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Organized Play Member. 130 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character. 1 alias.


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MrCharisma wrote:
lock wood wrote:
i do not give free traits to my group i give them a free non-combat feat at first level. if they want traits they may take the feat that gives them 2 traits.
I really like this idea.

thank you


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if the books were good i would buy them


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I'm going to be that guy.

I don't like traits not because they are bad,
but in my play group what happens is one of 2 things

one the players just take the best traits to power game.
or
the players don't care and just pick 2 with out giving it much thought. then move on forgetting they even have them.

so here is what i have done. i do not give free traits to my group i give them a free non-combat feat at first level. if they want traits they may take the feat that gives them 2 traits. i have been doing this for 5+ years now. in all the games i have ran not one player has use there free feat to get traits, not even the players who pushed for them in the first places.

i know this is just how my playgroup is they are roll players :(


i will look at brawler again. i can only take feats from core but can grab class from any where tho i love teamwork feats as well, hunter is so fun


thank you for your post i will look at this again when i wake up and try to reply to anyone after work tomorrow

thank you again ranking stands at a 3-4


VoodistMonk wrote:

To be fair, I have built a successful core Rogue... somewhat unconventional... but completely functional.

He was a Strength-based Tengu with a greatsword. Took the Scout archetype to get Sneak Attack on a charge. 2nd level Rogue Talent was the one for Weapon Focus. 3rd level feat was Nature Magic for constant Know Direction and 1/day Purify Food & Water. 4th level Rogue Talent was Wild Magic for Create Water 3/day. 5th level feat was Endurance, because I could finally afford an Agile Mirthal Breastplate (I had the Armor Master trait). After that, I focused some of my Rogue Talents and feats on Dirty Tricks. Iron Will @ 11, never took Power Attack or anything that would penalize my accuracy. Thought about Gorum's Divine Fighting Technique and Vital Strike, but didn't invest in it because I didn't want to rely/invest so much on charging... and the game didn't last long enough for it to matter.

It's absolutely doable. Was I on par with the Half-Orc Fighter? No. Absolutely not... no. But we had ourselves an understanding, and we was flanking-buddies... did God's work, we did.

core rogue is 100% playable. there are many ways to do it but it is lacking compared to other class that's why unchained is a thing

also its nice when you have some one willing to flank with you most games i am in i have be the one active telling people i need them to take that 5 foot step so i can flank next turn.


Ryan Freire wrote:
My dude you could PRC into noble scion and it will be better than remaining core rogue any longer than you absolutely have to as far as game influence by nearly any metric you choose is concerned.

i hear you i finded core rogue very lacking as well


VoodistMonk wrote:

Probably a 5 on your rating metric, because literally everything is hands down better than a full core Rogue. Lol.

I kid, I kid.

Trading away some Sneak Attack is good... the less you rely on gimmick BS, the better your character will be.

The Favor Pool is alright, kinda meh, like most Pool features unless you have several Pools that can somewhat interchange (like Ki Arcana). The utility and self-reliance are really nice options to stem from the Favor Pool, though.

It's neat that the PrC can trade away Rogue Talents for continuing spellcasting of certain types, too.

Serious rating of PrC by your given, 1-5 system: 3 or 4, depending how you use it... a solid 5 if you want to specifically use that TWF longsword stuff.

Whatever combination lets you do what you want with your character is always hands down the best choice.

thank you for your input i to really like self-reliance in my builds


avr wrote:

That PrC (Guild/Westcrown Devil) looks like a rogue that sacrifices some (not all) sneak attack for weak spell-like abilities. You also get to use weapon finesse with longswords but eh, whatever.

