fendt's page

17 posts (27 including aliases). No reviews. No lists. No wishlists. 1 alias.


RSS


This gamermastering guide (http://www.gamemastering.info/) has a lot of good information both about how to develop encounter (which he calls obstacles) and on many other things.

A must read imo.


Mr dot


This book has a lot of great advice: http://www.gamemastering.info/

And it is free!


Wouldn't it be a better idea to use the median than using the average?


It would really be radical if we were able to add categories to the monster list, so it would be easier to navigate.

Oh and a little donation is on its way.


Dot


Le dot.


I actually think that class would be a little OP. Think about it, at level 10 the avenger would have a sneak attack damage of 4d6 while a rogue would have 5d6, that's only a diffrence of 1d6. On top of that the avenger can cast all sorts of cool spells like invisiblity and silence, which really makes sneaking much, much easier. The fact that he can use bane and haste also just seems to OP.

If you want a holy avenger, just replace teamwork feats and solo tactics for 1d6 sneak attack damage.

Just my 2 cents.


Okay, thanks for the great advice guys.

I have already give him +2 skill points per level as a gm bonus, but he still says that he has to few skill points. I think I'm just gonna leave him be until he complains, that seems to be the best solution. And of course give them a lot of roleplaying encounters where he can shine.


Thanks for the great advice everybody! I really appreciate it.

Yes, the player does have fun playing his character, but that is more because how he is roleplaying his character and not how his character mechanicly work. Actually he complains about his lack of skill points, and he also doesn't seem to enjoy the combat encounters as the others do. He loves roleplaying and that is great (really great actually), but I still think it's sad that he can not enjoy combat like the others.

That is why I am advicing him to change class. The bard will as the most important thing still allow him to roleplay his character, exactly how he is doing it right now. He is actually playing his character exactly like a bard could be played - constantly playing music. Even in battle he sometimes plays music for no good reason. As a bard he can buff the party while he is playing music and the party will love him for it.

He will also have much more skill points, and he will thereby feel more like a skill monkey, which is one of the things he want to achieve, I think.

I have talked with him about the possibility of changeing class, but he completely rejects the idea. I have tried to argue that he would gain the skill points he wishes, and he would be a much better asset for the party. I ask him, why he doesn't want to change class, and he doesn't really give any good reasons. He says he likes the flavour of the arcane trickster and especially ranged legerdemain of the arcane trickster, even though I am willing to give him ranged legerdemain for free if he plays a bard, and he will still keep his skill monkey/charismatic flavour (more likely better).

Of course I can let him play the character, and I guess he will change his mind, when he sees that the character isn't so full-filling as he had in mind. However the other players do seem a bit (but only a tiny bit) annoyed byy it, but they do like his roleplay. I'm just trying to do the best for him, and I think he will have such a greater time with a full bard class than a rogue/sorcerer/arcane trickster. (Sorry for any grammatical errors, english is not my first langauge)


Hi there.

One of my players is currently playing a sorcere/rogue and going for arcane trickster. We are currently level 4, and he is doing pretty well, but still not as good as other party member (wizard, fighter and rogue).

However I am afraid the his power will diminish when going to higher levels, and he wouldn't be able to really fit in the party. He feels very skill starvet, especially because he have full ranks in two diffrent perform skills (sing and string)!

Not only that, he is playing the character exactly like a bard. There for I try to convince him to change his class to bard, but he wont budge. As a bard he will not feel skill starvet, and he will have all sorts of great abilities. Hell, he can even take a bard acrhetype to keep his sneak attack.

I just think that he will fare so much better as a bard and enjoy the game much more if he changes his class.

How can I convince him to change class?


First of all I just want to say your program seems awesome. I haven't used it in a session, but I think I can already say, that it well improve the experience a lot.

However I do have some troubles with the program.

1. When I try to create a new monster and press the "ok" button nothing happens. I do not get a table with the monsters information, neither is the monster saved.

2. It would be great if you could create folders for diffrent kind of monsters. For example i could have a folder named "urban", where i put guards, priests and the like.

