I had this idea for the BBEG to set out a fog at night, that lasts about 6h, which instils the idea of "everything's fine, just stay indoors" among the citizens. I.e. it should tell them to stay indoors, and "don't worry too much about it, your brother is probably just visiting someone -- why would he be missing?" So the fog makes them agreeable to somewhat reasonable suggestions and requests. The town has roughly 500 citizens, and is quite small. But the fog would have to cover quite a bit of ground nonetheless, as most people are farmers living on the outskirts of town. Bonus points if it can be set of by a mook using a wand, or something else that means the BBEG doesn't even have to be there to make it manifest every night.
Olaf the Holy wrote: Full attack as a standard action is an incredibly bad idea, because it'll get your midline-characters (divine casters, archers, rogues) completely obliterated when they get caught out by a move+attack. Don't do that. Yeah, I also find that a bad idea. Olaf the Holy wrote:
My experience with Fighters is that they become one-sided due to their lack of versatility. They have way too few skill points, and whilst they have a lot of feats, they can basically only choose one big feat chain that doesn't result in something truly interesting until a lot of levels in. So they are great at first (because of hp and damage), and then the "I roll to attack" on every turn shtick gets old, and then you have to wait until level 10 to be cool again, and then you realise you aren't as cool as the Wonk or Ranger anyway. Barbarians are way more interesting than the other martial classes, but still, I'd probably rank any of the spellcasters as better classes. Some rage powers are cooler than some Rogue talents, but I feel like the latter gives room for more versatility. Maybe I'll just print out rage powers from the APG. I also feel like rage is perhaps a bit more complicated than it needs to be -- but I'm told unchained rage might be something to look at for this. I want to stress that I don't think the game is *that* broken, like many people allude to at times. And since I am GM-ing newbies, I'm not dealing with especially optimised characters either. That's why I'm mostly interested in minor wibbles that make martial classes more fun and versatile. Thanks for your suggestions for the other two classes! My issues with the Monk is primarily the "schizophrenia" you mention, but MAD is also frustrating at times. Low survivability is not something any table I've been at has had real issues with, when it comes to the Monk.
Ascalaphus wrote:
Looking at the Unchained classes, it looks like these are drop-in-replacement-friendly for the Core Rulebook. I might just print those from the d20pfsrd, and tell people to use them. :) Thanks a lot for the suggestions!
For clarification: I am only using the Core Rulebook, and don't want to burden newbie players with more resources -- the Beginner Box is overwhelming enough as is for someone new to PnP RPGs. I am using the Beginner Box. Later I am transitioning into the Core Rulebook. I have no desire to go from the Beginner Box to having 100 books to deal with. I am however familiar with most of the central rulebooks as a player for years, and would be happy to adapt any tweaks from them if they are simple enough to use with the Core Rulebook. So, to reiterate, I am looking for *simple* changes I can make to the Core Rulebook classes, be they a house rule or something from e.g. the APG that is easy to tack onto the Core Rulebook without too much effort/widespread consequences. I want to mitigate the shortcomings of underpowered classes, not necessarily replace them completely. If they are to be completely replaced, the solution would have to be completely drop-in-replacement-friendly in that it works with the Core Rulebook and doesn't require any further resources for the players -- just "use this instead of the Core Rulebook for this class". Thanks for understanding, and keep the suggestions coming!
Help me identify underpowered classes, and suggest house rules to mitigate them a bit. Note that I am using the Core Rulebook only. In my experience as a player, Fighter and Rogue are the most underpowered, followed by Monk and Barbarian. This experience is obviously subjective and limited by which classes I have played myself, and how other people at the table have played others, so I accept that it might be wrong. Correct me if that's the case. Good house rules are typically simple to understand, and not too extreme in their implications. One that I frequently use is to give the Fighter 4 skill ranks per level instead of 2. P.S.
Thanks for the feedback guys! Especially KarlBob! I think I will get the Bestiary, the Bestiary pawns, and the NPC Codex pawns. And then when my economy situation improves, I'll get the NPC Codex book and the Gamemastery Guide "for me" and the APG/U* stuff "for my players". I'll read up on Alkenstar and Numeria for inspiration for my setting, and probably homebrew it. Thanks a lot, everyone!
The Shaman wrote:
I could probably make both of those things work. If there are few resources, that means there are more holes, holes that I can fill in with my own vision. Maybe I can even check out both for inspiration, and meld them together with my own vision. Thanks for the ideas!
