Im looking to populate this for a group of 5 5th level players. Im just trying for a quest thatll give em a level, then they go into the main module. What Im looking for is a hard fight, but not impossible. Also looking to fine tune the timing on the doors, or does it look good as is? https://drive.google.com/open?id=1mGA94T4Uv8uuXPgBNmFGpPujyxaD8bnGWEY0OnpDI Yg
How does flying a mount in combat work? The DM was confused and has ruled that if youre on a flying mount, you dont make ride checks, that the flying creature has to make fly checks and you maker ride checks to stay on. That makes very little sense to me as for one this is a Crusader class skill's bonded mount (the same DM let me tame and ride a giant eagle as a Crusader mount). For two; you dont have to use your horse's ride check when mounted, right? Need to know how this is supposed to work as per RAW. The DM is fairly new, and we probably made a mistake in letting the flying mount in in the first place, but the rules he's looking at dont make sense either and I want to figure out where to point him to. If I cant have the flying mount, Im actually fine with that, I just dont want to screw it up later for those who CAN.
Iziak wrote:
I took that ending and made it my own by running a Werewolf game where the characters get essentially drawn into the story and Roland's world when the end happens (I dont wanna spoil it)
Quote: Trust me your not the only one. I thought a man with no name/ Roland char would be awesome. The only problem I can see is that these characters tend to be loners, and pathfinder is a cooperative game. I kill with my heart Actually most of the books he has a group with him. Before the drawing of the three, its Jake, before that, its Alain etc
Paladins have to be Lawful Good RAW. Does that mean gods that are not lawful Good dont have paladins? How is that supposed to work? Its never made sense to me that say a Paladin who follows Sarenrae would be lawful good when the god is neutral good. Or does the paladin devote himself to following the rules of that god, in fact becoming lawful good as far as the tenets of the church of Sarenrae? That just being an example, the same could be asked of Pharasma or does Pharasma not have Paladins? My main reason for asking is we're running a Kingmaker game in the seven kingdoms and the area is really NOT lawful good in any way, and playing what the DM thinks is a traditional paladin will get me killed quickly as fighting everything bad would indeed be VERY bad as there are criminals we're having to ally ourselves with just to stay alive, but at the same time, a paladin would be incredibly useful to have in the game. Im trying to figure out a way to get that without having to be lawful stupid because tyhats what the class is "supposed" to be -.-
I am running a dwarf Samurai, and am planning on going Battle Herald at some point by taking a bevel of Bard. I have grabbed up the Fortified Armor Training feat, and with my bard level will gain the mending spell, and I need to know how many HP Tatami-do armor has, as I cant seem to find out where that is, also the same for a large steel shield.
The Cleric Im playing is a Merciful Healer. Ill include the stats and what not to help but I was wondering what would be the best Prestige class to aim for (or even to aim for one at all). He's built as a healer (obviously) Human (Garundi) Cleric (Merciful Healer), lvl 1 Alternate racial trait Heart of the Sun (we're in a desert climate, Legacy of fire) Domain: Restoration Abilities: Str: 12
Skills: Craft: Alchemy (0 ranks, Ill put one in here at lvl 2 but its for detect poison and such spells)
Feats: Dodge
Traits: Flame of the Dawnflower
Any suggestions on the build as is would be appreciated as well
One more question, My natural strength is 24, I got a belt that brings it up to 26. When I rage, I hit 30, but when Bull's strength is cast (I have a friend who is playing a Sorc support character who tends to case Enlarge Person, Bull's strength and Haste to start a fight), Hero's Lab shows it at 32 - shouldnt it be 34?
Ricard the Daring wrote: I seem to remember seeing a comment somewhere by one of the developers that they'd intended for the class to be able to wield large and larger two handed weapons, but the actual released version of the ability just reduces the penalty, but doesn't allow for the use of larger two handers, which is kind of gutting. Yeah, I wasnt sure if it was a mistake by Hero Labs or was a limitation to the class.
Jotungrip says you can use 2h weapons as 1h weapons, but Massive Weapons says you can use weapons too large for you. Does that mean you can use two two handed Large weapons (assuming you are medium)? Or can you just use one Large weapon and use two medium two handed weapons Better yet CAN you dual wield 2h weapons at all? Im trying to build this in Hero Labs but it wont let me dual wield them
ryric wrote:
And ONLY usable IF you move if the argument from the Vital Strike thread I made is correct
One of these came up in a game, the other was just something I thought of. If the wizard in the group casts light on the rogue's shirt (yeah he was that guy) and the rogue uses a oil of invisibility, what happens? What does invisible light look like? The other was if you have a weapon thats 17-20 to crit, but you need an 18 to hit, what happens when you roll a 17?
Thaqts why I asked the question in the first place, so Id have a place to direct people to in the case of this coming up again. And given that the DM has figured out that the barbarian's main weakness is will, and the fact that our Sorcerer is trying to counter this by picking spells that mind control as well and our Oracle has Hold Person for that as well.