It's not necessarily a bad trade. Relying too heavily on sneak attack can cause a rogue problems, and not having to get out items to use effects like those SLAs saves some hassle. I don't think I'd go for it but put me down as a 3 by your rating system, it does look doable.

thank you for yo input


hi i am playing a rogue(core rule book) that is going in to this class and i keep being told this is a bad prestige class. so i thought i would see what others think

the build was not planed out but in the end i want to two weapon fight with long swords
at only a -2 for each witch i can do with magic

i went 4 levels rogue
1 level brawler snakbite
1 level guild devil

the other person keeps saying its bad and that i just need to stay rogue as its better

i like the utility it gives the rogue in the end.
think core rogue is just bad at higher levels with a few acceptations like improved evasion witch i can get with guild devil

i real just want to know 1-5 what people think and if i should just go back to rogue levels

1= all around bad
2= just not as good as rogue
3= flip of a coin
4= is a little better then full rogue but not by much
5= hands down better then full rogue

fill free you tell me why and what i may want to look at

thanks for all your in put


Perpdepog wrote:
I think you're in the wrong forum, my friend. This is the 2nd Edition forum and what you've got there is a 1st Edition character.

thanks sorry about that


hi i am playing a rogue(core rule book) that is going in to this class and i keep being told this is a bad prestige class. so i thought i would see what others think

the build was not planed out but in the end i want to two weapon fight with long swords
at only a -2 for each witch i can do with magic

i went 4 levels rogue
1 level brawler snakbite
1 level guild devil

the other person keeps saying its bad and that i just need to stay rogue as its better

i like the utility it gives the rogue all in the end and think core rogue is just bad at higher levels with a few acceptations like improved evasion witch i can get with guild devil

i real just want to know 1-5 what people think and if i should just go back to rogue levels

1= all around bad
2= just not as good as rogue
3= flip of a coin
4= is better but then full rogue to take for more then flavor
5= hands down better then full rogue

fill free you tell me why and what i may want to look at

thanks for all your in put


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played the game the the -5 on the second attack almost had know effect on the attacks hitting or missing. tho this is normal the case at low levels the roll on the d20 swings things more. are dps fighter was doing on average 10 a hit rolling d12 for damage and his 2nd attack would still hit like 50% of the time thanks to things like sweep and flanking

and as the caster vs fighter this is a argument as old as time and the grass will all ways look better on the other side


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at low levels you do get a lot of damage with duel wielding but if you are looking for raw damage most players i know will tell you its a trap a good two hand weapon build dose more in the long run. i have not done the math tho as i play caster for the group

so i think most do it for the fondness of it but i do agree it would be cooler if you could do all that parry or feint with stuff


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well i have play tested it i played a level 1 druid so some things i like

the flat hp every level
the point buy
the back grounds
the skills being combined tho they may have go a little over board with this
the races seemed fine maybe pick 2 races feats at level 1

things i'm mix about

the charter sheet like the spell page hated the first page lay out may me feel like i was looking at a test in school

druid did not feel like a druid more like i was a spell sword tho this may just be low level and the order i picked was storm / may have had a different fill if i had picked animal or wild

things i did not like

the combat and spells i feel like the spell casting is lacking
why cast a ray of frost for a 1d8 when i can attack for 1d8+2 and than attack again for 1d8+2 at a -1 to hit the 2nd time

also having to raise your shield was a pain and and just feels like a wast it did very little for me

complaints form the others in the game
alchemist was out of bombs and elixirs very quickly (may fix its self at higher levels)
barbarian hated that rage was a action
that it only last 3 rounds.

gm wanted the attack profile for the bad guys to have the - for the 2nd and 3rd attacks fill out

he also did not like it when i cast burning hands and had to check the saves vs 4 DC's to find out if they took no damage, half damage , full damage, or double damage as he said you ten guys in a fire ball it going to take some time to work all this out for each guy

all in all it has some good points we had fun with the game but we all fill at the moment p1 is for us but will give this a try when they release it for real with hopefully a bit more flushed out rules


thank you for the rules in jade regent players guide more options are all ways good

as for WBL my GM dose not use it but tends to control the item we can find as to keep thing with in the right power levels

after talking about it with my gm he just going to use the rules to make gold noting but that as to keep thing easy

so after looking it all over and taking LordKailas advise on the mater we think we have it worked out thanks for all the input


LordKailas wrote:
lock wood wrote:
that a great idea and i will look in to that that in the Ultimate Campaign. right

yes, a wagon could probably be treated as a 6 block building that consists of a storage area and a store front (basically a store without the office or lavatory rooms).