CampinCarl9127 wrote: Personally, I don't own a single book. I use the online PFSRD for all my resources, and that works perfectly fine for me as well as a lot of others. As a player, I prefer the SRD too. But I find myself wanting books and magazines when doing world building and so on. CampinCarl9127 wrote:
I was planning on buying Bestiary 1 with the pawn box (I think the pawn box is fun, and adds to the atmosphere, so I value that over having even more monsters to choose from. As for APG and UM/UC -- when I started out playing PF some years ago, we all used core and had tonnes of fun without the other books -- so I'm sure I can survive without them. In fact, I think I would have been a bit overwhelmed as a new player if I had 4 books of material. I was considering getting the Gamemastery Guide. But I don't really know what's in it, or what it's meant to cover. Could you maybe elaborate a tiny bit on why you recommend it? I am quite poor (my wallet was stolen yesterday, so I'm actually *utterly* poor. ;), so I'd rather save the money and buy the APG and Ultimate *-books later on, if you think I can get by fine without it. CampinCarl9127 wrote:
Thanks for the feedback. I'm not really worried about figuring out some adventures or whatever. But if there are some settings I can use as a springboard, that would be lovely, so if anyone else have some ideas -- that would be excellent. I tend to want to solve every tiny detail, and I know that there are *a lot* of details to work out for the kind of setting I envision. So any help is good.
TL;DR suggest what kind of material I should buy to run my first campaign -- see the bottom bullet points for some notes Hi! I'm going to be a GM for the first time. I am planning on running through the Beginner Box, since my players will be unfamiliar with PnP RPGs (but familiar with MMORPGs and CRPGs). I will probably also go through the supplemental adventures for the Beginner box. Then I'm going to start a new, full campaign. I only have some vague ideas at this point, which I will list below. My question is: what kind of material should I buy for my campaign? Two notes:
I only own the core rulebook and the Beginner Box. Should I buy a setting? Some adventures? Is there a combined thing where you can get a setting and some adventures to get going, and then roll your own once you're more experienced? Etc. Any help would be much appreciated! Lastly, here are my few assorted ideas for the campaign, so please bear them in mind when suggesting settings/modules/etc.: -Next to no mandatory combat -- I want players to be able to solve everything non-violently.
Rycaut wrote:
I have spellcraft. but if there are no visible/audible effects, I can't technically use it. I was planning on using detect magic to check if there was any form of magic, and then using spellcraft to identify it. mdt wrote: Truesight Goggles might do what you're looking for. 185K for detect magic is a bit steep... Though obviously they give other things as well. mdt wrote: Or for 2,500 gp you can have detect magic permanently cast on you. The only caveat is you have to do it yourself with UMD and scrolls. That sounds like a good idea for my character. What would the total price of the scroll be though? Thanks for all the tips in this thread so far!
STR 19 (2 from racial) (+4 while raging)
Human
(two starter) Traits: open for suggestions Skills: open for suggestions Gear:
Saves:
AC 20 (-2 while raging, -2 Reckless Abandon)
Intiative: 3 To hit (greatsword): 6 + 4 STR (6 while raging) + 1 magic (+ 2 Furious while raging) Damage: 2d6 + 6 STR (9 while raging) + 6 Power Attack + 1 magic (+ 2 Furious while raging) Class: Barbarian
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
Level 6:
Suggestions for improvement? Hopefully superstitious, some trait and rage bonus to will saves will make up for 7 WIS. Having only one skill point per level is pretty LOL, but fits the type of character I want to play (dumb power-hungry brute). My main concern is dying really fast, which is something I'd like to avoid. Actually hitting things would also be nice. I will get Witch Hunter and Spell Sunder ASAP, for the record. Any tips are very much welcome. The intention of the build is obviously to make a character that does a lot of damage. :-)
any ideas on doing something in the vein of this 3E build for NWN? note that I think up to level 20 would be more than enough. also note that I don't think we need to use the exact same classes at all. I just want to see an archer build that focuses on not being hit and seen. the build quoted below is meant more as an insipiration than something that should be converted to PF. I would prefer *not* a sneak attack build, as I did make a sniper build some time ago that had like 70 in stealth and did 22d6 sneak attack on each attack with sap master and so on. I imagine more of a wizard/bard/ranger mixed with shadowdancer type situation. sorry for not being very specific. I guess I don't really know what I want, and would like to see what this forum comes up with. but to sum up: archer that doesn't get hit nor seen and that doesn't rely on sneak attack/sniping. here's the original build: Quote:
tifton wrote: so you just want a guy that wields a katana and follows Bushido? actually he won't be following Bushido. he has left that behind and is currently a fugitive of sorts. he will however be a guy wielding a katana, yes. I know any class can do this, but you have to actually choose a class. your argumentation makes no sense to me. I can play as any class... yes, so what? I still have to pick one. the Samurai claas seems to be a perfect match, it has a bunch of interesting class abilities, and to top it off I've never tried to play it.
