![]() ![]()
![]() Me and my cousin are the two girls in our group of ~7, although my cousin is usually just there and consistently doesn't know what's going on. Even so, I don't notice anyone treating us differently due to gender. When making new characters, we usually flip a coin to determine the gender. The thing is, we use a half dollar coin our GM carries around, and I swear that thing is weighted or something, because there is an 80% chance to be female. I have tested this. And when our usual GM plays, he always, ALWAYS gets female. He's resigned to his fate and it's hysterical. ![]()
![]() @Efreeti The island is just something to spice up the campaign, since one of the players complained about there not being a whole lot of combat. I'm certainly fond of the idea you put forth, too! @Imbicatus The party dynamics kinda suck... we have no divine spellcasters and little anti-swarm tactics. Now that I think of it, I should have put what the party consists of in the first place. We have: Human Sea Singer (Bard)
Whoops, looks like I miscounted, there's 6 of us. ![]()
![]() What level is your party? I remember seeing a spell somewhere specifically for reviving dead animal companions, but I don't remember the name or which book it's in. It may be too high a level spell anyways. If worst comes to worst, you can always pay someone to revive it. I remember someone "smartly" had a horse in Rise of the Runelords, that poor horse died five times to goblin fire. We ended up having to buy it fireproof barding just to get past all the goblins! ![]()
![]() Imbicatus wrote: Make the BBEG of the island a "Spider-Man": ie a Worm that Walks with the worms refluffed to spiders. *Ahem* This is LEVEL 4 CHARACTERS. Please everyone keep that in mind. ![]()
![]() Efreeti wrote:
Geez, that is so evil, I like it. It's not silly, but maybe a terrifying twist will be good for the party. There's this one guy who keeps digging holes (looking for "hidden treasure"...), he is NOT going to have a fun time. ![]()
![]() Hello forums! I recently started running my first campaign ever, and it's a pirate/ship travel campaign. I'd like to make a spider-themed island for my campaign. I'm thinking of it being filled with a cave system filled with, well, spiders, but that's a little lame. That's if nothing more creative comes to me, so I'm going to the forums for some cool ideas! I would prefer things that are silly and ridiculous, since that's how the campaign is so far. We have 5 level 4 players, so it should be something they can handle. TL;DR: Need silly ideas for spider-themed island in pirate campaign, with 5 level 4 players!
Search Posts
![]()
![]() Currently my party is in Book 3 of Jade Regent. They have beaten the enemies of the tower, and are now rushing to Dead Man's Dome in order to defend against an undead onslaught. We aren't using the caravan rules, and I thought, instead of a quick fight, let's have this be a large, multiple(2) day battle. Plenty of undead to throw at them. The thing is, I haven't fully thought out all of the enemies, and I really need help with balance. One more thing: Tunuak is still alive, and will participate in this fight. One of the players would also like to have a new character( a samurai), so I figured have Tunuak kill his character, and have the Dead Man that guards the tower arise to kill Tunuak and become the samurai he wants to play. The caravan will defend half of the hill, using the carvan itself as a makeshift Barricade. The main name NPCs (Koya, Sandru, Shalelu, Ameiko, Ulf, and Spivey) will be there to hold the line. In the meantime, the PCs, with a much weaker set of barricades, will hold the other half. If the going gets rough, I might have the party get hit by a few channels, since there are currently 3 NPC clerics. Current party Composition (all 9th level): Magus, Gunslinger, Bard Archer, Rage Prophet (soon to be samurai). Day one waves:
Day Two:
After a few more minor waves, there will be a large event. Breaking through from the other side of the camp is a large force of undead, an already destroyed frostfallen mammoth being what caused the gap in the line, led by the two duhallans. Most of the undead force will be fighting the NPCs, leaving the PCs to deal with the main boss. After they have fallen, they will be a lull in the battle. The final fight will consist of a few moderately powerful undead, and the graveknight riding a frostfallen. My questions to you (and please critique this as much as you like):
![]()
![]() I'm looking to make an enchanter for PFS and I'd appreciate some build suggestions. I do have te Kitsune boon. My initial plan is 1 oracle/11sorceror. The oracle level would give me access to Murderous Command, which I find to be one of the best low level compulsions, and the level would also give me charisma to AC and Reflex (presuming I go lore. This, combined with my first feat would allow me to dump dexterity pretty easily). I'd follow it up with Fey sorceror, grabbing hold person, confusion and the like. Favored class points are going into the sorceror +1/4 to enchantment spells. Feats:
How should I fill in the other feats. Should I keep Noble Scion? How do you suggest I distribute my stats? ![]()
![]() Once I get my naga form, do I lose the ability to wild shape into other forms? I'm not impressed with the form, and would prefer the other shaping. If I can't do regular wild shaping, should I do growth domain? I was planning on Feather domain if I could do regular shaping. This is for a PFS legal build
The only feats I have planned are power attack at 3, boon companion at 5, and natural spell at 7 ![]()
![]() This is just an idea I had for a potential switch hitter. Sans the race for simplicity let's keep this PFS legal (and pray Mr. Brock loves me). I was wondering how to make this build better/more fun. Preferably this will start at minimum 5th level (if I were doing this for PFS I'd apply GM credits until then) Three-Eyes the Goblin Sharpshooter
Str: 10 -2=8
1: Goblin feat for Medium sized gun Rapid Reload
I will need an agile AoMF by 7th level. How should I modify the feats to make them better. What archetypes (Beastmorph, vivisectionist, grenadier) should I add? ![]()
![]() Helllo. Looking at the whirlwind attack thread in the advice section gave me a few ideas, but I'm not sure if they work. Both of these questions come from the part in WWA(recreated below for convenience) where it is a full-attack substitution.
