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punkassjoe's page
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I have an older concept cleric/rogue/bard basically just a bard now who wears a mask as a performer ("The Magnificent Masked Minstrel" and as an inherited role from his uncle/also the uncle). The best trick I was able to pull with this idea in game was escaping an angry mob/upset citizenry by removing the mask he always wore and then just blending into the crowd.
Masked Performer works somewhat similarly.
I'm not playing a vigilante where no one knows who I am, just people who know me though would be able to associate my on stage masked persona with my social character. I am thinking of fun prestidigitation uses (particularly in making masks), and lots of disguise, bluff and perform act focuses.
So I am building a 2nd level half-elf (mischevious understudy and aspiring folk hero) and a 1st level human (secret revolutionary uncle and cayden cailen barfly) bard for different games.
The traits I want to pick are mostly in place (secret revolutionary for the uncle, bonus trait from the campaign guide and maybe world traveler or something bard centered).
The feats are less certain (and a bonus from the campaign will help), but mostly I want to get feedback and help since the Masked Performer Archetype and the Ultimate Intrigue book is pretty new still.
Bard is high, but not maxed, cha. Decent Dex. no major dumps, but low Str and Wis and Con.
pointed questions:
A. Does any other Bard Archetype stack? Not assuming any leeway there, but curious if anyone has done the math yet.
B. Has anyone else looked down the awesome rabbit hole that is "Stage Combat?" While combat is not the focus of these bard concepts, being a swashbuckling scoundrel. I am strongly considering Weapon Finesse. I figure also that if I chain my feats properly (weapon focus rapier, perhaps whip) that could definitely be fun, particularly down the line with Fencing Grace (if I remember it right) as that adds dex to damage.
Permission for AA scorpion whip not withstanding, it seems unlikely I will be able to switch between rapier and whip well enough to justify, but I would still like to be competent in both. The human bard might actually be feat rich enough to pull it off since in that game he gets a bonus feat just for being a core race, so double bonus starting feats will likely go into setting up for later levels of melee focus or bard badassery. the Human Masked Performer Bard is in a Council of Thieves 15 pt buy and the Half-elf Masked Performer Bard is in a Lastwall starting off point for an inevitable GM joy ride.
C. that said, what should I spend my extra bonus feat on? basically i get 3, so any recommendations there would be wonderful. Obviously the human masked performer will be dealing with Diabolists and a very urban setting whereas the not-feat rich half-elf won't have the guarantee of social environs and urban challenges as much as in Council of Thieves.
I don't anticipate not using spells to escape trouble, but this is also a skillpoint starved build.
I have an older concept cleric/rogue/bard basically just a bard now who wears a mask as a performer ("The Magnificent Masked Minstrel" and as an inherited role from his uncle/also the uncle).
So I am building a 2nd level half-elf (mischevious understudy and aspiring folk hero) and a first level human (secret revolutionary uncle and cayden cailen barfly) bard for different games.
The traits I want to pick are mostly in place (secret revolutionary for the uncle, bonus trait from the campaign from the dmand maybe world traveller or something bard centered).
The feats are less certain (and a bonus from the campaign will help), but mostly I want to get feedback and help since the Masked Performer Archetype and the Ultimate Intrigue book is pretty new still.
Bard is high, but not maxed, cha. Decent Dex. no major dumps, but low Str and Wis and Con.
pointed questions:
A. Does any other Bard Archetype stack? Not assuming any leeway there, but curious if anyone has done the math yet.
B. Has anyone else looked down the awesome rabbit hole that is "Stage Combat?" While combat is not the focus of these bard concepts, being a swashbuckling scoundrel. I am strongly considering Weapon Finesse. I figure also that if I chain my feats properly (weapon focus rapier, perhaps whip) that could definitely be fun, particularly down the line with Fencing Grace (if I remember it right) as that adds dex to damage.
Permission for AA scorpion whip not withstanding, it seems unlikely I will be able to switch between rapier and whip well enough to justify, but I would still like to be competent in both. The human bard might actually be feat rich enough to pull it off since in that game he gets a bonus feat just for being a core race, so double bonus starting feats will likely go into setting up for later levels of melee focus or bard badassery. the Human Masked Performer Bard is in a Council of Thieves 15 pt buy and the Half-elf Masked Performer Bard is in a Lastwall starting off point for an inevitable GM joy ride.
C. that said, what should I spend my extra bonus feat on? basically i get 3, so any recommendations there would be wonderful. Obviously the human masked performer will be dealing with Diabolists and a very urban setting whereas the not-feat rich half-elf won't have the guarantee of social environs and urban challenges as much as in Council of Thieves.
