I am working on a new base class "Unnamed as of right now" The class will focus on being a sort of lycanthrop.
I am looking at modifying the basic Barbarian class build to accommodate my new class and wanted some advice.
I want to add basically Flurry of blows and the monks unarmed damage to Rage, I am going to use this to represent the classes natural attacks they gain when they "Shift" the class will not follow the normal rules for natural attacks so do not worry about "Primary or Secondary" rules.
How would you modify rage to accommodate these additions to the Rage class feature?
I had a question that came up in a game I played the other night. One of the players who wields 2 daggers wanted to move and draw her weapons at the same time. I know the rules state you can draw a weapon as part of your movement but is it actually limited to just 1 weapon or would they be able to draw both weapons?
I feel like they should be able to draw both weapons during their movement but other players felt that the rule only works with 1 weapon.
I want to write up a Skinwalker for a game I will be playing in soon and I want to make him viable using only natural attacks, I am looking at playing a combat heavy non caster.
I would really like some help with this.
I would appreciate any and all help.
So I will be playing in Carrion Crown soon and I decided I want to make a Werewolf, I am doing this by making a Skinwalker Barbarian and taking the Beast Totem Rage powers and all feats and Rage powers that give my character animalistic characteristics
I know this will take a while to really be capable and useful just with my natural attacks so I wanted to get some advice on what weapons or fighting style I should go with while I advance my natural attacks?
SO we just started playing Rise of the Runelords about 2 weeks ago and we reached level 2, My character is a Half-Orc with his first level in Slayer and his second and third level in Barbarian. I wanted to get some opinions on what my first Rage power should be. I was thinking Superstition but wanted to get some more ideas.
I will be playing in Rise of the Runelords with my friends in about a week or so. I will be playing a warrior more than likely a Barbarian. I was wondering if anyone could give me any advice for building my character for this Adventure path.
I am not looking for spoilers but any advice would be appreciated.
So I am thinking of branching out a bit. I have only ever played Non-Casters and I a thinking of trying out playing a caster class. I was considering the Magus but looking over the class it just seems so confusing and daunting to learn how to play a caster. I would really appreciate some advice on how I can easily learn to play a cast more specifically a Magus.
Would the Roof Running Rogue Archetypes ability to work on a Pirate ship?
Roof Running (Ex)
This ability replaces trapfinding.
I want to change the Barbarians "Rage" ability into a lycanthrope type transformation ability?
I need help figuring out what is a fair trade for what "Rage" grants, I have a list of things I want to give it and I know I cant give it everything I want to so I need some help figuring out what I will give it.
Anything I cant give it initially I can give it as an option later in my alternate version of the Barbarian.
1. Natural Attack (Bite,Claw,Gore,etc.) I know I cant give them all of these but more than likely they will start out with one and can choose more down the road).
I would like to give them one of each of these but I am not sure how to balance it out, I was also hoping to give at least a minor bonus to ability scores if possible, I don't want to get rid of that all together.
I would really appreciate any help I can get for this Alternate Barbarian Class I am working on.
I will be playing Skull and Shackles soon and I need a little advice. I plan on playing a Ratfolk but I am not sure of what Class to play. I prefer to play combat heavy character, usually Barbarians but I am considering playing a Rogue. Can I get any advice for what to play in the game? I am not sure what everyone else in the party will be playing.
I know I should know this and it is a stupid question but I just cant figure it out. If I have a weapon that is +1 and want to add a +2 enhancement on it how much would I spend. Do I end up spending as much as I would for a +3 weapon? I know a +1 costs 2,00 GP and a +2 enhancement costs 8,00 GP do I end up spending 10,00 GP or does it cost 18,00 GP?
My friends and I are going to have a Deathmatch tournament, I am not sure how many players there will be but I know that every player will have three 5th level characters. I was hoping for any advice for the characters I will be playing. I will most than likely play Barbarians and Fighters. We will be using 20 point buy and GP appropriate for 5th level characters. if is it in a Paizo book it is allowed.
So I thought I would ask what are some of the fun or funny magic items people have come up with for their games.
One I came up with were the Gloves of Invisibility, They render the wearer invisible when the wearer places his hands over his eyes, one drawback, the wearer can not see while they are invisible.
What items have you came up with?
I am currently writing up an adventure for my friends to play. I have started them out at 3rd level with a 20 point buy but I am having some small problems. I am worried that the adventure is too short and too difficult for them. There is currently 3 players in my game, I wanted a 4th player but couldn't find anyone. How do I know if I made it too difficult for them to survive? How do I make sure the game lasts long enough for them to enjoy? I am figuring on my game lasting at least 5 or 6 modules but I worry about my players running through it too fast or even worse dying on me. I would love some advice, any advice would be greatly appreciated.
I need help calculating Experience Points for encounters for a game I am going to run. How do I figure Experience points for a given encounter, is there any chart that lists Experience Points for specific CR's?
What about skill challenges and Social events, how do I figure Experience Points for those?
I am going to be running a home game here in the next week and need some advice. The Party will consist of 3 to 4 players of 3rd or 4th level, my question is is a fort save dc 17 too high for their level? what would be an appropriate DC for 3rd or 4th level characters? I want the game to be challenging but not deadly necessarily, the Plague will kill the villagers but I don't want the characters to get infected unless they roll badly.
I am working on a new Alternate Class for the Barbarian and I need ideas for alternatives to Trap Sense. any ideas or help would be useful. The Class is called the Skinwalker, instead of the normal Rage class feature the Skinwalker goes into a sort of rage that results in him turning into a humanoid monster with animalistic qualities, gaining natural attacks and animalistic senses. any and all ideas for an alternative to trap sense would be helpful.
I am currently working on a Base Class that combines ideas from the Synthasist Summoner Archetype and the Beastmorph Alchemist Archetype. The core concept of this class is a character who alters their own body to gain aspects of monsters and beasts. In theory both of those archetypes are not bad but they both suffer from being stuck in concept to the class they were based off of. I want to create a class from the start based entirely around this concept. Any advice, help or suggestions would be greatly appreciated. I want to keep this class a non-casting class so keep that in mind. I was almost considering making this as a Barbarian Archetype but I am not sure if it would work how I want.
I was curious, how the community deals with rolling your confirmed critical hit. Do you roll your base damage as normal then multiply the damage or do you multiply the base number of dice. (ex) if you are using a lonsword and confirm a crit, do you roll 2d8 then add your static bonus to it or do you roll 1d8 then multiply what you roll then add your static bonus to it.
Has anyone that yells "Broken" or "Overpowered" ever considered that the game was designed the way it was on purpose. That synergistic builds are there to be used, that just because it is better than another option doesn't mean it was overlooked. I really feel like people blow out of proportions how "Unbalanced" options are sometimes. My group has never had any issue with "Powergamers" or "Broken" options for as long as I have been playing Pathfinder.
Has anyone else come to the same problem I have with creating a new race. I am having the issue with fleshing out options including racial feats, favored class options, and even racial archetypes for my race. My main issue is that there are already these options that would apply to my new race that other races get. While I don't technically have an issue with just shoehorning them in and saying this race can take these options but I do feel that it makes those options feel less specific to my race and that other gamers and GM might just say that I am giving them those options just because I like them.
I had an idea and was wandering what others thought. I don't know if this can already be done or if I need to make a homebrewed Feat in order to do it.
Using broken or destroyed weapons as lesser weapons similar to the original weapon. for example using a broken Scimitar as a kukri, or a broken Greatsword as a Longsword.
I just wanted some opinions on this, Can it already be done or do I need to make a feat to allow it? what are your opinions?