3. Is it possible to somehow save all the files in dropbox, so I can get acces to them on another computer. I did see a post a bout this in this thread, but I am not quite sure how to what was mentioned (NSTF JUNCTION or something like that)

Thanks for spending the time on this epic project


Maybe I have done something wrong with my calculations, but I as i see it, I get a better dpr by choosing rapid shot.

Let's assume we are fighting a creature with 20 ac (which is plausible for that level)
With rapid shot i'll have a 35% chance to hit: 0.35*6.5+0.35*6.5 = 4.55 dpr
With weapon focus i'll have a 50% chance to hit: 0.5*6.5 = 3.25 dpr

Let's try with the destruction judgement or weapon of awe (+2 damage). I should be able to have at least one of the two in every encounter (assuming we are fighting 1-4 encounters each day)
With rapid shot: 0.35*8.5+0.35*8.5 = 5.95
With weapon focus: 0.5*8.5 = 4.25

As I see it, the rapid shot feat will do the most damage, or have I missed something?

I think im gonna go preacher. My party gonna love me, when i convert that enemy critical into a miss :D.

As to the conversion inquisitor i really like to have +10 ft. and agile feet, which let me retreat from combat or get into position quickly. And dimension door at lvl 8 isn't bad either. But i don't know, maybe speed isn't that important for an archer? What is you experince with speed and archers?

Sorry for my bad quotation before.
I really appreciate your advice!


I highly recomend Preacher for ditching Solo Tactics and teamwork feats. It gives you flexible bonuses on a good schedule, and greatly mitigates one of the potentially most frustrating aspects of the game: Bad Dice.

Infiltrator is also great for a social Inquisitor.

As well, for an Archer, I might consider Deadly Aim or Weapon Focus at 3 instead of Rapid Shot. Rapid Shot is great at 5, when you get Bane, but before then, you might feel the swing in attack bonus from Deadly Aim (+1 over rapid shot) or Weapon Focus (3 point swing) as a larger benefit.

I must admit that the preachers determination ability sounds pretty sweet in some situations.

The infiltrator has to many alghnment abilites, and I really like monster lore.

About the deadly aim/weapon focus/ rapid shot i really don't know. Maybe I should do some math crunching at that. I took the Rapid shot feat, because I thought that i went good together with the judgement ability.

Thanks for the responces!


Cheapy wrote:

The only sources allowed are APG and CRB? There are some teamwork feats in UC that help archers a bit.

I think that there is an archetype in UM that replaces teamwork feats too. Perhaps look that up on d20pfsrd.com and base your version off of that?

I can use d20pfsrd.com as a sourced material.


So I decided to make an inquisitor archer. The mix of fine BaB progress, many skills and a fine spell selection was just the class i wanted to play.
My party member is a rogue, wizard and a two-handed fighter. We start off at level 4.

Race: Human
Level and class: Inquisitor 4
Stats (epic point-buy):
Str 14
Dex 18 (+1 lvl, +2 race)
Con 13
Int 12
Wis 16
Cha 8

Statistics:
Hit Points: 34 (already rolled)
AC: 18 flat: 14 touch: 14 (+4 armor, +4 dex)
Fort +5, Ref +5, Will +7
BaB +5, CMB +5, CMD 19
Init +9, speed 40 ft.

Class features:
Judgement 2/day
Domain: travel
+10 ft.
Agile feet 6/day
Monster lore
Orisons
Stern gaze
Cunning initiative
Detect magic (we don't use alighnment in our game)
(solo tactics and teamwork feat - I might get them exchanged)

Traits: Armor expert, acrobatic (+1 and acrobatics as class skill - houseruled) and reactionary (bonus trait for being afraid of water)
Feat H: Point blank shot
Feat 1: Precise shot
Feat 3: Rapid shot

Skills (36):
Acrobatics 12 (4)
Climb 6 (1)
Diplomacy 6 (4)
Heal 8 (2)
Intimidiate 8 (4)
Knowledge arcane 6 (2)
Knowledge dungeoneering 6 (2)
Knowledge nature 5 (1)
Knowledge planes 5 (1)
Knowledge religion 5 (1)
Perception 10 (4)
Sence motive 10 (2)
Spellcraft 5 (1)
Stealth 11 (4)
Survival 8 (2)

Spells:
Level 0: Guidance, sift, light, resistance, create water and read magic
Level 1: Cure light wounds, shield of faith, divine favor and expeditious retreat
Level 2: Invisibility and weapon of awe

Equipment:
MW chain shirt
MW composite (+2) longbow +8 or 6/6 (1d8+2 / *3)
MW heavy mace and shield +6 (1d8+2)

I want this character to be good at many diffrent things, so i choose skill points as my favored class bonus.