I don't anticipate not using spells to escape trouble, but this is also a skill starved build.
Some time ago I came up with a character concept that I had for re-entry at mid-high level for Rise of the Runelords...a "foxhole" convert to Shelyn Cavalier (Luring/Strategist archetypes). I never got a roll a dice in the Rise of the Runelords, but new game group, new dm and it will be Wrath of the Righteous. I'm a bit indecisive, but with the Mythic Options, most of my predetermined character decisions for the RotRL fell a bit short then (but didn't get to play out my final decisions) and now seem to open up with WotR (Cav 8/Clr 3 was the original concept, more martial than divinely powered). I will try talking out options with DM, but he ok'd non-core PF materials that I had familiarity and access too. I had settled on the Luring + Strategist archetypes before and thought that a Shelyn worshiping build along those lines with my character concept would work well for this game. Back up character will likely be an Aasimar Paladin Marshal/Hierophant so no hard choices there, thanks. ;)
I find myself questioning the cleric dip and even with the Touch of Divinity (with or without a cleric/paladin archetype) I'm wondering if my idea of multi-classing was misguided. I think I will take advantage of this trait no matter how I advance my half-elf Order of the Star cavalier, but I wanted at least 1 level of either cleric or paladin to start. Advice? From a narrative perspective, I wouldn't be against focusing martial first and then becoming more divinely focused (I know hierophant will help with that, though it may not be my final/only pick for a path)
If someone else picks Paladin I will be more likely to go Cavalier/Cleric. Likewise if someone goes Cleric, I will fee less pressure to take on that role. Though I could see the party working with two differently minded Paladins or Clerics. I just don't want to dump healing and spells too much in exchange for my martial abilities should I go that route. Hierophant or dual path with Guardian/Marshal are what I'm looking at once we go Mythic.
We are starting higher level than I think the AP normally does with 3rd (though my DM did allow us the opportunity to get TPK'd in a previous module detour in Savage Tides so I expect him to not pull any punches if we go off the rails again).
Long-range, reach weapon build to me will be something like Minimum 8 Cav with limited spellcasting as Cleric 12 (maybe as low as 6-8 with the Luck Domain).
I know I'll be killing my casting if I go anything more than a 3 level Dip away from Cleric, which makes me consider a Divine Hunter Pally/Cleric (possibly Divine Strategist or Crusader) the rest of the way build. Haven't thought that one all the way through, but I'm liking Cavalier so I don't want to set it aside entirely. Order of the Dragon Strategist archetype is my fall back for a straight Cavalier.
I consider the character primarily a battlefield convert/agent of Greengold lost love type with reluctant leadership possibly focus on protetion and settling differences before striking. Clever combat is key and I had some of my feat trees picked. Primary weapons will be Glaive/Glaive-guisarme (possibly and Longbow switch hitting.
The Long Game for WotR is something I haven't, and can't fully consider, but I don't want to hamstring my character and the party too much. My last multi-class Cleric was high on Roguish skills and low on healing and spells (though that was exacerbated by the impetuousness of the party).
Party composition this time is mostly unknown, but at least one Martial focused and one secondary spellcaster (if no one picks arcane I may reincarnate my Tiefling wizard). 4 players most likely, but could see us picking up a 5th.
And as much as I hate to throw even more options at you guys, I'm not entirely against my first 2-3 levels as a dip in Fighter/Pally/Cavalier and then focusing on Cleric. I have a feeling that HD will help even with Mythic buffs. I like multiple paths though, but the Touch of Divinity trait seems the most attractive to the character (Defence subdomain), though Child of the Crusade would be my second pick (and thus Marshal focus). I may drop Cleric entirely and focus on Cavalier/Paladin with mount as secondary to switch hitting for support.
Thoughts? Advice? Experiences with similar concepts? Words of praise/Critique for WotR and/or Mythic Characters?
Some time ago I came up with a character concept that I had for re-entry at mid-high level for Rise of the Runelords...an in the midst of battle convert to Shelyn Cavalier (Luring/Strategist archetypes). I never got a roll a dice in the Rise of the Runelords, but new game group, new dm and it will be Wrath of the Righteous.
I find myself questioning the cleric dip and even with the Touch of Divinity (with or without a cleric/paladin archetype) I'm wondering if my idea of multi-classing was misguided. I think I will stick to this trait no matter how I advance my half-elf cavalier of the order of the star, but I wanted 1 level of either cleric or paladin. Advice?
