reasons so will need to take a couple armor proficiency feats due to lore warden.. Is the loss of armor training that big of a hit now after the introduction of advanced armor training?
Hey all, I'm going to starting a face to face way of the wicked game this month and I'm having a little trouble settling on a character for it. 1. The DM does not wish us as players to know what the other players are playing. This includes everything from class to backstory. Not even if they are a martial or a caster. This is a tad troublesome for me, as i normally pick the concept I want to play that best fills in the gap of the party. 2. My stats (rolled) are- 18,17,14,14,8,8, to be placed as I wish. 3. I think we are using elephant in the room feat tax rules I'm looking for good fits to the campaign, and thoughts on how they would hold up form anyone that has had the great joy of playing through the AP. 1st concept-
build-
Alternative option to damnation feats are the vampire feats from the AP stats-
If going vampire Str: 18
I only have to survive until level 5 with a con of 6. Not too hard right? 2nd Concept-
Half-elf
Ability scores:
Necromancer wizard-
Elf wizard, necromancy school Thassolonian specialist archetype. Feats-
Ability scores:
Occultist-
feats-
Implements-
Stats:
Hey all, looking for opinions and the like on the following concept- A barbarian (titan mauler) that Two weapon fights with two-handed weapons. The following is a rough outline for the build- levels 1-5 you would be using a two-handed weapon as per normal Comes online at level 6-7, hits peak 12-15
ability scores: (assume 25pt)
Feats-
Rage powers:
Wield butchering axes assuming a belt of strength, and +1 weapons each To hit while raging-
a full attack would look like- +12/12/+8/+8 at 3d6+15 each. eventually, they would use large impact butchering axes for 6d6 a hit (without penalty) the to hit is lowish, and I was wondering (outside of weapon focus at level 9) on ways to increase it further?
"Whenever you spend a daily use of the resolve class feature, you gain 1 temporary hit point per Hit Die you have. These temporary hit points are lost first when you take damage, disappear after 1 minute, and are replenished each time you use the resolve class feature. Temporary hit points gained in this way persist for 24 hours and then, if you haven’t lost them, they disappear."... Which is it? Do the temp HP disappear after 1 minute, or 24 hours? Does it stack? So, would each use of resolve grant an additional X temp HP?
I only have the basics at the moment, Seeking ideas and advice on potentially good archetypes for wizard or cleric. Why cleric first-
con- no potential of RP for the wizard finding true faith? Ability score, 25pt buy- Human (dual talented trait)
Traits:
levels 1-3
Domains:
Wizard 4-6 Arcane school: Divination(forsight) 7-16 Mystic Theurge 17-20 Wizard. Feats-
alternatively, I could grab spell focus and greater spell focus for a few schools.
Hey all, debating between picking up the aether element at level 7, or sticking with fire. The character will be level 12. Pros of taking aether-
Utility- Being able to pick up kinetic healer, telekinetic haul, and (soon) at will invisibility are nice little boons. Physical blast- I get a physical blast I can use when I encounter fire immune enemies. Cons of taking aether- I put off blue flame composite blast, however this is less of an issue, since starting at 12 I will be able to just slap maximize on my normal blasts with a move action. I lose a free wild talent or infusion without aether's defense talent, I will be deadly to most natural attacking enemies with 24 fire damage returned per natural attack/unarmed strike hit. I lose an effective 36 regenerating hp.
Arcane Bolt (Sp): Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as a spell of a level equal to half your sorcerer level, and is a force effect. You can use this ability a number of times per day equal to 3 + your (see FAQ/Errata) Charisma modifier. This bloodline power replaces arcane bond. My questions are- 1. Does this count as "a spell of the highest level you can cast" 2. If it is treated as a spell, could you potentially apply metamagic to it? 3. If you are wearing a Robe of arcane heritage this would theoretically cause arcane bolt to be treated as a spell of your sorcerer level+4/2. Which, at level 10 would mean arcane bolt's effective spell level is 7th, not 5th. (10+4=14/2). If question 1 is a yes, this would mean you can cast a "spell" of 7th level, which means you can select 5th level spells with the human favored class bonus, and expanded arcana could apply two spells known to 5th or 6th level spells? 4. If non of the above, what is the point of the bolded sentence?
Okay, so here is the text- Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis. Note the bold text. My question, if someone takes all three greater eldritch heritage feats, do they gain Arcane Apotheosis, as metamagic adept is replaced by it at level 20? (note, a robe of Arcane Heritage would arguably allow this to be gained at level 16)
Unrogue 4/paladin 8 Ability scores
Feats:
Traits-
The premise-
any good archtypes for either side? I'm kind of wanting to avoid grey paladin as well.