Whirlwind Attack:
When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities. First, mobile fighter:
Rapid Attack:
At 11th level, a mobile fighter can combine a full attack action with a single move. He must forgo the attack at his highest bonus but may take the remaining attacks at any point during his movement. This movement provokes attacks of opportunity as normal. This ability replaces armor training 3. Does the rapid attack allow me to move and effectively whirlwind attack? If it forgoes the highest BaB attack, and all the WWA attacks are at highest BaB it forgoes them all? If I do whirlwind, do I just forgo an attack against one enemy? Can I attack everyone within reach as I move? Second question, Dimensional Dervish:
Dimensional Dervish:
You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If your do, you can teleport up to twice your speed (up to the maximum distance allowed by the spell or ability), dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. You must teleport at least 5 feet each time you teleport. Since WWA is a full attack, I assume I can use it with dervish. Does that mean I can teleport into a group of enemies, WWA, then teleport to another group and WWA all in one round? Do I have to leaves one enemy of each group alive to keep the chain going? (AKA, always keeping an unattacked enemy within reach?) ![]()
![]() I can't seem to find the old Willful Ignorance thread, and this is slightly different, so here's part 2. I have a dilemma. In general, I am a rules lawyer. I try to be diplomatic about it. Unless the situation is egregious, I avoid pointing it out immediately, and more say let it fly for now but next time this, or something like that. I tend to try to avoid disrupting the flow of combat, but I must admit I do more than I'd like. My problem is this: at some tables, I am pretty much told to not be a rules lawyer. So, in those cases, I simply ignore some rules. If an ally charges 60ft and draws a weapon, I ignore it. I notice these subtleties that can, in rare occasions, even possibly change the tide of a fight against us, but since I am discouraged from correcting the rules, I ignore it. I understand most of these are minutiae, but still, it's willfully ignoring the rules. Am I in the wrong? Charge example used: CrB P198: " You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your base attack bonus is at least +1" It specifically says your speed or less, not double your speed. ![]()
![]() We have just finished up book one of the Jade Regent AP. One of our players left early on, so another player took over the ninja. I haven't been too happy with a player playing more than their own character, especially since they are very new to the game. During the last session, the player controlling the ninja and barbarian pulled a last minute cancelation. I'd made some indications that at the end of the book I didn't want to keep the ninja around, but I wasn't clear how. I tried texting the player of my plans, but his phone was off. When the Amatatsu seal was revealed, I had the ninja (who was not temporarily knocked out) flee with the seal. I had ruled that the ninja was a secret undercover agent of the Five Storms oni. They others ended up catching the ninja and killing her after the interrogation. Now the player is irritated we killed of his other PC, especially while he wasn't there. Did I overstep in modifying the ninja (who didn't really have a backstory at all) and making her a traitor? ![]()
![]() I know of few of these threads are already out there, but I'm adding some abilities I haven't already seen, and so I'm wondering what class combinations would be best. (this is for a PFS character) In addition to the usual Helpful trait halfling Spoiler: and Bodyguard feat Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2. Spoiler: I have a few questions.
When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack. Will the Shadow Lodge trait Aid Allies Spoiler: stack with helpful for a final +5 bonus?