If someone else picks Paladin I will be more likely to go Cavalier/Cleric. Though I could see the party working with two differently minded Paladins. I just don't want to dump healing and spells too much in exchange for my martial abilities. Hierophant or dual path with Guardian/Marshal are what I'm looking at once we go Mythic.
We are starting higher level than I think the AP normally does (though my DM did allow us the opportunity to get TPK'd in a previous module detour in Savage Tides).
Long-range build to me will be something like Minimum 8 Cav with limited spellcasting as Cleric 12 (maybe as low as 6-8 with the Luck Domain).
I know I'll be killing my casting if I go anything more than a 3 level Dip, which makes me consider a Divine Hunter Pally/Cleric (possibly Divine Strategist or Crusader) the rest of the way build.
Thoughts? I consider the character primarily a battlefield convert/agent of Greengold lost love type with reluctant leadership possibly focus on protetion and settling differences before striking. Clever combat is key and I had some of my feat trees picked. Primary weapons will be Glaive/Glaive-guisarme (possibly and Longbow switch hitting. Long Game for WotR is something I haven't, and can't fully consider, but I don't want to hamstring my character too much. Party composition is mostly unknown, but at least one Martial focused and one secondary spellcaster (if no one picks arcane I may reincarnate my Tiefling wizard). 4 players most likely, but could see us picking up a 5th.
And as much as I hate to throw even more options at you guys, I'm not entirely against my first 2-3 levels as a dip in Fighter/Pally/Cavalier and then focusing on Cleric. I have a feeling that HD will help even with Mythic buffs. I like multiple paths though, but the Touch of Divinity trait seems the most attractive to the character (Defense subdomain), though Child of the Crusade would be my second pick (and thus Marshal focus). I may drop Cleric entirely and focus on Cavalier/Paladin with mount as secondary to switch hitting for support.
I'm a bit indecisive, but with the Mythic Options, most of my predetermined character decisions for the RotRL fell short then and now seem to open up with WotR (Cav 8/Clr 3 was the original concept, more martial than divinely powered). I will try talking out options with DM, but he ok'd non-core materials I had familiarity and access too. I had settled on the Luring Strategist archetype before and thought that a Shelyn worshiping build along those ideas would work well for this game. Back up character will likely be an Aasimar Paladin Marshal/Hierophant so no hard choices there.
I'm strongly considering the multiclass on a low level. Certainly with my domains of Luck/Trickery I won't likely switch over to Bard for good (at least until 6th or 8th Cleric). Starting play as a level 1 Cleric (above average stats, Str15 Dex16 Con13 Int 16 Wis15 Cha17) Party composition is Dancing Combat Rogue, Strong Sorc, Buff as a Demi-God crazy dex glass cannon Ranger, and me...half-elf Minstrel Cleric of Olidammara and Rudd (figure it wouldn't hurt since she IS a subbordinant deity and her favored weapons are Rapier and Shortbow, so I can get that shortbow proficiency- I like multi-deity faithful devotions, while it might smack of cherry picking I think it fits the character as partly a hopeless romantic artist and driven dastardly ne'er do well).
Personally I'm digging the crossover artist minstrel and vagabond cleric motifs, with "Academy Graduate" as a bonus feat and a decent Int, it might work out well being a Bard Cleric as far as extra knowledge skills and performance (HIGH Cha, Skill focus for Singing likely- though I was partial to Bluff).
Some problems going pure cleric, even with a +3 int and favored class bonus, 6 skill points is painfully small for a skill heavy concept, I'm fine being bad at some things, to hit included, but I've read enough that multiclassing a bard character isn't worthwhile by much, but can my Cleric benefit? Tossing around the relatively ill-advised Mystic Theurge prc, which seems tempting- could be a trap (but for spell levels in both classes, might be worth a dip) but more than likely this will be a straight Multiclass build, heavy on the cleric until 10th level or so. Current plan, which I'm hoping gets critiqued:
Aiming for at least 4 levels of Divine spells, at what point should I start multi-classing into Bard? I'm considering it for my next level for skills, proficiencies and flavor and game-play enhancing abilities.
Considering 2ndLvl Clr1/Bard1 3rd-7th Clr2-6 8th Bard2 then alternate to get Clr7-8 Bard 3-7/8-9, capping with Cleric or Mystic Theurge prestige (possibly earlier). Wish it was gestalt. Oh well. Please help. I'm not sure if the AP goes to 20, and typically waiting long times sounds less fun for some abilities. So advice there. What are the essentials to make a bard enhanced Cleric? Cleric, to me, has a minimum investment of 8 levels to really get those Domain goodies. Feels like Bard is built similarly... With the like minimum less level dependent stuff coming in by 6th (while I like the idea of Dirge of Doom, 7th level seems to me to be the likely cap) :/
I want to be a happy Olidammara Minstrel Cleric!