Glancing over the rules, it looks like such a "building" would give you a +15 to your profession check and a +2 bonus to gp. You would earn money equal to

((your check)/10)+2 gp

So, if you had a +5 and you took 10, you would get

((30)/10)+2 = 5gp per day.

that could work with 2 wagons i would make 10gp a day or 300 gp in 30 days with is how long the trip from town to town takes


that a great idea and i will look in to that that in the Ultimate Campaign. right


so i'm playing a merchant have ranks in the profession. spent 2500 gp for wagons horse. etc. joined a merchants guild

the guild will sell me goods at a lower prices then i take them to towns and sell them.

sounds great but after every thing is said and done i have to make money theirs tax, travel cost, have to pay npc/pc etc my gm want to keep it easy so i was want to know if there was a formula out there for this. in any of the books to make it easy

also their could be the problem with me having a higher gold % then the rest of the group they to are picking up professions but its still a possibility as i should make more as i have invested a lot in to unlike the blacksmith who is just going to the towns local black smith and working for him as a work hand.\

so if i buy 500 worth of goods at lets say 60% book prices and i can sell them at 90% book price what should i net what should be my profit after all bills are payed?

this seems low when i brake it down for gross profit any input would help


thank you


can you give a page on that rule plz as so i can show it to the group


ok thanks we were unsure if that worked i said it would.

the other GMs were unsure

tho level 7 seems a long way to off for the spell to deal with it when ghouls are CR3


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i know i misspelled in the header don't know how to fix plz forgive me as i am already being nagged about it by my girlfriend who has a 4 year English degree


ran in to the problem my level 7 group could not get out of being paralyzed. they got one save then they had to sit there till it ran out

no skill we found work to remove it

only a 5th level spell (forgot spell)

which made me question are we missing something, or is this a over sight

i am using monster from pathfinder like ghouls but there are rules to convert which i am doing (maybe not right) so this maybe a compatibility problem


thanks for all the input

this seems about what he would be looking for its even there level
FLYING BATTLE TANK, LEVEL 7
PRICE 16740
Huge land and air vehicle (10 ft. wide, 20 ft. long, 7 ft. high)
Speed 10 ft., full 450 ft., 50 mph (ground and fly)
EAC 16; KAC 20; Cover Total Cover
HP 90 (45); Hardness 8
Attack (Collision) 7d10 (DC 13)
Modifiers –4 Piloting, –3 attack (–6 at full speed)
Systems autopilot (Piloting +13), planetary comm unit; Passengers 7

but a bit smaller to hold one maybe 2 people only he want a helicopter

as for crafting rules all i can find is put gold in vile shack time pass pour out you have item of same value as there is no restrictions other then level and gold it seem you can craft anything out of anything

so i feel the pain of this lack of rules for it but i don't want to take the fun out of it for the players

party level is 8

i was planing on keeping him from having it at all time aka dungeons and the like it want fit


so one of my player wants to build a personal flying battle tank. by the rules of crafting this should be know problem. but i am worried this will make a untouchable pc in combat that can just handle all monsters any thoughts on how to let him have his fun with out braking the game?

i have a few but would love to have others views


after looking over his sheet, i can fully say that he could not do this with the computers he had.
he is also a technomancer he trying to use a computer that was built for scanning for life forms with in 100 ft and give him sniping targets.

he also clams to have a AI built in but i see know were this is pay for/even marked on his sheet.

if he shows back up i will work this out thank you again for all you in put


thank you for all your in put the player want to use the shuttle in combat by remote hacking it and slamming it in to the orcs :{


the point is a level 3 pc should not able to do this


ok thanks


ok thank you


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player wants to remote hack shuttle and fly it
the player want to do this i said no that it need some one at the controls he said auto pilot there is know auto pilot in the book and even then it would not work like that as auto pilot is like cruse control.

dose this seem right or are there rules i'm missing


if you have 2 in your hand can you trow both. do you need two hands to use it do to having to pull the pin?