The GM and I have been talking about exchangeing solotactics and the bonus teamworks feats for something diffrent. We talked about giving my character a 1d6 sneak attack damage, at level 3, 9 and 15 and something diffrent in the other levels.

So is this build good, and will I have a good spot in my party?

Sources: CRB and APG


Hallo out there ladies and gentlemen.

I choose to make a monk alternative. One of my players played a monk and he felt very dissapointed about that class. The monk should be moveable, being everywhere on the field. But because of Flurry of blows the monk was forced to stay on one spot throughout the combat to gain a full-round attack. So I made this monk alternative. It is not quite finished yes, but I would appreciate some constructive criticism. If you notice any orthographical errors please point them out.

Monk variant
Hit Die: d8
Starting Wealth: 1d6 × 10 gp (average 35 gp)
Class Skills: The monk’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.

Level BAB Fort Ref Will Special Dmg Dodge move
1st 1 2 2 2 Unarmed strike, Ac bonus, Ki pool, agility, minor ki power 1d6 +0 0 ft.
2nd 2 3 3 3 Simple monk balance, quick draw 1d6 +0 +10 ft.
3rd 3 3 3 3 minor ki power, spring attack 1d6 +0 +10 ft.
4th 4 4 4 4 Simple monk balance, slow fall 20ft. 1d8 +1 +10 ft.
5th 5 4 4 4 minor ki power, evasion 1d8 +1 +20 ft.
6th 6/1 5 5 5 Simple monk balance, slow fall 30ft. 1d8 +1 +20 ft.
7th 7/2 5 5 5 minor ki power, purity of body 1d8 +1 +20 ft.
8th 8/3 6 6 6 Simple monk balance, slow fall 40 ft. 1d10 +2 +30 ft.
9th 9/4 6 6 6 Average ki power, still mind 1d10 +2 +30 ft.
10th 10/5 7 7 7 Martial monk balance, slow fall 50 ft. 1d10 +2 +30 ft.
11th 11/6/1 7 7 7 Average ki power, diamond body 1d10 +2 +40 ft.
12th 12/7/2 8 8 8 Martial monk balance, slow fall 60ft. 2d6 +3 +40 ft.
13th 13/8/3 8 8 8 Average ki power, diamond soul 2d6 +3 +40 ft.
14th 14/9/4 9 9 9 Martial monk balance, slow fall 70ft. 2d6 +3 +50 ft.
15th 15/10/5 9 9 9 Major ki power, improved evasion 2d6 +3 +50 ft.
16th 16/11/6/1 10 10 10 Exotic monk balance, slow fall 80ft. 2d8 +4 +50 ft.
17th 17/12/7/2 10 10 10 Major ki power, timeless self 2d8 +4 +60 ft.
18th 18/13/7/2 11 11 11 Exotic monk balance, slow fall 90ft. 2d8 +4 +60 ft.
19th 19/14/9/4 11 11 11 Major ki power, Impenetrable mind 2d8 +4 +60 ft.
20th 20/15/10/5 12 12 12 Exotic monk balance, perfect self, slow fall any distance 2d10 +5 +70 ft.

Unarmed strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Agility
A monk gains half his level of monk (minimum +1) as a bonus to his acrobatic checks.

Ki pool
At first level a monk receives a ki pool. Ki determines how often he can use fantastic ki powers, which the monk uses to accomplish amazing feats. A monk’s ki pool is equal to his monk level + his wisdom modifier.
Every time a monk uses a ki power he expends some of his ki.
A monk regenerates half his monk level in ki + one with 8 hour rest. In addition a monk gains 1 ki every time he scores a critical hit.