When using the aid another action, you give your ally a +3 bonus instead of a +2 bonus I will most likely add the trip chain to increase my usefulness, as well as the Flagbearer feat. Spoiler: Should I stick with Lore Warden, or should I add a few levels of MoMS to get Crane Style/Riposte (Wing won't be as useful since a flag in one hand and a weapon in the other won't leave me a hand free, but the two combined will give me a nice reduction of the fighting defensively penalty, as well as a boost to it)
As long as you hold your clan, house, or party’s flag, members of that allegiance within 30 feet who can see the flag (including yourself ) gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. You must hold the flag in one hand in order to grant this bonus. If the standard is taken by the enemy or destroyed, this bonus becomes a penalty, affecting all creatures that the bonus previously affected for 1 hour (or until you reclaim the lost flag). On Crane Style: Crane Style/Riposte will lower the fighting defensively penalty and more importantly increase the AC bonus. I plan to combine this with Cautious Fighter Spoiler: and Blundering Defense When fighting defensively or using total defense, your dodge bonus to AC increases by 2. Spoiler: .
Whenever you fight defensively or use the total defense action, allies gain a luck bonus to AC and CMD equal to 1/2 the dodge bonus you gain from the action you are taking. Allies only gain this bonus while they are adjacent to you. Other things I have been considering is the first two feats of the Whip Mastery chain as well as the feat Butterfly Sting Spoiler:
When you confirm a critical hit against a creature, you can choose to forgo the effect of the critical hit and grant a critical hit to the next ally who hits the creature with a melee attack before the start of your next turn. Your attack only deals normal damage, and the next ally automatically confirms the hit as a critical. In the end, my question is this: Am I trying to do too much? How effective will this be? What should I take, and in what order? EDIT: After consideration, I think Butterfly Sting will be better used with a better crit range weapon dual-wielding kukris to help out a very powerful x3 or x4 melee ally. ![]()
![]() Under the in corporeal subtype on pg 312 of the bestiary it says Bestiary 312 wrote: An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special quality.Ghost touch says CRB p470 wrote: A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. An incorporeal creature's 50% reduction in damage from corporeal sources does not apply to attacks made against it with ghost touch weapons.Here's my question: can a barbarian using Ghost Rager Ghost Rager: crit or precision-hit an incorporeal undead? They both ignore any damage penalties, hitting them normally (with nearly the exact same wording), and the incorporeal subtype was written this way before there was any alternative means of ignoring the damage penalty.
Ultimate Combat 27 wrote: While raging, the barbarian deals normal damage to incorporeal creatures even when using nonmagical weapons. She also gains a morale bonus to touch AC equal to her saving throw bonus from her superstition rage power. On a side note, does an ectoplasmic spell ray have a chance of critically hitting an incorporeal undead? Ectoplasmic spell: APG 158 wrote: An ectoplasmic spell has full effect against incorporeal or ethereal creatures. ![]()
![]() I've been considering making a melee combat oracle recently, but I can't decide whether to take the Battle or Metal mysteries. Metal gives the two very nice maneuverability revelations, but battle gives the options like sudden charge, the initiative one, and the weapon focus/imp crit etc, as well as perception as a class skill. They seem very close to me, so which is better? Maneuverability (possibly double if I'm in Mithril full plate with dance of steel and the other revelation) or a bit more combat effectiveness? Also, I'd appreciate some other suggestions like which revelations first. I was considering wielding a naginata and great sword once I get skill at arms, or should I ignore reach/combat reflexes? ![]()
![]() First of all, this is for PFS, so 20 point by sticking to the PFS rules. It'll be starting at level two thanks to GM credits and working its way to level 12. It's more a rough sketch and a build that I need cleaned up. I'm trying to make an unarmed swordsman. What I'm looking at is Kensai Magus for the int to AC, but for the additional defense a 1-2 level dip in MoMS is looking good too. I'm also wondering if duelist is worth it. The weapon choice is bugging me a bit too. Right now I'm using a temple sword, but the question is, do I crit fish as a Magus, or is the spell progression so weak I should go with Falcata? If I pick these, I can't go duelist. If I dervish dance with scimitar, I burn two feats, and can't piranha strike, and I'd probably lower strength more, and lose out on power attack. So here's what I've got so far. MoMS(2) Kensai (x) Duelist (?) Garuda-Blooded (Plumekith) Aasimar true speaker alternate ability.
Feats: these are something I'm very unsure of, because I just don't know the feats.
I'm sorry if this is long and confused. This is still a fledgling build that needs a ton of help. TL;DR What do I add to the build and take feat/class-wise to make a cool, fairly effective unarmored swordsman. ![]()
![]() I remember there being a rule that gives a range or attack role penalty for having ranged attacks like bows going completely or nearly vertical, and conversely giving a range bonus for attacking from very high groung. For clarification, this is referring to a character firing something like 100ft up or a character on the ground firing at the said flying character directly above them. I looked but couldn't find it, so it might have possibly been a 3.5 rule. Does this rule exist, and of so, where? |