tifton wrote: Any class will do for a ronin if you simply wish to follow the way of Bushido. Just focus on what you want to do simply tying your self to a class for the sake of the name can lock you down to things you may not want and limit your options. Build a character you will want to play and call him what you want. I'm making a samurai warrior with a katana. you'll forgive me pointing out that the samurai class is seemingly excellently suited for this. p.s.
Darth Grall wrote:
the way I read it, Iaijutsu Strike isn't as cool as I wish it were. because prior to level 10, it is a full-round action. so I need to challenge, then move... then... wait until the next round... and then do the strike. that sounds like a bit of a waste, compared to challenging, moving, drawing as free action and hitting straight away.
current build: lvl 3 sword saint ronin
ability scores:
skills:
class abilities as per sword saint ronin
feats:
gear:
Masterwork Kusari Gusoku
(and a wakizaski for rp mostly) comments/feedback is always nice.
looking at the Sword Saint archetype again now. earlier, I had misread how Iaijutsu Strike worked. it's actually looking to be a viable option. I must ask my GM what he thinks given the setting. I think mounts may be provided anyway, and I don't *really* need an animal companion style horse. not in such a big party.
STR Ranger wrote:
aha. then intimidating prowess might be back on the menu. we're playing a low-power, low-wealth and low-magic campaign, so items won't be readily available at lower levels. Krodjin wrote: I just re-read the Katana entry in UC. I wonder why they chose not to make it finessable? I'm guessing the reason is they simply didn't think about it. I doubt there's some conscious reasoning behind the decision.
I was thinking about getting furios focus instead of intimidating prowess. that means dazzling display has to go as well. using only one weapon means I'll probably use a keen weapon and make use of the critical focus chain, instead of getting improved critical. otherwise I'm definitely feeling that build a whole lot. unfortunately (from that build's point of view) though, I need to be Ronin. (not only because of RP or whatever, but because of setting/house rules.)
STR Ranger wrote: Your thread title said Two Handed. oh wow. sorry! meant two-weapon fighting not two-handed weapon. thanks for all the tips. using two-handed fighting looks like an alternative though. less of a headache to make that work. is there any advantage to using a katana two-handed though apart from from increased STR bonus to damage? (not that more damage isn't neat.) EDIT:
I'm starting a 15 point buy campaign and thought I'd give the samurai (no archetype) a go. never played one before, and they fit with the RP I've got in mind. however, I'm not sure I can make one that's actually any useful in a fight. I was contemplating doing two-handed katana fighting, getting improved critical at level 8 (if we ever get that far). but we only start at level 3, and with 3000gp, so I can't afford keen weapons either. so I'm basically looking for any hints on making a two-handed katana samurai that's somewhat efficient. I don't mind him being a one-sided fighting machine. he should also be self-reliant, and have a good-ish wis score. he needs a bunch of str for damage, but then he needs a bunch in both dex (two weapon fighting). and is using two-weapons even worth it prior to getting that feat, given all the penalties? ... any tips? both in terms of feats, how to spend skill points, how to spend ability points, gear, and everything else.
a guy in my group is playing an Inqusitor with zero ranks in Spellcraft, Knowledge Arcana, & UMD. he uses an Elven Curve Blade. that's fairly martial. while he rarely out-damages anyone, he is one of the best all-round performers. he's just handy whatever the situation is. and the Teamwork-feats are really cool/stupid. counting adjacent allies before calculating your score on the Reflex Save is just super LOL. +22 on Flank is also pretty LOL. they are pretty awesome at mêlée. and really badass.