Feels like of all Clerics, Olidammara clergy would have some multi-class bards. I might still reconsider my free Multi-class in a Rogue dip, but not really my cup of tea, worth it for the skill points and ease of damage upgrade I guess.
Thoughts? I think I can manage in an weirdly overpowered party that isn't highly optimized in this AP (no spoilers please, I've had enough already). How would you weirder ones do it? And for fun and profit please.
Noted in the text for Weapon cord, it requires you to take a full-round action to change weapons. So lets say I tie it to a weapon I am using (prior to this example) in my right hand or preferably BOTH hands, but tie it to my right arm. As a cleric, I could drop the item and cast (or if I am disarmed I would also be unarmed) If the item is on the ground (yet still close as in the text), may I draw a weapon that I would hold with my Left hand? (quick draw feat, possible spring loaded weapon sheathe combo). Ideally, I would be able to perform the following actions with a dropped weapon cord item:
1. Drop tied melee weapon, free action I believe.
(Cast with right is a given, I used a cleric effectively with that strategy).
2. Draw a bow or separate item with free hand (likely a quickdraw throwing shield)? Free action with quickdraw, likely not moving unless 5 ft adjust to a square containing the weapon.
3. if 2. is doable, may I also fire that bow? (if theoretically possible, should I/could I? load it with an arrow loaded springloaded wrist sheathe? (or utilize that shield same round/next round? Btw, isn't a throwing shield a free action to drop if it is a free action to throw? Option of just throwing the shield at the opponent when they close or flee attractive as well).
4. If enemy closes, (this would be to take advantage of Far Challenge to normal Challenge from the Luring Cavalier), could I then recover my dropped melee weapon as a swift action? (this presumes I didn't just use a swift action on a spring-loaded wrist sheath, as this would likely be on a separate round than the first 3 actions).
if the above action tree more or less works with cutting the cord ove action with a free hand I guess?) then I'd be amenable to having to pick it up in a preferably non-adjacent square. Any quirks I should know about should this be a two-handed weapon I attach to the cord?
I realize it may be gimmicky or even just dismissed in some groups and that a quickdraw character could manage something like this easily without a cord, but would the cord just get in the way? The finer action bit is certainly notable, it might be argued to interfere with casting, but I'm hoping the situation doesn't change with that. It may well interfere with firing a bow if tied to the drawing and knocking hand, but I figure it may be less of an issue for the holding hand.
First, can I even add Hosteling to a specific magic armor? (seems to me more of a GM permission issue, but if not, that kills this thread dead).
2nd, presuming the first, can I apply the Hosteling ability to Celestial PLATE armor (treated as medium) for use with my cavalier mount? The magic armor ability requires Heavy armor for an animal larger than the wearer (thus no light/medium armor or shields).
It'd be expensive anyway to do so (32,500), but situationally beneficial for getting through tight spaces in dungeons and teleportation and such.
I'm not against scrapping Celestial Armor period (I was leaning toward the chainmail though for the benefits of light armor not slowing me down), but yeah. Would that even be legal?
So, I'm looking to outfit my handsomely rolled half-elf Cleric 3/Cavalier 8 of Shelyn with Celestial Armor (and if possible, add Benevolent to it). I like the idea of light armor/super Elven Chain. I do like to keep my encumbrance down, especially for my limited mount use. But, during my research I also found out about Hosteling armor *which would only work with my mount if I wear HEAVY armor.
Now, I also found out about Celestial Plate Armor...which similar to regular Celestial Chain being treated as light it is treated as Medium.
The issue is, can I put Hosteling on A. a unique armor B. This "medium" heavy armor and still benefit from the ability with my mount?
Celestial armor is normally 22,400 (add benevolent and that's 24,400) Celestial Plate is 25,000 +Hosteling and that's like 32,500. Are the upgrades worth it? (nevermind the possible/obligatory Celestial shield for ~13,000).
Barding is also an issue. the super magic items are adding up, but 82,000 gp starting gold begs to be spent wisely and in large amounts ;)
I was looking at Elven Chain barding (since I'm playing a half-elf from Greengold it works for flavor and function) that's 20,600 for NONMAGICAL barding ;(, but it is treated as light armor for the horse.