Matthew Downie wrote: I suspect the most common Dominate command is 'kill your allies'... Ironically enough, that command by what it says in the OGC would give you a new save. Clarification Yeah; if you force a dominated creature to do something against its nature, it gets that new saving throw. If it makes that saving throw, it throws off the ENTIRE dominate effect and gets to go back to doing what they want. As for what constitutes "against its nature," that varies from creature to creature. For a PC, I would say that forcing a PC to attack another PC would normally be against a PC's nature and would allow a new saving throw (unless, of course, that PC has already displayed a propensity for attacking other PCs). For most monsters, it would depend. A lot of monsters are just violent anyway and attacking others of their kind is normal. It's left vague deliberately so each time it comes up, the GM gets to interpret it as needed for the specific target in question. Ravingdork wrote:
You arent. Someone linked it up above, but the rules are fairly vague. If youre Dominate Personed against the party but someone casts charm person to try and stop you, should that work? Or should you have to use suggestion/hypnotize? The rules (the quoted block) dont really say, nor does that section say anything about what happens when the caster dies
Kyras Ausks wrote:
I ask because the duration of Dominate Person for instance is in days per level. If you kill the BBEG shouldnt the spell still go out to its duration's end? as it says in the spell description:
so shouldnt it continue but you get to make new rolls for each day after it dies? Its a pretty nasty save or suck spell
A few questions about mind affecting spells. Spells like Dominate Mind dont stop when the BBEG is killed right? It doesnt end until the spell expires or something stops the spell (Dispel)? If someone is affected by a mind control type spell (like suggestion or dominate person) and then are affected by another mind affecting spell (like charm person or hypnotism) what happens? Does the higher level spell override the lower or what? The DM threw things like this at us tonight, Im the barbarian (and the only melee character in the group really) and when I failed those will saves, the others in our group started trying to mind control me back (also being annoyed when Im doing my utmost to kill the party when I get commanded to do exactly that - which kind of annoyed me given that thats what I HAVE to do; thats what those spells do). I think our DM may not have known exactly how to handle it and I dont either so I figured Id ask.
dunelord3001 wrote:
I kinda just went with a random weight lol whats more akin to that height anyways - Hero Labs doesnt seem to add in the negative one for the buckler, nor does it give the bonus for Furious Focus. I didnt know you couldnt use a buckler and a two handed weapon, I missed that part. Getting a minus one to attack for no shield bonus; I think Ill be ridding myself of that then.Well I have Gore Fiend till I decide whether or not Im deciding on adding a level of Fighter or going Barbarian this level. The feat if I go Barbarian will be Raging Vitality anyways. Quote: The plus two to damage is correct, but those levels would probably be better spent getting you up to barbarian 11 so you can get Greater Rage (+1 to hit, +1 to damage, more rounds of rage, more skills, etc) and like Quandry said pluses to hit are often more important the pluses to damage. Your big problem as a barbarian fighter combo won't be low damage, so I'd suggest worrying about covering up whatever issues you are having. Thos will vary by game. Depending on the type of GM you have, ask them. Yeah, I think Im gonna go barbarian till at least lvl 11 before I decide to do anything IF I decide to do anything else at all. I kinda need something on the end towards not getting killed when I get KOed because Im quite literally the only damage sponge in a group of twelve. The DM has realized that he doesnt need to curb his hits when he hits me (I almost died after getting a 1 on a death by massive damage fort save as I got hit for 66 damage in one hit, but the DM said 'I didnt make you roll, so youre not dead' - mainly because HAD I died, the rest of the group likely would have as well.I MADE the roll because a.) I kinda thought you had to and B.) because we'd been pointing out when they should be being used and it was only fair lol
ArmouredMonk13 wrote: You want to know what a half-Dwarf looks like? This is a half-dwarf. He just has giant as the other half. man thats a harsh pairing if the mom's the dwarf
Well we're playing kingmaker and Ive been put into the role of the general. I dont know if this is a left over line of thinking from D&D or it was in Pathfinder of not but I swear I remember hearing that Fighters were the more tactical type of fighters as barbarians are the more wild, and thats more or less why I was thinking of dipping into fighter.
Guy Kilmore wrote:
Yes, which is why I said theres a difference between taking a theme and running with it and full out plagarizing all the important info :p
IdleMind wrote:
Slow? We're running Medium in our group and we've gone something like 8 or 9 sessions for one level. Then again we do have something like 12 ppl in the party :p
Undone wrote:
Unless you have my GM who says anything that stops you from getting fatigued before 17 is breaking the game and not allowed
Kittenological wrote:
Especially when if youre a caster yourself, the only other way to GET spell resistance is a 90 k gold (or something else really high) shoulder slot item Quote:
You name him Pikel Bouldershoulder lol
Quote: 1) Hell Knights have that armor, and since they are all about law it doesn't make sense for a barbarian to have it, probably should just have normal full plate. It might be rules legal, but it shouldn't be. Also if a Hell Knight sees that it will likely be an unneeded hassle. We found it on an enemy... I cant then equip it? Our DM dsoesnt have an issue with it is why I ask. Quote: 4)21 AC at 6th level isn't great for a melee character. Lots of the CR 7 creatures, large amounts of what you'll be fighting, have an attack bonus of +11 to +14, some as high as +17. So that means they'll only need to roll a 7 to a 10 to hit, sometimes a 4. That ain't Gangsta. so how do I increase it? Im wearing Hellknight full plate +2, my dex is +1, I have beast totem, Im looking at as far as I can see; the best of what I can do. The only other two in our group that have a higher AC are the GM's fiancee and a friend who both got intelligent, talking, armors and have ACs of 28 and 32 (I think) respectively. If there was a place you can make a character so I can show you what Im playing, then I could get advice :p My first barbarian and apparently Im doin it wrong :p
Atarlost wrote:
Ah; thats annoying... well thx for the reply
dunelord3001 wrote:
So no Stunning Critical? I was thinking of going that way as Im running a Barbarian with a Keened Greatsword atm and Gore fiend so that when I DO get a crit; I can get rage back. Why avoid Enlarge person?
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