My current bonuses are +4 human and +2 Good outsiders. Just hit level 8 so I have some time to decide but the thing is we are fighting humans a lot, but the amount of Good outsiders have been slowly increasing. long story short humans and good outsiders are the main enemies most of the time. With the DR and more deadliness of the good outsiders I have been considering focusing all my increases into Good outsiders from here on out, but that would mean the instant enemy spell won't be as powerful than if I just focused on human and cast instant enemy instead.
So should I go +4 human +4 good +2 whatever when I get my next favored enemy, or should I go +6 human +2 good +2 whatever so I can get the most out of the instant enemy spell?
Also I can cast instant enemy to treat good outsiders as humans even if they are one of my other favored enemies right? the wording on the spell makes me question that...
so I've been running Dragons demand in the party has been in the downtime before the auction. They've been working on increasing their relationships with the townsfolk, however they got in a bar fight with Sir Pelle and long story short they nearly killed him and made a pretty big enemy out of him. On top of that one of the PCs is already looking for ways to screw with him. I'm trying to decide what he's going to do in retaliation. Any good ideas?
Well I guess it depends. I've only skimmed the monastery but probably run it as planned. The only real difference is that they haven't had the auction yet. And if they do kill the dragon then they won't be the heros of Belheim. If they haven't destroyed the mirror yet you could remove the whole encounter and place it somewhere else. Same with the kells if it is not to late. Since they haven't met the dragon yet you could always move his den somewhere else. And add another dungeon inbetween. Then they can find out about this new dungeon when he shows up at the auction. And defidently add the PCs to the dragons demand!
Yeah didn't think of the 2 handed weapon route. I might have to look into that...
The plan was to go 2 handed on the scimitar and draw the kukri with one of those spring loaded wrist sheaths. and if I had to move between multiple foes use the cesti to attack as the 2nd weapon.
but maybe using a quickdraw shield might be the way to fly... Charge and 2 hand a weapon and then draw the shield for ac. Its less critical intensive but the added AC and feats like shield mastery and bashing finish might make it worth it... or if I don't want to go into the Shield feats I could use the Cesti as the off hand weapon and draw the shield after the attacks so I have the AC between turns...
And I meant that the player for the cleric is rarely there due to school so hes super generic and I'm not sure what the actual player plans to do with him at the time...
So I'm making a TWF Ranger and so far I'm loving him. We just reached 2nd level. I'm used to playing spellcasters so I'm a bit rusty when it comes to the martial characters so I wanted some advice on my build.
Party: Rogue, Wizard, Ranger (me ^_^) and a Cleric that has mostly been carborded.
Human Ranger
Str 20
Dex 12
Con 12
Int 16
Wis 15
Cha 8
(18 in Str, 8 in charisma, the other 4 rolled 1d10+7, straight down, Took the Dual talent racial substitution ability and added a +2 to Str and +2 Con for the above stats. )
I was planning on going Scimitar Kukri Ranger but after a few close calls and it being an evil campaign maybe a Scimitar and Quickdraw Shield might be a better plan...
1 Power Attack
2 CS TWF
3 Combat Reflexes or Improved Shield Bash
4 +1 Wis Wolf Companion
5 Boon Companion
6 CS ITWF
7 Out Flank**
8 +1 str
9 Paired Opportunist** or Improved Critical
10 CS TWR*
11 Dazing Assult or Shield Mastery
12 +1 str
13 Coordinated Charge* or Bashing Finish
14 CS DOUBLE SLICE*
15 ??? or Dazzing Assult
16 +1 str
17 ???
18 CS Greater TWF*
19 ???
20 +1 str
My Original Plan was to go Kukri and Scimitar and Cestus, but The idea of using a quickdraw shield for the added protection and bashing finish is starting to sound like a good idea. With my poor dex the extra AC might be worth it, although I won't be criting as much as I would with a Kurkri in the off hand.
*Not entirely sure which order I want to go with on these feats yet
**These Depend on Other characters and My wolf so I guess we will see. There is a great sounding combo with Paired Opportunist and Outflank granting me an AoO if I crit but that assumes that line in Paired Opportunist referring to taking an AoO when others can only applies to if they are adjacent or not. the wording if vague there.
Thoughts on the Wolf
The idea is I want to focus him on tripping and locking down opponents and Teamwork feats with the ranger.
4 Armor P Light
5 Combat reflexes
5 Paired Opportunist
8 Out Flank
10 ???
13 ???
16 ???
18 Coordinated Charge
Are the Teamwork feats worth it? And I was really planning on Scimitar and Kukri but that extra AC, Shield Mastery, and Bashing Finish with a quick draw shield looks pretty good too... Any recommendations are appreciated! Let me know what you think.
