Shalafi2412 wrote: What is your build? I never played 3.x and Pathfinder is new to me (i mainly played other d20 systems that didn't use the [to me] complex combat mechanics of 3.x/Pathfinder). So i am certain this is not an optimal build. Also, remember that we are only using core rules (+the basic traits from the APG in the online SRD) Wizard stat block:
Race: Elf (stat mods already applied); 20 point build; Neutral; Wizard - Conjuration Specialist )Enchantment and Evocation opposition) S: 10 Con 12 Dex 14 Int 17 Wis 12 Chr 8 Traits: Forlorn )elven racial trait: one racial trait is required in the campaign) and Magic is Life. Bonded item: simple silver ring All stat level up will be to Intelligence (so eventual Intelligence of 24) Feats: 1: Tough and Scribe Scroll (free for wizards) 3: Spell Focus - Conjuration 5: Augment Summoning and Metamagic: Silent Spell (bonus wizard feat) 7: Great Fortitude 9: improved Great Fortitude 10: Craft Wondrous Item (bonus wizard feat) 11: Improved Initiative 13: Combat Casting 15: Lightening Reflexes and Forge Ring(bonus wizard feat) 17: Improved Lightening Reflexes 19: Mounted combat [for phantasmal steeds] 20: Craft Arms and Armour(bonus wizard feat) 10 Wizard/10 Loremaster stat block: Same race and stats Feats: 1: Spell Focus - Conjuration and Scribe Scroll (free for wizards) 3: Augment Summoning 5: Improved Initiative and Metamagic: Silent Spell (bonus wizard feat) 7: Combat Casting 9: Skill Focus: Knowledge ___ 10: Craft Wondrous Item (bonus wizard feat) 11: Mounted combat [for phantasmal steeds] 13: Craft Arms and Armour 15: Craft Arms and Armour 17: Metamagic: Extended spell 19: Spell Mastery Loremaster Secrets: Secret health Toughness bonus feat The lore of true stamina +2 bonus on Fortitude saves Secret knowledge of avoidance +2 bonus on Reflex saves Applicable knowledge Any one feat Secrets of inner strength +2 bonus on Will saves
Deyvantius wrote:
Not sure about how many wizards we will be fighting. It is a home brew campaign with a few house rules: Core rules only: exception the traits that are found in the APG *only* are allowed No magic shops: magic items are made by commission only and uncommon to ultra-rare. No meta-magic items: all the rods of meta-magic don’t exist in this world. No familiars: Bonded items only
Deadmanwalking wrote:
Oops, too many terms: the bonus spell i was referring to losing was the bonus spell from the conjuration school he would get as a conjuror.
Sorry, forgot the important caveat that we are only using core rules, so no discoveries, abilities or spells from the advanced books. And no familiars either, so bonded object is the default. Didn’t realize that I wouldn’t get my bonus spell, I thought that was wrapped up in the “+1 level of existing class”. Looks like there is lots more to lose by going Loremaster than I had originally thought about.
I have not been a fan of Prestige classes in general, but Loremaster really fits the concept for the wizard I am creating for a new campaign. He is a conjuration specialist (evocation and enchantment as opposition schools). It looks to me that if I take 10 levels in wizard and then 10 levels in Loremaster, I lose nothing but one “free” wizard feat ( if I take the Loremaster secret ability that gives on free feat). Hit dice, saves, BAB are all the same, plus I get slightly better skill points for the Loremaster levels. And spells per day matches the wizard progression. The only thing I see that might possibly be a loss would be the final part of Summoner’s Charm “At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.” The part about 20th level is unclear: does that mean 20 full levels as wizard, or just attaining 20th level in any way (like 10 wizard/10 Loremaster)? Thanks!
Yes, the bard launched into his inspire courage the round after he cast of hideous laughter. We, the [layers, had felt a sense of great urgency that we must rush to the bandit camp as soon as we found out about it. Whether our impression was correct is up for debate, but talking to the other players, the majority felt that we had to rush there ASAP. I don't think any of our characters could intimidate, or at least none of us knew what that was.
Krome wrote:
I can't reference 3.x, the last time i played AD&D was 2nd edition. But what you call balance above is what i call trust - when i GM i want to players to feel that they can trust me not to set-up a scenario where they just can't win: is that realistic? HECK NO. But i do not game to be real - i play and GM to have fun, and certain death scenarios are not fun to me or the gang i play with.
james maissen wrote:
He did a very nice paper map with squares that had all the terrain (trees, logs, bushes, a road and a small stream) on it. The issue was - that meant nothing to 80% of the party. We don't have the player experience with all the rules (see: my previous queries about cover) to understand what all that stuff was, i know I thought it was just "window dressing". As for the casters: we had one first level cleric, he ended up using his two spells as heals. The sorceress used one mage armor and three magic missles. The bard used hideous laughter on one of the snipers and got lucky and the sniper fell out of the tree - that was how we started combat. The only other spell the bard had was grease (only knows two spells at level 1 and can only cast two spells total [with CHR bonus])
Adamantine Dragon wrote:
Thank you very much for the link. Wow, it is like high school geometry all over again. Thinking more and more i may not be a good fit to Pathfinder.
not given wrote:
oops: fighter went down on round two not round one. My mistake on that.
We almost had a total party wipe last night and i am trying to figure out where we, the players, goofed. Background: 5 players, only one has played 3.x.pathfidner before, the other 4 of us are from more cinematic style games (no maps, very freeform fights), most of us really enjoy RP more than combat, but we acknowledge combat is necessary to advance the plots (and the characters). The five characters are all level 1, with a 20 point buy, and 90 gold for starting equipment. There is a human paladin, an elf fighter, a gnome sorceress, a halfling cleric and a gnome bard. The GM is running us through a Piazo campaign, i think is is Kingmaker, and we were on our second gamin session. The first section, we had saved an outpost from some bandits and dealt with a small group of kobolds in the wilderness. This time, we were on the trail of the bandit camp. We got there and they had EIGHT bandits, all with (we later found out) longbows with a +2 STR mod. We tried to take out the first lookout (he was in a tree) but that alerted the camp and they all came after us. We tried using the spells we had. the fighters meleed, we did everything we could think of - but the elf fighter went down twice (cleric got him back up both times, but that took all his spells), and then this chick dual wielding hand axes ambushes us and almost takes down both the fighter and the paladin. By this point, five bandits were down, one had fled and we had the axe crazy chick and two bandits left. The elf and paladin took out one of the bandits, then the axe chick and started to flee (our first experience with the withdrawal maneuver - that was a shock to us, we didn't know that was possible), and the other bandit fled at that point as well. We were out of spells, the elf was down (for the third time) and the paladin and bard were wounded. If they NPCs had not fled, the party would have wiped. I work with the elf fighter's player (he's the only one with 3.x prior experience) and we were trying to figure out at lunch today what we did wrong, how we could have possibly, at first level, handled this scenario better - and we were drawing blanks. Any advice would be much appreciated, but please, no spoilers for the campaign plot. |