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![]() mironslab wrote: My PCs have decided to sneak into Scarnetti Manor and spy on them. Any good maps in other modules I could adapt for the encounter? Anybody have anything good on this? Also, has anybody considered the jailor's one-sentence backstory as a sidequest when they start moving to the turtleback ferry area? I saw that his kids are owned by slavers in Kaer Magan. Anybody have any ideas for that either? ![]()
![]() I know it goes against your preferred alignments, but Paladin would probably have a higher survivability rate in a solo game. High saves, high charisma, swift action heals on the spot. Throw some points into UMD for a wand or two and you should slide into at least 5th level with relative ease. I could help with archetypes if you're not opposed to the idea. ![]()
![]() So, a new game I'm in pits the party as inmates in an insane asylum. When we go to sleep, we have nightmares about a large monster that is powerful and kills us every night. We had no gear to start at level one, but I've found a longsword, a breastplate, a maybe magical ring, and a couple potions. I'm probably the weakest statistically (we rolled stats), so I've gotta play smart even though I've a WIS of 8 and a CHA of 6. I went with human fighter and chose power attack, weapon focus (lucerne hammer), and throw anything. He had us buy equipment but we don't have it yet. So, my dilemma is many. Help? ![]()
![]() You may want to consider the fact that your spellcasters are over-extending themselves in combat with no repercussion. Two to three encounters, while they may take entire sessions, shouldn't have realiatically lasted longer than an hour or two. Parties can only rest once a day. So, what are they doing with the reat of this time? Why are the enemies not chasing after them or fortifying their holds? This doesn't exactly apply to the undead in the mansion, but the haunts definitely reset. Food for thought. ![]()
![]() WormysQueue wrote: On a more general note, I can recommend two splendid books by Kobold Press, the "Kobold Guide to Worldbuilding" and the "Kobold Guide to Plots & Campaigns", which are collections of essays written by some great designers out there and cover a lot of stuff regarding those topics. Would you happen to have links for those? When it comes to being a dungeon master, I prefer to build from the ground up but not necessarily on my own. The world map and general direction of the campaign will be all me; however, finding loot and crafts every single room and hallway can sometimes be cumbersome. I found an app a while back called ProDnD that generates some fairly interesting maps you can work with. Maybe not square for square every time, but decent as far as apps go. What I hands down recommend is donjon. It's a website that generates names, maps, loot, encounters, etc. It's fantastic. The encounters are a little repetitive and the loot can be, too, but for a website that you can spam a randomize button on makes it more than worth your while. As far as little ideas go, I'll be fishing soon for the old encounter threads to post links here. Our quaint little community came together for several hundred different scenarios that one could easily draw from. ![]()
![]() In this thread, I'd like there to be civil discussion on such topics with no barriers. I'm by no means an expert, with my piddly fifteen years of tabletop experience with only five or so of which I've focused on Pathfinder, but I keep seeing small threads about this get little to no love and I find it's a topic that many out there need help with. So, do you have any tips or tricks? Broad generalizations or fine-tuned theories? I want to hear them! There's a brand new DM out there somewhere who could use our knowledge and what better way than to finally have a standardized thread on all topics of game mastering, campaign design, works building, and all that fun stuff in between! ![]()
![]() Pretty simple question (to which I'm almost positive the answer is no), but is there any legal way for one race to gain access to another race's archetypes? Say (for example) I'm Human, but I want to be the Goblin's alchemist archetype. Is there something similar to the adopted trait that could do this feasibly? ![]()
![]() That's what I'm talking about! Help! Mysterious Stranger wrote:
I had no idea that even existed. Seems pretty powerful, so I'll definitely ask about it and how they feel about non-lethal being counted against the requirement. nicholas storm wrote: If you can rebuild your character, take fey foundling at level 1 and rework your stats to have a 14CON. Fey Foundling I understand, but why as a healer do I want 14con over str or dex? That would mean I'm there merely as a meat shield healer instead if adding to the fight as well. Unless I'm missing something. Ryze Kuja wrote:
The thing with putting feats into a combat maneuver like bull rush or sunder is that it takes more away from healing than my slight pinch in actual combat already does and then the character wouldn't be particularly good at any of the three things. I love where you guys are going, though. The "extra" feats were already on my list, and I've considered Fey Foundling but I want to focus on others than just boosting myself. ![]()
