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![]() Also, remember that at level one you have the same BAB as a monk, summomer, etc.
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![]() I played a brawler in an egyptian camppaign. I had to guard a temple, together with a druid. I had a few NPC guards, and a guard commander. Our mission was to find out what was attacking the temples ( This had happened before). Suddenly, my 8 INT brawler starts giving tactical orders, to which the chief guard replies: "I'm in charge here"
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![]() Well, see, that won't work-it's a one of a time thing, and the player would first need to get through the shattered star campaign up to that point... while the demons are coming out of the portal. It's also not accesible to everyone, so I would rule all races that anyone can play- the azlanti have special requirements ![]()
![]() Lair
Female Nagaji antipaladin 7, fighter 1
Highlights: As an antipaladin, he's immune to detect good and unholy blight. Cornugon smash murders his foes, granting him temporary hit points that can last multiple waves. His companion boosts is DPR and can provide flanking ( not included in this calculation)
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![]() Weeper: NG Male skinwalker Brawler 2, monk(master of many styles,quingong) 5, cleric (crusader) 1. Init:+14 senses: Perception +10, low-light vision --------------------------------------------------------------------------- -------------------------- Defences: --------------------------------------------------------------------------- ---------------------------- AC: 32 touch: 29 flat footed: 25 ( +7 wis +6 dex+1 deflection +1 monk +2 natural +3 fighting defensively +1 shield +1 dodge) HP: 62 ( 1d10+6d8+31) Saves: Fort+11 Ref+15 Will+14 Defensive abilities: Crane style, sword play style, still mind, --------------------------------------------------------------------------- --------------------------- Offence: Speed: 40 feet Melee: Scimitar +10/+10 ( 1d8+9 (15-20/*2)) Special attacks: Brawlers flurry, Ranged: shuriken +7/+7 (1d4+2) --------------------------------------------------------------------------- -------------------------- Statistics: ( Always in bestial form) Str: 7 Dex: 22 Con: 12 Int: 5 Wis: 24 Cha: 7 Base attack: + 5 CMB: +3 CMD: 27 Feats: Imp.unarmed strike, stunning fist, weapon focus: scimitar, crusaders flurry, weapon spec: scimitar, IMP.init, crane style, sword play style, dodge, toughness Traits: Reactionary, Killer (+2 damage on a crit) Skills: Use magic device+7, perception +10 Gear: Wand of see invisibility, +1 keen guided scimitar, headband of incredible wisdom +2, belt of incredible dexterity +2, Ring of protection +1, 500 shuriken,1 dusty rose prism ioun stone, cloak of resistance +1. --------------------------------------------------------------------------- --------------------------- Special abilities: Ki pool 9 points Ki powers: Barkskin, True strike Martial flexibility 4 times/day Channel positive energy 1d6 3/day Cure spells spontaneous casting Maneuver training Touch of good 10/day (+1) Fuse style Spells prepared: (cleric)
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![]() Huh... you're right Charon's little helper. Though later on, the demons get an at-will teleport ability, so they could avoid the AOE. Snowlily- we are not assuming first wave dretches- dretches are 2 HD outsiders. In the special waves ( 3 and 8 HD) dretches could appear- assume that the armies of the hells are smart, and that they will be trying out different demons, devils and daemons. Once they find something that works, they keep on sending them. ![]()
![]() #2: Demons, the beasts of chaos Demon, Babau
Gods, that is ugly. So kill it. Smite it and kill it. First off, the sacred fist will have the most trouble beating this guy, due to the acidic skin... NOT good for your skin, mind you. It has no real long-range attacks (aside from teleporting and killing you). So the archer probably won’t have a problem. This thing has 10-foot reach, so the reach paladin will do wonders, trading blows with it evenly. The melee builds will do fine, but it’s 10 foot reach will usually mean attacks of opportunity, and it’s claws are pretty dangerous. The combat medic should be able to defend it’s team from it without too much difficulty, and will function mostly like the melee builds in this setting. Demon, Balor:
As with the Pitfiend, good saves are key. The archer will be pretty amazing at this level, as it’s damage output will be tremendous. The Two-hander and the reach paladin fall about even, with both two-weapon fighting builds shortly behind. The Sacred fist will take a lot of damage from flaming body due to the plethora of attacks it likely has at this level. The combat medic will support the team well, and the Lancer will fare about as well as the two-handed warrior. At this level, the sword and board build is the farthest behind, doing very little damage. In general, this fight should not be that hard, due to paladins having rather excellent saves, but if the dice are against you, it’s vorpal weapons are deadly. Demon, dretch
This is basically a tougher Lemure, with some relatively nasty SLAs. The lancer will not have a paladin mount yet, and the sacred fist likely won’t have come into his/her own at this point yet. The two-hander pulls ahead at this point, having the feat it needs (power attack) and a nice attack bonus. The other builds are low on feats at this point, with the reach paladin only doing huge damage if they are human (power attack and combat reflexes are the reach builds main feats). The archer will be doing respectable damage, but not much else. In general, this fight will be very swingy, but all of the Paladin builds should be able to save against it’s SLAs. ![]()
![]() A group of archer based rangers with favored enemy undead and abundant ammunition will last the longest. Maybe include a single cleric for buff spells and they will slaughter everything. Favoured enemy undead? Why? Also, eventually outsiders will become so tough that the rangers can't hurt them. We should assume the attackers have the same pre-buff options at the players. By wave 3 you will consistently have opponents with at will invisibility coming through the portals. Invisible imps could start as early as wave 1. Starting with wave 4, Deeper Darkness should be putting in a regular appearance. Devils will most certainly put that See in Darkness ability to good use. Great Idea! ![]()
![]() I have an idea for a new type of... play by post-ish game. To apply, do the following:
Etc,etc. Let the battles begin! ![]()
![]() What are some of the best early game moments you experienced with new players? Whether it's a hilarious moment, an epic fight or a simple "THIS ROCKS" moment, please post bellow. For me, it was probably my first gaming session at my friends house. His dad and his sister joined as well. The party:
The beginning involved a tense shadow and mist drake fight, an enjoyable friendly dragon fight, and the sister asking "Can I summon a pipefox? I want to smoke it". The session was awesome, and ended with the PCs solving a riddle where I hand each Player a note changing the way they play their character.
