@Saldiven
@Val'bryn2
@Pizza Lord
@Ryze Kuja
And caltrops. Thanks. Hadn't even considered them!
So I'm DMing a group that has now reached level 5. There are four PCs. Next time they are going to meet a recurring villain. Namely a goblin monk. Think 100 Eyes from Marco Polo or Thac0 from Goblins and you get the idea. Now I want him to be as annoying as possible. Say something cryptic, disarm and trip the hell out of PCs. Deal very little damage, if any, be as untouchable as possible. So my first question is: how to make him as annoying as possible? He has to be a goblin and has to have most of his levels in some martial class, but everything else is negotiable. And second: how can I make him disappear so that he can fight the PCs another day? I'm short on ideas. As a cohort to an evil queen he has minions under his control and some magical resources too. Few levels of ninja, turn invisible and run? Sounds too risky. Teleportation? Is it even possible at this low a level? How can minions help? If it is of any concern, the first encounter with him is in a cave that favors him and his minions.
Thanks for all the great info! I made a dwarf Bloodrager. He did as planned, hit hard with his greatsword. Maybe I'll give him a class of UMonk next, equip him with a reach weapon and so on. He was actually quite fun to play, mainly because I didn't have to be the party face. Playing a character that's a bit dumb was a refreshing change.
Alright, I've done The Bold, The Beautiful and The Intellectual. No more dashing bards. Big chested sorcerers? Nope. Scrawny spell slinging intellectuals? Not this time. It's been awhile since I've played PFS and I'm playing tonight. I want to make a character that hits hard from the first level. Hell, I probably just play him one or two times anyway. Problem is, I don't know what's cool these days. And by that I mean that I've fallen behind on new Paizo products so I'm not familiar with the combos I can use so that I can WIN THE GAME. So please help me build a PFS front line fighter that hits hard. Anything else is secondary. Super min-max please. Mind you, I don't have any boons to use. And it has to be simple. Like me. Disclaimer: I really hate this kind of character design concept, but for this one time and one time only I want to try it out. Perhaps I'll love it and never go back from roll-playing to roleplaying. We'll see.
Olaf the Holy wrote: Given that giant spiders and spider swarms generally range in the CRs of 1-5, a 7th level module seems mildly unlikely. True that. But what about a druid spider cult? Or undead, giant, half-dragon spiders? Or instead of a worm-that-walks, a spider-that-walks? Seems like I'm making my own adventure already..
I need to find a spider related adventure or module or dungeon. My wishlist for this is: -Spider boss!
It doesn't need to be all about spiders, but the more, the merrier. I intend to GM it for four 7th level characters. I know there's the Deadly Delves: Along Came a Spider -PDF, is any good?
Jeff Merola wrote:
Well, that's at least something. Are there any other options?
So there's an ogre and a tiefling in my party. They need to go to town unnoticed - and in this game this pair draws a lot of attention if not disguised. Luckily, they both have a hat of disguise. What I need is suggestions about what creatures they can appear as. What baffles me is this sentence: disguise self wrote: You cannot change your creature type (although you can appear as another subtype) Okay, so the tiefling can change into an aasimar without problem. He can even impersonate a human with a Disguise check, right? What other more "civilised" options does he have? But the ogre. How the hell does he go undercover? I must admit that my knowledge about large humanoids is very limited. As in "don't know any". I guess disguising him as a human does not work. Suggestions?
Bunnyboy wrote:
I had a co-worker named Asmo. He was a Union man, tough as old boots, prone to fits of rage when employer suggested any changes to working conditions. He was also a lovely old man, had a twisted humor and could paint like Michelangelo. Yes, I think this little guy will be known as Asmo too =)
avr wrote: if your witch has 4 ranks in stealth, the monkey gets to add its +2 dex, +3 class and +8 size bonus for +17 total. That's... that's awesome! I'm not very good at number crunching and was thinking how do I get him to be stealthy without Invisibility. Thanks! VRMH wrote:
Umm, is there a FAQ for this? I mean the talking bit? To me it makes more sense that I cannot talk to him before level 5, otherwise there would be no gain. Still, @Rennaivx has a different opinion so is there some official ruling on this? Handle Animal sounds good. Too bad my CHA is 10, so I imagine most of the time, even if he's trained, something like this happens: Witch: See that fruitbowl there? Go get some fruit for me, I'm hungry!