Using the FCB to get 1 additional spell per level. Looking for thoughts on the spell selection and any ideas to help further improve it- Arcane bloodline, Tattooed sorcerer archetype (evocation) 1st- 8 spells known
2nd level- 7 known
3rd level- 5 known
4th- 4 known
5th- 2 known (thanks to arcane bloodlines 9th level power)
Greetings! I had an idea, an Idea that I could not and cannot do alone. It is a challenge, a test, a tournament. A tower of a godly competition! The premise-
The players would start at level 1, and ideally make their way to level 20. (If they survive) With action economy against them, they would eventually take on a role similar to a big bad in normal games, that is, out action economied, yet fairly stronger than the "PCs" independently. As such, many encounters would consist of lower level/CR enemies. Example- level 5 would fight, largely, CR 2-4 enemies. There would be a total of 40 floors to the tower, each floor consisting of a "dungeon" which the player must make their way through. These dungeons will vary, some will be filled with enemies, others, with traps and skill challenges, most with all three. Treasure will always be there as well. Every two floors would roughly represent a level up. Save perhaps level 1, and level 19. The alternative is to have each floor represent 1 level, thus making each floor more challenging and longer. I have neither the time nor technical acumen for map making to do this alone. Nor the abilities to GM such a thing in PbP. However, I know many excellent GMs prowl these boards, and so I beseech the for aid. Also, Not all 40 levels are planned out yet, indeed, very few of the dungeons are fully planned out, I have plans to hash out most of them, but if some of the GMs wished to make their own floors, I would give out "levels" and make sure the information was provided to other GMs. This was an Idea I had, as I have often wondered how classes would perform when solo. Before I dedicate the full time and attention such an endeavor needs, I would like to know if there is 1. Interest in player bases
Note, interest is not a commitment, as much needs to be further hashed out before any games are created. This is just seeing if I can find the players and GMs needed to do this. Another aspect would be keeping track of data, namely how well classes perform, amount of time needed (days/hours) to clear each floor, number of times killed etc. Players would be allowed, between each floor, to purchase or sell items and gear, and dedicate time to crafting (A limiter will be set, but I am unsure of what type) however no magic of any sort will allow a player to exit a floor once it is started. These were the rules I was thinking of allowing-
Have I caught anyone's interest?
Hey all, I've recently had an idea over this "epidemic" that keeps a lot of people from meeting. To have a semi competitive tower of tournaments held in 1 on 1 sessions. As I've never run solo adventures before, what do you guys think would be good class suggestions for me to give the players? The way I see it working is, that each floor has a "dungeon" of some variant. I'm envisioning 40 floors, 2 floors per level. Mid to late levels will have the PCs playing a roll as s Big bad, mechanically speaking. With action economy against them, but level/HD/power in their favor. So a level 5 character would likely encounter mostly level 2-3 enemies. With a big boss of equivalent level every few levels or so. I plan to run them each through the same dungeon, with no changes. Unless a character dies. Then they have to start from scratch at level 1. So, again, what do you think some good solo adventuring classes to suggest would be?
So, me and players were talking over discord a bit discussing how odd it is that even in a gritty dark world the worst that can happen to a PC battling dragons, giants and griffons is they die. Even if the PCs are heroic level individuals. Which got me thinking about an injury system of sorts. The following is something I came up with but its pretty rough around the edges. I'm hoping to implement it in a way that actually gives something back to the PCs as well. The pay back is, they are more resistant to death. The idea is- when a character would normally die, they would instead make a roll on the injury table. Please note, raise dead/reincarnate are NOT useable spells in the game. Only the high tier resurrection spells can be used.
So, here we go. When a character would be killed, roll on the following chart. Add your con modifier to the result, then subtract the total by which your negative HP exceeded your Constitution score then consult the chart. Alternatively, if you ever take greater than 50% of your maximum HP from one attack, roll on this chart as well. Add your con mod to the result of the roll before consulting the chart. If the resulting damage would cause you to roll on the chart due to "death" make only one roll. roll a d20.
Today is it. The final trial on your path to becoming official members of the Order of Dawn's Light. Over a year you have spent in training. Learning both the History, traditions, and goals of the Order. You have undergone training for both solo and team tactics, general aptitude drills with most weaponry and tutelage for any magical abilities you demonstrated as well as having your physical fitness honed through countless drills and exercises. You have learned of the goodly gods and their teachings, you have been taught basic survival skills... You have watched as nearly a third of those who joined alongside you quit. After you overcome this next test, you will for all purposes be members of the Order. Today, you, along with the nearly 3 score of others are lead along by Aria Silvia through the Order's Temple HQ, you pass through its grand halls into the lower levels and tunnels branching out from its base as roots from a tree. Even after a year you cannot help but marvel at the beauty, craftsmanship, and opulence of the temple's architecture. Hall of carved stone and silver inlaid with gold trimming depicting a plethora of pictures, tokens, symbols and much more. Grand tapestries unfurl along nearly every wall, telling the tell of great heros, battles, and depicting the Order's valiant history. Golden Braziers with ever-burning oil cast a golden glow across all that enters their vicinity and create a cascade of flickering shadows along the tapestries along the edges of their illumination, causing the images therein to seemingly dance and move. Finally, the grand halls pass from view, and you find yourself in an incredibly large hand-hewn cavern, with fiery sconces lining the rock wall. Looking ahead, you see only the dark shadows of a tunnel leading further, and deeper, into the complex and confounding tunnels. Here, Aria gives you the command to await orders before walking back the way you came. You are left waiting within an antechamber in the underplex of the Orders Fortress Temple with only those alongside you, the flickering shadows of the burning sconces. After nearly 10 minutes of waiting, Drillmaster Ivan emerges.
Those chosen dot in, I'll do one final check over of the crunch of characters. I also have a few questions to ask. 1. Would you rather have theater of the mind, or maps in Roll20? 2. Would you rather have death follow normal rules of con score+1, or would you rather die at con 1.5+1 Example- con of 10, at -11 you are dead, or at -16 you are dead. Note this will apply to NPCs and enemies as well. (including ones with ferocity) 3. A minor change, when you roll HP for Even levels- a d6 HD can roll no lower than a 2, a d8 can roll no lower than a 3, a d10 can roll no lower than a 4, and a d12 can roll no lower than 5. (or, the minimum HP you can roll is half your HD -2) 4. If you all would, I would appreciate it if you created a mythweaver sheet for your characters Crunch. I am used to using it, and it would make things easier on me.
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