I'm working on a character with this build but I noticed a problem down the road.
Coodinated charge has a prereq bab of 10. The wolf won't get that till ranger level 17 if I understand correctly assuming boon companion. Is there something im missing that lets the AC ignore that requirement?
Also the outflank and paired opportunist feats alowing you to chain crit AoO. Are we sure that you don't have to be adjacent to get the ability to make that extra attack of opportunity? It's kinda vague in the feat discriptions and I can see how it could go either way.
Actually the raze feats are exactly as they were in the 3.5 version. Doing that combination for a wizard would be a three feat combo, but it would be easily doable even at level one if a human... I probably should add something. being able to do that at low levels could be pretty devastating.
I'm gonna be running a Dark Sun campaign soon. After looking at the 2nd and 3rd edition Dark Sun wizards and the rules for defiling and preserving, I decided to kind of combine them into an easy to fit archetype. Here is the result:
Let me know what you all think. Wizardry is so rare and despised in dark sun, wizards don't have the luxury to specialize in schools of magic (at least in 2nd edition they couldn't), so I decided to create a "Defiling school" It rewards the evil defilers with more power, and weakens the good preservers all while dangling that power within their reach...
Holy Crap! You can put spoilers in your Racial/Class signature field? I might have to try it...
Also, I hope nobody minds the southern accent I've given Legnar. I can never get the dwarvish accent right and on the first type trough it sounded more southern, and I got a kick out of it, so I left it as southern.
Boshak Heuskaurit wrote:
A.T. I need you to check out my background. Right now I'm trying to figure out how to get him back to Janderhoff. Do you have any suggestions?
I didn't read the BG, but you could always have joined a caravan and decided to say here for a while. it's cliche but it works.
I don't see a reason for any city needing more than a cell, bindings and real gags. That should be enough to deal with 95% of all magic users, sorcerers included. Sorcerers who have feats such as silent or still spell have an advantage to escaping, yes, but I think it would be extreme to assume every sorcerer has such an ability. If the sorcerer is known for having such feats or has somehow magically escaped imprisonment before then it might be time to look into more costly means to restrain them. But even then, It would probably be simpler to just kill the sorcerer at that point rather than to deal with trying to hold him.
Raven swarms have "eye-rake" which might give you an idea.
Eye-Rake (Ex)
Any living creature damaged by a raven swarm must succeed on a DC 11 Reflex save or be blinded as the swarm scratches and tears at the victim's eyes. The blindness lasts for 1d4 days or until healed with a remove blindness or a successful DC 11 Heal check. The save DC is Constitution-based.
I would recommend AT LEAST making your druid's animal companion spend a feat to do this, in addition to the the trick.
Our DM keeps forgetting about the rum ration, but the few times he has remembered, all penalties and bonus from the rum ration went away after getting sleeping that night. I don't know if that is how it is, if he interpreted it wrong, or changed it.
We just started skulls and shackles and I wanted to try my hand at a rogue, which is a class I never seemed to click with. I've checked out the famous rogue guides and such, but I decided to try something similar but different and thought putting it up here for some advice and if it is good, to share the idea.
The idea is that you use a 1 handed weapon with 2 hands and when you get sneak attack, you quick-draw the a second light weapon and go to town. Swashbuckler achetype helps with the build big time, and fits the theme of the game! You need to have a decent strength to pull this off though, mainly to do decent damage and to ignore the weapon finesse feat. Here is the build at 1st level, and the planned build afterwards
Switching Rogue:
Medium-sized Humanoid (Human)
Rogue 1
____________________________________________________________________
STATISTICS
Str 17 (+3); Dex 17 (+3); Con 14 (+2); Int 9 (-1); Wis 13 (+1); Cha 12 (+1) [+2 Dex Human, Stats generated randomly]
Initiative :+5
____________________________________________________________________
FEATS
Dodge, Martial weapon proficiency [Scimitar (cutlass)], Two-weapon fighting
____________________________________________________________________
TRAITS
Reactionary
Touched by the sea
____________________________________________________________________
DEFENSE
HP: 11
AC: 17, touch 14, flat-footed 13 (base +10; armor +3; dex +3; +1 dodge)
CMD: 17 (base +10; str +3; dex +3; +1 dodge)
Saves: Fort +2, Ref +5, Will +1
____________________________________________________________________
OFFENSE
Base Attack: +0; CMB +3
Melee: scimitar +3 (1d6+4 / 18-20/x2)
Melee: scimitar +1 (1d6+3 / 18-20/x2), dagger +1 (1d4+1 / 19-20/x2)
Ranged: dagger +3 (1d4+3 / 19-20/x2)
____________________________________________________________________
SPECIAL ABILITIES
●Favored class benefit: +1 hit points
●Human Bonus Feat: Gain an extra feat
●Skilled: Gain an additional skill rank at 1st level and one additional rank whenever they gain a level
●Martial Training (Ex): Martial weapon proficiency scimitars. May take the combat trick rogue talent twice.