Minor ki powers

Fast dodge: If a monk moves at least 30 ft. in a round he may gain a +4 dodge bonus to ac for 1 round. This ability cost 1 ki point.
Fire strike: A monk may as an unarmed attack surround his fists with fire and gain fire damage with that attack. The attack deals 1d6 bonus of fire damage. This increases to 2d6 in level five and increases by 1d6 every five level thereafter to a maximum of 5d6 at level 20. This ability cost 1 ki point.
High jump: A monk may jump gain +20 bonus on his jump check. This ability cost 1 ki point.
Ki strike: As a full-round attack the monk may forfeit all other attacks to gain one precise unarmed strike. This strike gains the monks wisdom modifier as an attack bonus and his monk level as bonus damage. This ability cost 1 ki point.
Ki through pain: As a standard action a monk may hurt himself to gain ki. For every 5 lost hit points he gains 1 ki. A monk cans maximum gain 1 ki for every four level of monk with this ability each day.
Piercing/slashing strike: In exchange of a normal unarmed attack a monk may do piercing or slashing damage (his choice) instead of bludgeon damage. The precision damage of this strike increases by 1 + 1 for every three level of monk. This ability cost 1 ki point.
Moment of speed: As a free action a monk’s speed increases by 20 ft. for 1 round. This ability cost 1 ki point.
Sickening strike: As a part of an unarmed attack a monk may choose to sicken his enemy for 1d4+1 rounds. The dc equals 10 + wisdom modifier + ½ monk level. This ability cost 1 ki point
Stone body: A monk may as a move action gain dr 10/-, but receive a -4 penalty on ac for 1 round. This ability cost 1 ki point.
Swift attack: Every time the monk makes at least one attack in his round, he may gain an additional attack. This attack has a -2 attack penalty. This ability cost 1 ki point.
Wholeness of body: As a standard action a monk may heal himself. The healing power equals 2*monk level + wisdom modifier. This ability cost 1 ki point.
Wise combat maneuver: As a part of a normal combat maneuver a monk may add his wisdom modifier to the attack roll. If the combat maneuver provokes an attack of opportunity the monk gains +4 ac on attack of opportunities made by that combat maneuver. This ability cost 1 ki point.

Average ki powers
Blinding strike: A monk may as an unarmed strike blind his foe for 1d4+1 rounds if the enemy does not succeed on a fortitude save at a dc which equals 10 + ½ monk level + wisdom modifier.

Explosive strike:
Iron body:

Major ki powers

Simple monk balances
Bonus feat: Agile maneuvers, Blind fight, Catch Off-Guard, Combat Reflexes, dazzling display, Deflect Arrows, Dodge, Improved Grapple, Improved Bull Rush, Improved Disarm, Improved Feint, improved reposition, Improved Trip, punishing kick, mobility, Scorpion Style, stand still, stunning fist, Throw Anything and wind stance. A monk may choose any of these feats even if he does not meet the prerequisites
Chance to strike: If the enemy is caught flatfooted or denied his dexterity bonus to ac, a monk doubles his critical range. This ability only works with unarmed strike.
Combat maneuver expert: A monk with this monk balance does never provoke attack of opportunity when making a combat maneuver. This balance requires an improved combat maneuver feat.
Flurry of blows: A monk can make an additional unarmed strike during a full-round attack action at a -2 attack penalty to all attacks made that round.
Flying kick: A monk who charges gains 1d6 bonus damage.
Sneak attack: Gain 1d6 damage of sneak attack.
Surprising strike: Every time a monk uses a new improvised weapon in combat the first attack with that weapon the enemy is treated as flatfooted. The monk must not have the weapon in hand in the round before the attack. A monk may change any improvised weapon to gain use this ability again in the same encounter. This ability does not work on creatures with uncanny-dodge. This ability requires catch-off-guard.
Weapon diversity: All weapon except improvised weapons are treated as a monk weapons.
Wise combat reflexes: Functions like the feat combat reflexes, except he also gains bonus from his wisdom modifier. This balance requires combat reflexes.
Uncanny dodge:

Martial monk balances
Bonus feat: Gorgon’s Fist, Improved Critical, improved blind fight, Medusa’s Wrath, Snatch Arrows, step up, whirlwind attack,
Critcal ki: Ki gained from critical hit is increased from 1 to 2.

Exotic monk balances