![]() Just joined a game looking for a healer and a tank option (the rest of the party consists of a monk [new player], a rogue, and a wizard) so I took a dive into an option I've been meaning to play for a while, the Hospitaler slash Oath of Charity Paladin. I'm just looking for tips on how to get the most bang for my healing buck. We did sort of an introductory session with myself and the rogue and, suffice it to say, the DM doesn't have kid gloves. We leveled. I love it. Anywho, the build: Macias, Human Paladin II 25 point buy
Feats
Traits
So, I clearly took Rich Parents for the lulz (and the healing potions, of which I used 3/4); however, I've based everything else off of getting as much heal as possible. Currently, I've got LoH at 1d6+50%+1 five times, one casting of CLW at 1d8+2, and one potion of CLW. Basically, I think I've got a decent lock on it, but I'd like some feat/item suggestions if at all possible. I appreciate any input from you guys. You've always been very helpful in the past. ![]()
![]() Thank you guys so much! Amazing stuff here. I'm definitely going to check out Jolly's guide when I can. Thistlefoot, I guess my main issue with those is that they're all late game choices. I've no idea what I should pick earlier on. I was going to pick precise bombs, but being a grenadier makes that a freebie. And all the earlier ones are Fort saves. No point in picking them up early if they're just going to end up being worthless, right? ![]()
![]() Fantastic! I really appreciate that, Thistlefoot. I was considering going the TWF -> Rapid Shot -> Fast Bombs route so I could pelt enemies (obviously at a much higher level) with several bombs in a single round (I think that'd be three, right?). Would that be effective in this campaign, or do you think I should stick to status effects that aim for Reflex/Will saves? ![]()
![]() I'm going to be playing in the Rise of the Runelords campaign very soon and was wondering if anyone had any tips as to what I should change about this character to better fit the bill as far as what the challenges will be goes. Aaaaaand here's the character. Though I should tell you that the starting stat array was 18, 16, 14, 13, 12, 10 and starting coin was 350gp. But don't worry, this GM has ramped the difficulty of the campaign significantly. As far as I know, though, the types of challenges are the same otherwise (types of opponents, skill checks, etc). Issil "Smarts" CG RATFOLK ALCHEMIST I
Skills: Appraise +10 (+12 if it has small markings/detail), Craft (Alchemy) +12, Handle Animal +4 (with riding rat and rodents only),
Equipment
Tailblade +0 or-5 if used as secondary attack (d2/x2)
Lamellar Cuirass (+2 AC) and Buckler (+1 AC)
MW Backpack + Belt Pouch
Skeleton Key (+10 Disable Device v locked doors)
Combat Trained Riding Rat (medium-sized dire rat, no filth fever) Feat: Precise Shot Extracts: Ant Haul, CLW, + either Firebelly, Shield, or Longshot Traits: (He said to pick 3, but 1 campaign trait. Could get extra trait with 1 drawback)
That's everything. I've got 1/2lb left in encumbrance and 1gp 1sp tender. ![]()
![]() You're probably just going to have to flavor something up. My first dumb/funny thought was "I woke up like this!" (Beyonce, anyone?) This could give your DM a story arc, a side quest, et cetera. Maybe the soul of an evil blahblahblah magically fuses into your wolf. I'm no good at this, but flavoring does appear to be your go-to option. ![]()
![]() I'm probably going to keep him as the adept and make some Orc fighter guards for him. Make the abandoned tower his lair of sorts. Like I said, the ranger isn't optimized. He went high dex over high str and hasn't picked up weapon focus or power attack (no matter how many times I suggest it). I did, however, read favored enemy incorrectly. I thought it was only +1. Yikes. I don't have his sheet in front of me, but I know I'm going to try to sit down with him again and talk about where he wants this character to go. I need to do the same with the Cleric too because she now wants to go range after picking the dodge->spring attack chain for her first three feats. :/ ![]()
![]() WELL WHEN YOU PUT IT LIKE THAT. :P A little backstory: the party is currently in chase of the npc. Or, well, they're about to be. He allowed them to capture him after they swiftly defeated his pet girallon. The Baron charged him with several crimes of different levels and he was to be hung in the middle of the town. It comes to pass and not only does the rope break, he disappears (simple invisibility spell by a turncoat in the crowd). The party hadn't found this out and the session had to end. At this next session, they'll either find footprints or be led by rumor to the docks in the west. The chase will switch from land to boat and the npc will at this point have made an attack with the double crossbow to lose his invisibility. The wand and scroll are to be used at this point to extend the intensity of the chase which inevitably leads back to an abandoned tower. The final battle will happen at the top (fifth) floor. At this point the scroll, the wand, and probably the pearls will.be expended (the ranger and the bard both have bows as well as their melee weapons). The players aren't INCREDIBLY optimized, but the ranger has a total of +11 to hit orcs with his greatsword of orcs bane from his bab, str, favored enemy and favored environment bonuses. That's before the bard hits his +2 to hit/damage song and before and buffs made by the cleric as well. The group itself is basically buff the ranger, heal the ranger, provide support for the ranger, and debuff the enemies in about that order. I did not consider how often he would hit. Your answer leads me to believe his free action reloading for the double crossbow would allow him to fire it more than once per round. Is that the case? ![]()