I'm playing a Tiefling Witch (Deception Patron) in Plunder and Peril, we start next week. It's a pirate themed module. I thought monkey familiar would be fun. Unfortunately I'm not very familiar with familiars (pun intended). So I'd like your input and advice on the fluff and some rules issues too. This is more for fun, I'm not looking answers for "Can he use weapons/wands?" type of questions. Mechanics first: 1) How do I communicate with him before level 5? We start on level 4 so that's not a big issue but still. Is there some spell for this? 2) How do I calculate his skill points? I've looked over the monkey entry from SRD but it leaves me baffled. +5 Perception? How do you calculate that? I presume that he does not gain his own skill ranks, because he uses the masters ranks if they are higher. Second, the Fun! 1) Cast Invisibility on him. Make him steal stuff. Or throw poo out of nowhere! 2) Make him climb a tree. Throw poo from there! 3) Use Prestidigitation on him - if GM lets me houserule that for the witch. Or just plain Disguise him with hooked hands, deadly looking sabres and eye patches and Intimidate enemies with his pirate-foo! Yarrr! I have +11 Intimidate (through Clever Wordplay) so that could work mechanically too. If not, then just for kicks. Also, no poo this time. Suggestions?
3: Deathless by The Rainbow. The character cannot die as long as he performs a colorful ritual just in the moment of his death. This brings him to +1 hitpoints or cancelles the death causing effect. Everytime something threatens the characters life, the player of the character can perform this very dance. The player MUST be dressed as He-Man, do all the moves, sing all the parts. If he refuses this he will explode in all the colors of the rainbow and cannot be brought to life with any effect.
98. Rebelling Aristocrat. You are noble born and do not like your heritage. You have taken your time to learn the court etiquette, talk like a highborn and walk like a blue blood. Still, you rebel where you can and have learned to use a weapon that is tad barbaric to the circles you frequent. You gain profiency with one of the following weapons: -Axe, hooked
97. Warrior of Lost Battles. You have fought in countless battles - usually on the losing side. These harsh experiences have given you an edge to survive even when the tide turns against you. Once per day you can take a special full round action "Run like hell": When prone, you can stand up and take the withdraw action immediately after that. You still provoke attacks of opportunity as normal.
94. Family Guy/Gal. You are happily married and have children. Living and doing things with your family is something that has always given you plenty of joy. Unfortunately, it was financially tough to get by with your current occupation so you turned to adventuring. After a few tears this fact was accepted by all your family members and you promised to them to come back. This dedication gives you internal fortitude when you need it the most. +1 rank to Craft skill of your choice and +1 to Craft (Cooking). Also, you carry with you a small memento of your family on your person that is easilly accesible (necklace, wristband etc). This memento is not a magic item and never counts as such when determening magic item slots. Once per day as a swift action you can grasp this memento to gain +2 luck bonus on any saving throw. However, if you lose this memento you gain a permanent -1 penalty to any saving throw (players choice). This penalty cannot be overcome by any means except finding the lost memento or gaining a new one. EDIT: Name and losing the memento sections added.
Imbicatus wrote:
Are you sure you are not Spoiler:
EDIT: Spoiler tags a starship captain, knocked unconscious by some alien probe and now living a simple life of a flute maker?
James Risner wrote:
This. I'm playing a bard in Plunder & Peril in a few weeks and it's only levels 4-7. Well, the favored option has SOME effect, because I do get the bonus for Inspire Courage at 6th level, which is nice. If I choose to go that route.
Imbicatus wrote:
Check out this swanky bit of information about the flute used in the episode: quote from Memory Alpha:
The prop was sold as Lot #537 at the 40 Years of Star Trek: The Collection auction. The buyer paid $48,000 for the lot, after winning it with a bid of $40,000. Patrick Stewart commented in an interview after with laughter "It doesn't play; it's not a real flute." The catalogue estimate for the lot was 800 to 1200 dollars. Oh, the things we do to get our hands on some memorabilia...
PRD & d20pfsrd.com said wrote: Bard: Choose one bardic performance; treat the bard as +1/6 level higher when determining the effects of that performance. When searching for discussions about this matter the bonus is always referred as being "+1/2 level higher" - although none these threads is very recent... When did this get nerfed? Did they do some other downscaling too?
I'm about to make a Sorcerer for Plunder & Peril but am a little confused about few things. 1. Can I combine Tattooed Sorcerer archetype and Sylvan Bloodline? If I can would that mean I get a familiar and an animal companion? 2. Does the Sylvan animal companion bloodline power work exactly like the druid version? My main issue is this sentence: d20pfsrd.com wrote: A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. So does it work as such for a Sylvan Sorcerer too? 3. Is there any FAQ or official ruling about reproducing Alchemical Power Components with the False Focus feat? I do know there's ton of threads about this already so please answer only briefly. Thank you!
