Ya I tried to delete it and make a new post in the advice forum. Thanks for the tips. Wondering could I do the same without being evil? That way I could channel positive energy to heal the party and hurt the undead but still be able to control them (not sure if I need feets or spells or both to do this).
Any advice on magic items I should get?
So I am in need of assistance to build my cleric. I want to play a Necromancer (Cleric not any other class) but I am totally lost and confused. I looked at the guide to the classes but did not see an evil cleric necromancer build. Can someone help me with this? The following is info that I know:
Thanks, +J
So I am in need of assistance to build my cleric. I want to play a Necromancer (Cleric not any other class) but I am totally lost and confused. I looked at the guide to the classes but did not see an evil cleric necromancer build. Can someone help me with this? The following is info that I know:
Thanks, +J
So looks like 2 d6, 2 d8, & 3 d12. That sound right? That would mean my d12's might finally get some use. I was trying to talk my pathfinder group into using d12 for init so we don't have some people having init's in the 30's while others have less than 10. So what do they call the system then since it is not d20? Or what would you call it? I have only played d20 (D&D, Pathfinder, etc) or d10 (vampire) so not sure of any other systems.
Maybe its just me but I don't want to play a jedi/sith. I have always wanted to play star wars as a bounty hunter. So if that is an option from the beginner box/core rule book coming in july then count me in. I really dislike having to buy more dice tho, I mean I have 12 sets already. Sometimes you get dice that are lame like in the star wars mini, those d20 were roll down dice, so you can't use them. Perhaps I can just use the dice I have and make a chart for what each number means. What type of dice are they? How many? Any good close up pics of them? edit: Wanted to ask one more thing. Any chance of the core rule book coming with a pdf. I find taking my books everywhere to be a bad idea, so here is to hoping I can get a pdf copy as well. edit2: Also read that it is not d20 based. What base is it then? I am confused because I don't think d10 would be for me.
Tarantula, I want to say thank you for clearly answering the question with concise examples. I wish more people gave examples when answering questions so that when someone that did not write the initial question (me) comes and reads it, I can understand fully what is going on without doing any further research to understand the question or the answer. I applaud you and hope others will read this and start posting answers like this. I especially enjoy the lack of short hand that could have more than one meaning or shorthand that I don't have a clue what it means. Thanks again, +J
I am playing a ranged bard in the Jade Regent ap. I have all the archery feats I need however, I need to have the crafting wizard make me some bane arrows. Do bane arrows count as +2 ( +1 magical and +1 for the bane) or are they just +1? As a second question I am getting oni bane, and 2 other types made but I don't recall what they should be. Any help with that appreciated.
If you are looking for more stuff there was a release for the beginner box bash or something that had some other ideas/ short adventures. They are free to download and are located click here . Not saying you have to use them however, they are free and they provide ideas which you can build off of, add into your own adventure as side missions, or just completely change them. Up to you, just thought I would try to lend a hand. I too am new to gm'ing and find it difficult to come up with ideas that make sense and come together. I had an idea about a npc that worked as a hired hand for the local farmer. One day he accidentally cast acid splash and killed one of the farmers pigs. He was scared and ran away into the (hills, forest, swamp, etc. take your pick). Later that day farmer Jon comes across the melted/burned pig corpse and goes looking for the hired hand. He proceeds to the local (inn, market, town square) and asks around about the boy. This is where the player characters (PC) come in. They agree to help find the boy. Of course they may want to check out the pig's remains and look for clues at the pig pens. Here is where I need to add some DC to determine it was acid that did the pig in, see if they can track the boy, and anything else the PCs may want to do. Basically the boy is scared and runs off. He gets injured and then depending on what environment you choose (I choose hills) you have something happen to him. In my adventure I have some goblins find him and take him to camp. The PCs find him locked in a cage where the goblins made camp. I have it so that most of the goblins are out hunting, unless it is night, so only 3 or 4 are in the camp. PCs defeat the goblins and rescue the boy. Of course the adventure can continue because the hunting party of goblins, along with their leader, want to get back at the boy/town/PCs so you can follow up with goblin raids on the town. Well that is all for now, hope that helps.