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![]() Currently, I am having a small issue with my group: Challenge. Every group member excels at their thing, so I'm having trouble coming up with a good challenging encounter. So far my group is:
Elf Unchained scout rogue 5 Who TWFs with a knife and a baldeboot and a pard as a pet. Dow Unchained summoner 6 who has a Wolf eidolon, and a bunch of APL-2 CR monsters. And they are steamrolling everything. They fought a march giant (CR 8), FOLLOWED BY a cave bear (CR7), and they beat them all... this is after they took out an owl bear and a lion (who the summoner tamed) without too much trouble. The following usually happens: The summoner sets her pets on the enemy Causing a ton of damage... The rogue either shoots or moves into flanking position... And the brawler/monk moves in and PWNS everything. Together they end most things in 3-8 rounds, pausing to heal as necessary. Any way I can challenge them WITHOUT using "rocks fall everybody dies" scenarios. ![]()
![]() Also, bewildering koan specifies "loses it's next ACTION" Not loses it's next TURN. So what about quickened spells? P.S if we are going to be serious about this... Meagre starts 1,200 feet away from the PCs, Cthulu starts 2,000 feet in the air above the PCs, Pazuzu is slightly above Cthulu, and Cernunnos starts 1,000 feet away from the PCs, his bow ready. Terrain: flat grassy plain. PPS: Demon Lords VS great old ones VS Empyreal lords VS kaiju VS common sense. Who would win? ![]()
![]() Updates sporatically ( not that I know what that means) Know thy enemy: A paladins guide to smiting the infernal pits of hell There are many excellent guides out there on how to be the best paladin ever… but this is a guide on how to handle the units of hell, the abyss, abaddon, and any other evil outsiders… this is a guide to, quite literally, knowing thy enemy. This guide is about tactics, so I will be highlighting each builds ability to deal with these abominations… and how to destroy them The builds (they are not rated here, as I will be evaluating them against a particular enemy) The lancer
Bestiary 1:
Devil, Barbed
Okay, at CR 11 these are probably going to be among the last enemies you will face, and they are pretty tough.
In general, try to kill this sucker as quickly as possible before it warps to the squishy castys, kills them, and warps away. Devil, bearded
This one is tough as well. The Archer has the same teleporting problems as with the Barbed devil, but the sacred fist will keep up with this sucker no sweat. The Two-hander and the Lancer will be powerful enough to put some dents in it, and the combat medic will be able to help negate the bleed damage, but the bearded devil will pressure him/her with it’s significant offence. The others can all keep up with the devil well enough, but because of the devils mobility and offence, will not truly shine. In general stay cool, and do not retreat- this thing can teleport after you. If you find yourself pressured, ask a friend to ready an action to attack it and heal yourself. A good defence is key to this fight. Devil, Bone
The bone devil has high AC and high HP, as well as a few defensive options, such as wall of ice and quickened invisibility. The Archer is vulnerable to the devils teleporting trick, but can counter the wall of ice well enough. The Sacred fist will do serious damage, but might have problems getting off full attacks- the Two-hander faces the same problem, but does more damage on single attacks. The major problem here is action economy- the devil has a quickened SLA, and wall of ice will hold off the melee characters, so the others are all orange, except for the combat medic who is more likely to contribute when a wall of ice is between him/her and the Bad guy, and the Reach paladin who can get more AOOs from the devil using it’s SLA while near him, and who can evade more attacks thanks to likely higher DEX, and therefore AC. The sword and board defence paladin will probably need to cover the castys, but will hurt the devil a bit when it appears near him. IN general, try to find permanent ways of bypassing the walls of ice, rather than wasting precious time attacking the walls of ice that the demon can create at-will, and if the devil goes invisible, move close to the rest of your group- that way you can heal the castys if they go unconscious, while the rest of the team gets a few hits in. Also, surrounding the devil will get a few AOOs and possibly a failed teleport when it tries to escape. Teamwork is critical here! Devil Erinyes