![]() Sorry, miscommunication. That was meant to answer your question re: building him so big. Lol I did use wbl instead of npc wealth. I'll definitely alter it accordingly. My thought process re: stats was given that he doesn't use CHA or STR much and has low everything else that it wouldn't really make that big of a difference. Maybe I'll just make him Crossbowman IX (~60hp, 10 feats) and give him some low-level cohorts. Definitely keeping it as a double crossbow in that case, though. ![]()
![]() See, I didn't think it'd be as easy as that Carla. They're npc levels and not particularly optimized ones at that. The ranger's orc bane greatsword hits for 4d6+6 (10-30 dmg outside of criticals) and the cleric is completely focused for healing. The bard also averages around the same amount of damage as well as has debuffs. Edit: the ranger also has entangle. So if they average 30 damage between the two, that's only five rounds of combat including the debuff round. Is it extremely dangerous? Sure, but its a bbeg. Wraith, I did build him myself. I'm willing to pull him down a peg. When you say "by the book" do you mean that I've done something wrong? If so, what? I think if its unanimous that the party is hopeless, I'll definitely take out the Adept levels and equivalent number of feats (wind stance, quick draw, whirlwind attack, combat expertise). That'd put him at roughly 80 or so hit points and drop his saves a small amount. He'd also lose his ability to use the magic-related items, leaving him with his double crossbow and luck blade at +7 and +16/+11/+7 to hit respectively. Does it mean anything if I say he was going to focus solely on using the crossbow to fight them? Hell, I could make the blade just a regular shortsword (+14/+9/+5) if that makes that big a difference. ![]()
![]() My group of three level five adventurers (Elf Ranger, Halfling Cleric, Goblin Arcane Duelist) are about to experience their first boss fight, so I want to make sure I've done everything right on my end to make for a fun experience. Its going to be one guy on his own (I know, I know, but wait for it.) at a high high level with mostly npc class levels. Keep in mind I don't want to tpk but I also don't want to kid glove it either. Here he is: Half-Orc Adept VII, Warrior V, Crossbowman V
FEATS in order: Dodge, Mobility, Spring Attack, Combat Expertise, Quick Draw, Whirlwind Attack, Wind Stance, Exo. Wpn Prof (Double Crossbow), Point Blank Shot, Rapid Shot, Rapid Reload, Crossbow Mastery SKILLS: Climb +17, Heal +12, Survival +15, Use Magic Device +13 EQUIPMENT (with appropriate numbers attached):
Agile Half-Plate (+8AC) (x2) Potion of Cure Moderate Wounds (2d8+5)
Spells:
Does that look right?
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![]() I'm a fairly new DM that just started and had a group go from two to one. It can be rough at times, but definitely still rewarding all the same. There are plenty of free level one modules on the site you could try out to get your feet wet. Remember, though, that his druid will have some decent strengths. Roll stats and give him a free 18. Make sure he picks a strong animal companion to increase his survivability. DEFINITELY give him a little extra gold to start -- maybe even a free masterwork upgrade to his weapon if you feel he needs it. If you're going to run a module/ap first, as stated above, know that you might have to scale it back a bit if you're not going to gestalt him. (I wouldn't personally recommend gestalt since you're both new to this, but still). Just don't be afraid to kill him and DEFINITELY don't be afraid to make mistakes. Its going to happen. Have fun. ![]()
![]() It's a perfectly acceptable question, and actually I was a little off; however, you'll find that your party especially (very combat/martial heavy) will absolutely obliterate any CR 1 encounter you throw at them. This will explain what I'm trying to say better than I can. But trust me when I saw you're going to have to hit them harder than you would if there were only four of them. Good luck. ![]()
![]() Fair enough. For your traits, I suggest picking up Seeker (+1 perception and makes it a class skill) and Outcast's Intuition (+1 sense motive and makes it a class skill). With these traits, you're looking at starting with +6 on your perception and sense motive rolls instead of +2. Also, I know being able to switch between one-handing and two-handing your weapon sounds good, but unless you plan on doing something useful with the spare hand then I highly suggest the greataxe for max damage. ![]()
![]() You've already said you don't want to dual wield or use a shield, so, honestly, there's little reason outside of flavor/preference not to go with the greataxe (1d12/x3). Unless you're taking traits for perception and sense motive, that's only going to be a half point in each of those. Meaning, as a non-class skill you're only rolling with a +1.5 for each. What's your battle strategy? How do you feel about using Intimidate for a little battlefield control? Is this for PFS?
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