As a side note I recall playing in a group for over a year. We had a paladin that did not know how his channel positive energy worked. We were level 11 and the gm declared if you don't know how your class abilities work then your character has a heart attack. I remember the paladin had 3 heart attacks in 4 weeks. The one week he got his abilities right, the ranger did not so he had a heart attack. heart attack: you take your character and sheet to another room and read the book to learn how it works. Once you know how it works you can then come back and join the game. I felt it was fitting because it was never something the character just learned how to do. It was always something the class gained levels ago and therefore should know how to use it. Guessing your not in the Cleveland, Ohio area?
Not sure about the rest of your group, but I would love to have you as my gm. Someone that spends the time to do all of that out of game & cook for your group. Really??!! Sign me up. I'll be playing a bard, I'll know my class, spells, and abilities. Seriously seems like they just want to hang out as previously mentioned. People that want to play will read the rules and learn their class even if busy with work, school, etc. Perhaps sit them down and explain that it takes a lot of work to be a gm and you are spending a lot of time to be the best you can be. If they can't/won't put in the time to learn about the class they choose then they should not be playing. Sure you want to hang out just to hang out but day X is gaming day and if they don't want to game they should not be there distracting the ones that do want to game. Also I might add that it seems you have 6 players? (boyfriend, sister, step-sister, a friend from high school, his friend, and a co-worker) That equates to a lot of down time between players turns, so they will get easily distracted. Phones and other electronic devices should be banned unless being used for gaming. It's easy to tell, ex: person using phone, using phone, and now it's their turn but they have no idea they are stuck in a fog/web/etc spell. They don't know the guy they are trying to hit is actually flying so they can't melee him. That is the person that loses electronic device privileges at my games . Remember, these are just the opinions of me, that does not make them right.
One last question on this topic... or so I hope. If I can use a cure critical wand (use magic device/on my spell list) can I use it to attack undead and incorporeal monsters? If so does it do full damage (4d8 per charge, don't think you get to add the +1 per caster level but not sure) or just half because I am not a divine caster?
Thanks for all the great ideas guys. The problem was they killed a party member because we could not do enough damage fast enough. I like the ghost touch net idea a lot, along with wands of mage armor and shield. Not so sure about the holy water (how much damage does it do?). Also I wondered about strenght damage on your attacks, I know they take 50% damage but is that just 50% weapon then add your full strength or do you add in all your damage mods, +3magic weapon, +strength, etc. then half the damage? Hopefully we do not run into any more incorporeal monsters. Thanks,
Ran into some fights in a certain adventure path: Where we fought some sort of shadows or wraiths? Anyways the party consisted of a ranger, bard, and alchemist. It was rough for us as the alchemist The Jade Regent. died: it seems unless you have a cleric or paladin running would be a better option?
and came back as one of them... So how do you fight incorporeal monsters? It seems to me if you did not know about them you would not buy ghost touch weapons which is the best way to fight them? Advice, ideas, and thoughts welcome. Also one last thing, what is incorporeal special quality? When I looked up incorporeal subtype it says, "In addition, creatures with the incorporeal subtype gain the incorporeal special quality." No idea what that is and can't seem to find it. Thanks,
RedEric wrote:
I am confused about how to create magic items. And I think most of it comes from using too many abbreviations therefore, I wont use any. So if I want to create a rod of quicken I have to be caster level 17 and have the Quicken spell (which of course does not exist so I guess they mean the feat. So at caster level 17 I would have no reason to create the rod. I thought you could increase the difficulty class if you did not have the required stuff?
I would have to say that is a great "family" backstory. Now just add in some history for your character: As a young lad I was poor and had to acquire things myself which led me to a life of crime. One particular time I stole some food and was chased. After being cornered I cowered thinking I would take a beating. Suddenly, the boy ran off claiming he was burned(acid splash). While doing time I realized I had a gift and decided I could use it as a way to make money...." etc etc. Hope this helps. +J
As a magic device for a caster that takes metamagic feats I must point out staff of the master but getting it made for your focused spell school due to this ability in the description. Staff of the Master:
In addition, this staff can be used to cast spells using any metamagic feats known by the wielder without increasing the spell's level. This consumes a number of charges equal to the number of spell levels increased by the feat. No more than one feat can be applied to a spell cast by the wielder in this way. Using the staff for this purpose does not increase the casting time of the spell. I find that to be quite powerful. P.S. I added the bold to point out what I was talking about.