The erinyes has really low hitpoints in exchange for a small boost in AC. But she can fly, so unless you come into the fight pre-buffed, your castys will need to spend a turn buffing you up, and even then the fallen angel can fly faster than you. Also, try to find a way to keep your castys safe. She has a really nasty ranged touch attack routine, she can entangle and then kill an unprepared wizard or cleric. The Archer is the undisputed king here, being able to full attack without moving while staying close to the castys to heal them in a pinch. The Lancer comes second, due to not relying on full attacks so that he/she can follow the erinyes while she moves away. The sword and board paladin will survive a bit longer, but not really do much else. The Reach paladin will be a real star here, moving as close as possible and possibly getting some sweet AOOs in the process. The Two-hander will suffer from the lack of full attacks, the sacred fist and both two-weapon fighting builds even more so. The combat medic will need a wand of dimension door to keep up with the damage this cruel psychopath wreaks, but will probably negate a few attacks and might get close enough to make her provoke an AOO. In general, try to protect the squishy members in some way, and be as mobile as possible- it is extremely hard to keep up with at-will greater teleport and a nice fly speed at the same time. Spread out a bit, but not too far apart- you want the wizard to have to move a bit but then be able to buff you, the reason for this is a nasty at-will unholy blight ability. Horned devil
Very low HP, rather high AC.
In general, try to avoid letting it get full attacks, but keep the pressure up or it’s regeneration will start to be a problem. Ice devil
I think I see a trend with mid-high level devils. Lower HP, higher AC than described in the monster creation section of the bestiary as “appropriate”. This guy is a lot like a bone devil- at will wall of ice, and he can even summon bone devils just like the bone devil! (Except with greater accuracy and twice as many are summoned). With a successfull summoning the walls of ice can really get in the way… The ice devil also has a 10d8 damage cone of cold for pure blasting, and the spear can slow you, meaning that combined with it’s 10 foot reach and combat reflexes, it can dish out some mean AOO damage. If you can avoid AOOs the archer is pretty great. The melee builds all face the same problem- walls of ice can cause them to waste turns hacking through those… damn… walls… But if you a reliable way of teleporting or gaining freedom of movement they become a lot better. The combat medic will need to protect the casters, which won’t be too hard, and cone of cold will only do slightly more damage than your lay on hands can heal. Devil, Imp
This fight should be pretty easy. The imp can go invisible, but the DC on it’s poison is really low, so all builds should be able to survive it’s hits. The archer comes out on top here, because the moment he/she sees the imp, the imp becomes a pin-cushion. The lancer is a bit weaker due to fly speeds being generally unavailable at this level. The other melee builds should not have no problem keeping up with the imp, but the imps stealth makes this a bit hard. The Reach paladin will have no problem hitting the imp. The combat medic will not have much to do, he/she will mostly be following the imp, trying to land a few hits. Devil, lemur
The lemure is the weakest devil of the lot, the lemure is slow but has a decent offence. Assuming there is a decent distance between the devil and the paladin at the beginning of the fight, the archer will not have to worry about the enemy closing in for melee. The Lancer will probably one-shot the demon, as will most melee builds, though they might eat a full-attack first. The Reach paladin will rapidly beat the lemur to death, and might not eat a full-attack. In general, this devil is easy. At level one, you might have to smite this guy, at every other level don’t bother. Devil, pit fiend CR:20
The key to this fight is a good fort, and will save, as this bad boy is packing piles of save or dies. The archer will be doing a lot of damage, but might have a problem with the disease save. The Two-hander and the lancer should be doing a lot of damage to the pit fiend, but might have trouble with the monsters melee attacks, and the fact that this is a SMACC with incredible mobility might mean that you eat a few ( or a TON) of spells before you can even damage it. The other melee builds will do fine, excluding the Sword and board build which will not do enough damage fast enough, and the pitfiend will completely anihilate it. ![]()
![]() In pathfinder gameplay deteriorates after 17th level, so I came up with an alternate system: In stead of progressing past 17th level you earn:
1 point abilities:
More later: ![]()
![]() So, the idea is simple. Post any pathfinder or rpg related jokes you have here. Try to avoid swearing. Off the top of my head: Yo mamas so old, Chtulu calls her a great old one! Wizards without spells- use their spell books as weapons. "He who lives by the sword dies by the sword" so what do bards die of? ![]()
![]() Ah, great Idea, but I would rule 4 DIFFERENT! PCs. ( Must have a different class, stats, basic build idea etc.) Personally I think a master summoner would really shine here, as he could restrict movement. Also a scout rogue with an intimidate build. And a cleric/magus for harm And a gunslinger, cause why not.
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