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![]() 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. ![]()
![]() 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? ![]()
![]() In this guide, I will be talking about specific archetypes, ways that designers should improve them, and how to best play one. #1 The urban barbarian Class features Skills: More social skills, less rural skills. Meh. Crowd control This is... not such a good ability, and not really worth replacing fast movement for. It can be useful in a social campaign, but aside from that... Fast movement is worth two fleets, while crowd controls combat use is weaker than dodge. Still, if you are going to tank, this might help a tiny bit. The developers really need to buff this, maybe a bonus that scales? Controlled rage Let's compare it to rage pros +you can apply it to DEX for ranged builds and for extra AC
con
Too improve this, I suggest the developers give it two more points to spend, this would still leave the Barbarian with less pure numerical benefit, but it would be a bit more balanced. Builds:
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![]() So, in pathfinder there are many optimization guides. This is not one of them. This is about some new directions you can take your classes into. Whip fighter Whips are looked upon as sucky weapons, due to nonlethal damage.But with the right build they can become rather competent. With the whip masteryfeats and with two weapon fighting, you can deal serious damage and still threaten the area around you. Suggested classes: fighter, sohei monk, paladin.( more to this later) Feats: Two weaponfighting: You do not have good damage dice, and Two weapon fighting makes that matter less. Improved and greater two weapon fighting: You want more attacks. Exotic weapon proficiency: whip. You need this. Period. Whip mastery. Get this at level two, or at level three if you are a sohei. This lets you do Lethal damage with a whip, which is the core of the build. Improved whip mastery: You finally threaten, which is amazing Greater whip mastery: mostly flavor,but still okay Weapon focus whip-> Dazzling display: Best for paladins, but okay for anyonewith intimidating prowess or a non-dumped CHA Combat reflexes: you threaten a large area, so AOOs might be your thing. Vital strike: It's a trap. Your damage dice suck. No takey ![]()
![]() So, the sohei.It has a rather confusing mix of abilities, but with the right build it can be a beast... How would you like to charge and flurry? How about some nice juicy damage? lets begin... Rating system
Sohei abilities: Skills: handle animal *** If you want amount or something, sure why not. Weapon and armor prof:**** Much much better. Light armor is good for low point buy games. Bonus feats: *** Mounted combat is a viable pathfor you to follow so it gives you more options
Unarmed strike * no...but you get other abilities that make up for it. monastic mount *** so you can boost your mount... thats very nice and you generally will use the temporary hit points to keep your mount from dying. ki weapon** Not a very good ability, but in situations when youre in an emergency and don't have magic weaponson hand... it can help. weapon training**** YES! YES! withthis you can flurry with a lance, and with a greatsword, and with pretty much anything you want. A small bonus to damage is also nice. Other archetypes. sensei*** surprisingly okay. Think of this as a support cavalier who charges into battle alongside the fighter, and kicks butside by side. With ride by attack you can spam charges and still buff your
quingong monk: some nice little ki powers, but you hardly have any original features to trade... TRading high jump for barskin is probably a good idea. Stats STR>DEX>WIS=CON>CHA>INT Dexismore important than for others due to you needing it for ride, and try not to dump CHAtoo hard, as you need it for handle animal. Mounted build ( this build uses handle animal, and you may want to dip into ranger, paladin or cavalier for extra abilities) 1o pb ( lower wisdom, you will be wearing armor) STR:15 (7) DEX: 13 (3) Con: 13 (3) Wis:8(-2) INt: 7 (-4) CHa: 13(3) 15 pb (still no armor until you get bracers)
20 pb: (armor until the later levels when you get bracers)
25 pb: str: 18 (17) dex:13 (3) con: 13 (3) wis: 11 (1) INt:7 (-4) cha:13 (3) ![]()
![]() So, hi, I am new here. I homebrew a lot,so I have thought of some custom classes. 1. Guardian prestige. d12 hd. full Bab.
Though some warriors fight with magic, and some fight with brute strengh, rarely does a warrior combine the defensive aspect of both classes as well as the guardian. While within the guardians claimed land, he or she excels at being an obstacle impossible to overcome. Special abilities: Spells (I'm not an expert at these so bear with me...) while within their claimed land, a guardian can cast a certain selection of arcane spells that need to be prepared in the morning, without needing to attempt a concentration check. While outside their claimed land, a guardian can only cast cantrips. At 9th level a guardian can cast prismatic wall up to three times a day as a swift action. ( Spells are mainly defensive, with a bit of blast and battlefield control thrown in. If anyone has some suggestions, please tell me) Claim land: A number of times per day equal to half the characters guardian level+ Con modifier, a guardian can claim a plot of land the size of 5ftx5ft + lv /2xlv/2. A guardian adds Con modifier to damage as well as being able to use many other abilities (elaborated on later), and can only have one plot active at a time. claiming a new one results in the old one becoming inactive (fullround action to activate) that's all dor now, more later. please comment or create your own. |