and do you take a -4 to the DC


1 dwarf i love the role play they let me act like the old man i am be coming

2 ratfolk i love this one great stats for wiz but it plays so well to being under handed most people disregard you as in the way not worth paying any mind to. also i played warhammer table top skaven for the win still have 300 rat man the chaos whispers to me (eat warp stone)

3 Dhampyr it band form are group two many rewrites to much debate over its rules (between 3 gms and 15 players) and how they works so yea..
no agreement could be made that would not leave people mad it a long story plz don't ask


My Self wrote:
Paladin Alternate Favored Class Bonus, d20pfsrd wrote:
Human Add +1 to the paladin's energy resistance to one kind of energy (maximum +10).
You're actually a bit behind on the game.

this is for all class not just paladin and there's no max


well i thinking that force resistances would be to powerful now as at level 5 the player cant be damaged by magic missile

and think i go with the prime 5 fire, cold electric acid and sonic


i was think of letting people pick between 1 hp/1 skill point or one point of a resistances per level of fav class

so the thing is

you have base energy's
fire
cold
electric
acid
then you have other energy's
force
sonic
negative
positive

so the do i go with the short list or the long one. i don't see much in pact to the game form this but maybe there some angle im not seeing

if there any energy that i missed let me know


this is what most of my wiz are
tho with less spells buffing the ranged attacks
keep gravity bow
take a level in ranger not fighter go trapper from Umagic which give you trap finding so now your a back up trap spotter(or in my group the only one)
as for races any dex+ int+ will do


plz stop point out how good hunter is i am scared my players may read your post and all play one at the same time:}

the only down side is how mad they are

i like warprest i will have so much fun hitting a pc with a dagger that dose a 1d8 only for them to find out after the fight it just a dagger


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shampoo i think a new game might be in order if they complaining about pron shooter candy land anyone :}


all realy good one that i have never see before keep it up


done the 50/50 split there are problems with both groups the fighter group is just more in you face

look if you raise the casting time of spells, then pick spell 1 to be at a lower time even tho it in ench it will bring headache.

player won't know that spell is lower time to cast why be case wiz and caster have a tone of book work to keep track of and most people don't do the work this is why i see players cast sleep as a stander act and the gm don't know any better so they let it happen.

that being said i do have a idea for wiz if you want to go down that path

i say we put all spell at a casting time of 1 round but if you are a necro then the spell form the necro school cast as a stander but all others don't

soc and cleric would be harder but maybe you could do a blood line thing or domain thing

but i think pathfinder is on the right track for spells most new spell i see come out do not put the core spell to shame unlike 3.5 where at the end know one want to use any but spell for other books as they were better and op look at you wrack


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Boon Companion is one i really like for rangers


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Makarion wrote:
lock wood wrote:

wow these are good

i had a toon that would have loved flensing strike

fey foundling i wonder if they also take the trait rich parents ?

Why would you? Rich Parents is terrible, and in that combination wouldn't make a lot of sense, either.

i was making a joke on the rich parents for all the reason you stated


wow these are good

i had a toon that would have loved flensing strike

fey foundling i wonder if they also take the trait rich parents ?


Aelryinth wrote:

A simpler method of favoring certain schools for speed would also do that.

If all Evocation damage spells were standard actions, 'normal' spells were full round actions, and anything longer then that was a minute or more, that would also change emphasis on combat from save or dies to improved blasting. "Combat" magic would actually mean something.

==Aelryinth

really don't like this i mean what would call combat magic?

theirs not one school that i don't use some spell from for combat.

it just seem like one more thing you have to stop the game for so the caster or gm could look up

just my to cents we need combat turn speed up not slowed down


communal spells so good


wow that good that second part is even better it just keep giving


not sure why were looking at Ultimate Magic spells i never saw anything worth casting in that book.

now ultimate combat has some good spells

that being said the one thing i love in Ultimate Magic is the ranger(trapper) which you give up your spells for go weird right?


i just saw the up date to the wing and am said for all :(

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