Arachnofiend wrote: Most of the pirate-themed archetypes are pretty bad IMO. You're better off building normally and just otherwise flavoring your character around piracy. If you're particularly interested in the Witch, you can kinda fake being charisma-based by taking Clever Wordplay; with that you can use diplomacy with your int score. I skimmed through Nargemns list and I agree with you. The archetypes seem to trade out much of utility in favor of flavor. Didn't even know Clever Wordplay existed, thank you!
Arachnofiend wrote: The Hydrokineticist is definitely going to be DPR focused (water is not the element for a utility kineticist) so your best bet would be a buff bot of some kind. The Druid and Kineticist will both have tanked charisma, and a pirate crew without a charmer can hardly be considered a pirate crew at all, so a Sorcerer would likely be your best bet. Umm... sorry if these are stupid questions but: Does DPR mean "Damage per round"? And does "tanked" mean "dumped"? EDIT: fixed a typo.
Nargemn wrote:
Wow. Just... wow. Didn't realize there's so many of these.. Thanks a million! The Sea Singer Bard seems kinda meh. Especially the 3rd level Still Water ability that replaces Inspire Competence. The Sea Witch is more interesting in my book. Is there some archetype for the Witch to make her CHA based caster? If not then I'm heavily leaned towards either a Bard or a Sorcerer. Let the other player's do the tanking... EDIT: Thank yous
We’re doing Plunder & Peril in a few weeks and I’d like some build help with my character. This is because nowadays I’m a casual player and I really don’t know what’s been going on with PF in the two previous years. Also because there’s going to be only three players, albeit the two other know their stuff and know it good, I want to contribute in the best way possible. Okay, here we go: Baseline
About Class
As I see it, my character could be something of these three: 1. Pure melee. I’m thinking of Unchained Monk. Maybe dip it into Unarmed Fighter for Crane Style or Crossblooded (Empyreal/Something) Sorcerer to be able to use Mage Armor and Shield? I like to play a frontliners anyway. Add some ability with swashbuckling and were set. Preferrably light or unarmored because water battles will likely occur. Still, I think the Druid can do the tanking already so maybe other concept could be welcome. 2. Arcane caster. Either Sorcerer (Water, Stormborn?) or Bard, controller or archer build. This would be good for the party face aspect too. Especially the Bard would rock I guess, because his ability to wear light armor and still be able to cast. Maybe Magus could work too? 3. Any suggestion you’d like to make. Also investment into Profession (Sailor) seems like a no-brainer no matter what choices I make here. About Race
Third interesting option is the Skinwalker (Wereshark-kin). I like the ability to turn into something sharkish. Also the concept fits like a glove with this module. So that’s how far I’ve got. Eagerly waiting for your input!
Vincent Takeda wrote:
We actually tried gestalting with Carrion Crown. It did work but had a lot of issues. That's why we're trying another solution this time.
I was building myself an oracle and noticed that Hold Person has been seriously nerfed (target may attempt will save on every turn). When did they do this? Also, I noticed that Magic Missile damage die got nerfed from d6 to d4! Why? How? When? And why's the game called Pathfinder anyways? Can I timetravel back now please?
@Arachnofiend That's my interpretation also. Let's say I take these two Mysteries as I intended: Shadow Cloak (Dark Tapestry) and Sidestep Secret (Lore). That would give me an armor that scales up almost indefinitely - AC @ 6th level would already be +10 (+4 from Cloak, +6 from CHA). And there would be no Max DEX (or CHA, in this case) to that "armor". What a cheesy and broken armor that would be.
Hello Mr Jacobs, I've a question about Ring of Revelation. Can an Oracle use a Revelation from another Mystery through UMD and this ring? In your earlier answer (quoted below) this is not addressed. James Jacobs wrote:
I'm making an Oracle (Dark Tapestry) for our Way of the Wicked AP. And I'm drooling after the Sidestep Secret Revelation - from the Lore Mystery. Is there any way I could get it? Ring of Revelation does not work, because the Revelation has to be from the Oracles own Mystery. And no, I'm not making a Lore Oracle because of story reasons. EDIT: Strange Revelation Feat could do this, but unfortunately we can't use 3rd party stuff in our game.
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