Werewolf

lock wood's page

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




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


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


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


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


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


1 person marked this as FAQ candidate.

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


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


what are some feats that are good, but get over looked because were are picking up the basics like point blank, and ,power attack. (step up)

some that are just good but for some reason just get over looked(Nimble Moves)

feat that should help one class but seem to work so much better for some other class (i like die hard for a Clerc)


18,18,17,16,15,13

level 3

1,000gp

core rule book only

the group is a

sorcerer
ranger
cleric
bard
and i think a rogue

i was think one level of druid and rest monk(not set in stone)

druid for the spell like shillelagh and CLW this would allow me to do a little healing in a pinch and give's the use of wands.