when you Charge, do you move up to the target's adjacent square? and if I cast Enlarge Person to get 10ft reach, and then Charge, may I then Charge so that I am two squares away from the target? furthermore, with Pounce, which grants me a Full-Attack Action, may I then do Flurry of Blows, and then 5-Foot Step away from the target? the rules for Charge dictate that you can't 5-Foot Step, but the rules for Full-Attack Actions specify that you may do a 5-foot step as part of this action, which I interpret as overruling the Charge rule due to the Pounce being a Special Ability, and thus a specific exception to the Charge rules (which also firmly states that you only get one attack). lastly, if I am able to 5-Foot Step, placing me 15ft away from my target, does this mean that if it has to charge me to attack me, I get an Attack of Opportunity at 10ft?
welp, that sucks... so unless I can get by without sleeping (ever), I can't dump DEX & STR, which is one of the benefits of playing a Synthesist. sounds silly to me. pros:
cons:
really? if you could dump STR & DEX, I'd really love this archetype. thank you for clarifying, guys! :-)
I don't think it is banished if I sleep or fall unconscious. there is nothing that indicates this in the Synthesist article. it *specifically* says: "When these hit points [referring to the Eidolon's hit points] reach 0, the eidolon is sent back to its home plane." it also *specifically* says that "Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected." I interpret this as the Eidolon not being banished under other circumstances. the rules surrounding Eidolons for Synthesists are specific and special enough to warrant this interpretation, IMO. unless the rules specifically says that the Synthesist's Eidolon is banished upon sleep, I will assume it isn't. I mean, we are fused into one creature.
@erik542 what is the issue? the way I read that, is that I can power attack after being fused for 24h. I will not release the Eidolon at any time, unless it is reduced to zero hit points (and once it gets low on HP, I can sacrifice my own HP to keep it alive) or banished. if my party is going through that hard a battle, I can only hope that we will be resting for 24h after that.
Ninja is an alternate class of Rogue. I thought it was of Monk as well, but I guess it's just something the DM enforced on his own. which is fine. right now I'm looking at Synthethist/Inquisitor, which looks fairly punishing, haha. IDK though. I'll want high acrobatics, so I think I'm kind of "forced" to get Monk levels... but I don't really want CMB (I just want to charge), and I will never want or use unarmed strike.
IDK if I want power attack. I will need some feats to get attacks of opportunities on... everything. which is what I want. I'll also want Mobility. might even get Weapon Finesse (though I'm more interested in using a spear or some other long and cool two-handed weapon). so I need quite some feats. Fighter! but... while fused I use the Eidolon's BAB, so I might not want a full-BAB class. I don't want Monk, because I don't want to use unarmed strike at all, ever. but I know I definitely want to play Synthethist now. this class is just way too cool. Summoner has got to be the coolest class in all of Pathfinder. I'm in love, haha. thanks for triggering my interest.
I did not consider this. that makes the Barbarian less interesting. but Synthethist/Fighter would surely be plausible. I am more interested in playing a character that dishes out damage than a grappler or whatever. I guess, thinking only about RP and not game mechanically, I want to play a character which is very fast and elegant, as well as wise (high perception and sense motive). so I'd like someone that strikes lightning fast, with lots of attacks of opportunity, and charging (which makes Pounce very nice). I'd ideally also like some AC, as I am not primarily looking to make a in-and-out character that just spring attacks all the time, or whatever, but more of a "teleport? lol don't think so, attack of opportunity time!"-character. i.e. someone who hunts down everyone and lets no one escape - and is capable of spectacular acrobatics, jumping down from rooftops, etc. ultimately, I don't want to play a Monk at all. I just want a lot of acrobatics and attacks of opportunity, which the Monk happens to get. I'd prefer a Fighter, Rogue, Ranger, or whatever to the Monk. I don't want unarmed damage. I don't want to play Lawful. I just want to be fast and have lots of flair. edit: just realised the Synthethist uses the Eidolon's BAB, so full-BAB classes are kind of meh. and I don't really want to be doing sneak attacks, so Rogue is sort of meh. (on a more positive note, I saw that I get the Eidolon's special abilities - so Evasion at level 2, wee.) I guess I'm at loss as to which class to gestalt with.
really considering Synthethist/Barbarian as well. I don't know which would be better, Synthethist/Barbarian or Synthethist/Monk. but I'd imagine a Barbarian with Combat Reflexes, Enlarge Person and some polearm or other huge spear-ish weapon would be amazing and precisely what I'm looking for. thoughts?
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