For reference all pit spells function as create pit so perhaps you should read it here before continuing. So my question is how do you run the pit spells when a caster puts it under a creature? Say it makes it save, do you then move the creature so it is no longer standing over the pit? If so, where do you place it in relation to the pit? If you place it next to the pit, the edges are sloped so does the creature have to make another save? Now what if the creature was large or bigger. Does the pit have no effect on the large creature because it takes up the same amount of space as the opening of the pit? Or do you just make it save as if it was standing on the slope? If the creature is Huge does that mean it is bigger than the pit so the pit has no effect at all, or because it is huge it is basically standing on the edge of the pit so it has to make a save? Thanks, +J
Yes I have cast raise dead on this but I would like some more clarification. If you look at the linkthe second sentence states click here: so how would you stat up one for different schools. Say I have a Transmutation wizard, how would I pick which spells to put on the staff? What about if it was a Conjuration wizard? and do I have to pick spells that are specialized such as only from calling? Or only from creation. Or only from healing or summoning or teleportation? Just want to make sure I am doing this right.
This particular staff is for the school of necromancy. Thanks, +J
I do not believe so however, the point of the game is having fun. So I say let him switch his stuff especially if he has a good role play reason. I have seen many good weapons get sold or passed on because people have feats tied up. I do not think it would hurt to let people switch feats related to their weapon of choice as long as it is not every adventure. As always ymmv. Thanks, +J
mplindustries wrote:
^same here
I am wondering about a few rules. When you attack a natural 1 is always a miss however, does that stop you from continuing your attack if you have a full attack and the 1 was rolled on an early attack (meaning you have attacks coming after the 1)? I am wondering about the rule for magic armor and size. Does it change size to fit the character wearing it (say you find large magic armor but you are medium sized)? If you roll a 1 on a saving throw do you then have to roll to make a save for a magic item? I thought these were actual rules however, I was informed that they are house rules or optional rules. If you answer can you please link to the rule? Thanks, +J P.S. I was told the following
Thank you for the advice. I am contacting the local postal office and sending them the pictures. I want you to know that the customer service level you provide is the best. The way you take care of customers is with great service and that is why I order from you, there is no business with a better customer service department. I really wish other companies could see the work that you do. Thanks, +J
Byrdology wrote: If you are wanting bows, have you thought about arcane a archer? It gives some serious punch, and lets you continue your spell casting while upping your to hit and gives you more ranged combat options. I have never looked at arcane archer as I have been told they are weak... Guess I should take a look at it myself?
I am joining a group already playing Jade Regent. The following is the criteria: 11th level.
The group is 5 players already. alchemist: bomber type
STR 12
CHA & CON +1 for leveling up. Dex +2 for human. Perform: Dance
Which apparently can be used for skill checks in acrobatics & fly, bluff & sense motive, and Diplomacy & handle animal checks respectively. Next I bought some magic items. belt of physical perfection +2
That brought my stats up to 14, 18, 16, 11, 11, 18.
Thanks, +J
Slacker2010 wrote:
Ah yes that is it, holy vindicator. I remember him saying he wanted to make sure his AC made it so he would not have to worry about being hit, so he could heal when people needed it. Just wondering about this,"The shield does not provide this bonus to any other wielder, but the vindicator does not need to be holding the shield for it to retain this power."
Thanks, +J
I decided on playing a bard and figured I would post him here to see if anyone had any advice on my choices.
CHA & CON +1 for leveling up. Dex +2 for human. Perform:
That brought my stats up to 14, 18, 16, 11, 11, 18. Next is feats: point blank shot, rapid shot, percise shot, deadly aim, weapon proficiency (longbow), & weapon focus (longbow). I used a feat to get dance of 23 steps. My AC is (21) which seems to be low comparitively as only the alchemist, bomber type, is lower (18). Not really sure how important AC is for a ranged character. I have about 7k gold anything else I should purchase? Does anyone see anything I missed/should have? Thanks, +J
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