Planned build:
(Stats) +1 Str, Dex, Wis, Int; Most-likely but not necessarily in that order.
(2)RT: Combat Trick Quick Draw
(3)F: Power Attack
(4)RT: combat trick #2 Furious Focus
(5)F: Improved Initiative, Toughness, Combat Reflexes, or Double Slice*
(6)RT: Weapon Training Scimitar
(7)F: Improved Initiative, Toughness, Combat Reflexes, or Double Slice*
(8)RT: Hold Breath, Strong Stroke, Swift Poison, Combat Steal, Resiliancy, or Strong Impressions)*
(9)F:Improved two weapon fighting
(10)ART: Crippling Strike
(11)F: Improved Critical Scimitar or Vital Strike(Improved Initiative, Toughness, Combat Reflexes, or Double Slice)*
(12)ART:Opportunist
(8)STAT: +1 Dex or Wis
(13)F: Improved Critical Scimitar or Vital Strike(Improved Initiative, Toughness, Combat Reflexes, or Double Slice)*
(14)ART: Hunters Surprise, slippery mind, redirect attack, or feat
(15)F: Greater two weapon fighting (or Improved Critical Scimitar or Vital Strike(Improved Initiative, Toughness, Combat Reflexes, or Double Slice)*
(16)ART: Hunters Surprise, slippery mind, redirect attack, or feat*
*Indecisive on these feats at the moment. Any other ideas are welcome. Otherwise will take whichever feat seems more appropriate when the time comes.
Books that I'm allowed to use are Core, Advanced, Ultimate Combat, and Ultimate Magic.
Party consists of a me, a healing oracle, and a conjuration wizard. We have a forth player who is going to be most likely making a barbarian.
I don't need to be a powerhouse, just want to be useful in combat. Thoughts?
I was just voicing opinion and preference, but i'm the newcomer with a brief hiatus. I'm honestly happy to just play. It seems the majority favor the less tedious method. Maybe a compromise of estimation instead of cp tracking?
Actually in hindsight, buying from the party is probably less tedious for a PBP game. Not everything will be kept and shares still need to be calculated. Instead of trying to figure out who gets what, if you want it you buy it. done. The only snag is if more than one person wants it, but that's between them.
I'm still in favor of passing out items as we find them to be used until we divide up the loot though.
Ok, Now might be a good idea to go over the Treasure. Here is a link to the treasure spread sheet. If there is something you want, don't want, or don't want someone else to have, let me know or edit the spread sheet accordingly (it should be editable by anyone with the link). Also If you think something is missing or wrong let me know or edit it accordingly. If you have trouble with the spread sheet, let me know.
Edit: Were we able to get any treasure from the sunken room with the helmet crab. I remember that we rushed out of that room with a plan to return to it.
Edit 2: The following items are either still unidentified, needing appraisal or both.
Seven Pointed Star Amulet (Value, Unless Gornak or someone else keeps it
Grogmurt's 'well made' Cloak (Not sure if this is treasure or not)
Rippnugget's Dogslicer (Never Identified.)
Small weapons and armor from the armory (Not sure if this is treasure)
Trapped Chest (Not sure if this is valuable/worth keeping)
fine blue silk gown with silver trim (Needs Appraisal)
Jade Necklace (Needs Appraisal)
gold holy symbol of Sarenrae (Needs Appraisal)
34 badly flawed malachites (Needs Appraisal)
I don't know if anyone has any skill in appraisal. Here are Thanadros's Feeble attempts
I guess,.....it's the whole "how do we replace hands with opposable thumbs" schtick with telekinesis, or mouths, or stubby forelegs as the story/game requires.......
I was actually brainstorming "rear" feats. No, not butt feats, rear feats, like a pony rears up on her hind legs, draws a battle axe, and proceeds to melee with Ahuizotl/pony ghouls/whatever.
Ponies can just grab things with their hooves. They touch stuff and it gets stuck to their hooves. They can even manipulate stuff... Fan theory is that all ponies are just so magical that they all can use low level tactile teleknesis.
Search YouTube for "Doctor Whooves and Assistant". The first episode plays with this phenomenon a bit, with the Doctor unable to pick up his sonic screwdriver and Derpy Hooves unable to explain how simple it is.