I am aware of Mule Cords (1k isn't bad), but I've already got spending problems before some really desired magic items (must haves include: resplendent coat, jingsa of the fortunate soldier, 12k for that combo)
Am I on the right track? What would you do differently? And best barding for the buck at level 11? I am trying to re-enter Rise of the Runelords, so if the Hosteling Celestial Plate works and from your collected experience seems worthwhile, I'll go that route to save me the trouble of hitching my mount outside dungeons.
I want to buy a Transformative Glaive-Guisarme (or just Glaive) for my Shelyn worshiping Cleric 3/Cavalier 8 and I want to make sure whether or not that transforming weapon can also become a Lance (or not). I know it should be able to form most any pole arm (certainly a spear or halberd or ranseur, etc) but why not a lance? mounted it is a one handed weapon- thus the confusing quality. unmounted it would be a two-handed spear instead of a lance (at which point I would probably just let it revert to a glaive-guisarme).
It would be slightly cheaper to just make it a glaive, but the central question is this, what weapons can a transformative polearm make? Lance included? they would all be reach weapons.
Anyway. I get to start at 11, and figuring the party could use more melee and some heals (The good aligned cleric got turned to stone), I considered and researched a Cleric/Cavalier build and found out that the best options, by my estimate are to keep it to Cleric 3 with the rest Cavalier to not nerf the Cavalier too much as the campaign progresses.
Also I plan on going Half-Elf (or Human) for the ability bonus and multi-classing, resistance perks. Order of the Dragon (for obvious team play benefits) with the Strategist Archetype. I haven't yet picked a deity for the cleric dip (considering Animal Domain), but plan on going Neutral Good for alignment. EDIT: Considering the Tactics subdomain of War since it will be a 3 level dip and if I take boon companion Animal domain would conflict (and again, the companion isn't the focus of my build), also returning to the Protection subdomain of Defense is tempting, though the +2 deflection is moot for most of the Ring of Protection/etc embued allies. Mostly it is the barkskin since all I can hope for is 2nd level cleric/domain spells. I am thinking maybe sticking to Strength for that Domain Bull's Strength may work too. I'll never be an 8th level Cleric, so actually the subdomain boons aren't worth it as much.
What I need help with really is feats and equipment. Right now I found advice that Boon companion is a good one for multiclassing Cavaliers (better for my character than Horse Master since the pre-reqs aren't as bad and I get to keep the Strategist archetype since the Horse Master requires the Expert Trainer feature...which doesn't look bad so I may dump the archetype or change it if advice goes that way. Oh, and I'm looking at Divine Strategist, but not much liking dumping the channel energy for a dip into cleric and limiting myself to 1 domain...though cleric will not be my main focus. Let me know what you think, while I want a smart Cavalier, if I am limited to 20 pt buy or less I won't have a lot of ability points to spread around.
IF people who've played Rise of the Runelords can advise Beast Master/Mounted Builds, I'll go that way, but so far I figure I'll use the companion less in mounted combat than I might like so I'd rather not over invest.
As far as equipment, I'm leaning toward Mithral Full Plate of Speed for simplicity...after that I'll still have 54,000 or so to play with for equipment.
Let the discussion begin.
I'm running the Godsmouth Heresy module. We're currently using the slow XP track (not that even with a nice bonus intro encounter. I've worked out some of the plot hooks for drawing the group into Ustalav and The Haunting of Harrowstone, and I'm fishing for advice since I'm planning on using Carrion Hill instead of Trial of the Beast. Of course I'm well aware I'm missing the plot points, so I'll try to catch up on those and at least read some of the Pharasma article by Sean K. Reynolds. I actually ran his Ghostwalk campaign setting in my first and only 3.5 game.
Anyway, any advice on Harrowstone, Carrion Hill or Trial of the Beast is welcome. I might try to fit in both adventures if I get up the nerve to hold the party to the slow track and modify encounters appropriately.
Mostly, I just want to know if anyone else got the itch to use Carrion Hill instead of Trial of the Beast.
I'm well aware I'm pretty much asking for spoilers, so respect there is appreciated- not that I mind too much.
I'm running a game currently with a 6 character 1st-lvl party. This was more due to group restructuring and size than planning. We planned two games for 8 people total switching Game Masters, each group had one opt out, mine just happened to also have one drop out later while in the Godsmouth Ossuary (a dungeon) with another player character getting introduced halfway through the dungeon (starting with 5 ending with 6 characters). SO I'm thinking APL 1, maybe +1 right now.
I will probably dump the character who dropped out by the end of the module, but may not since it is a monk and the party composition is Wizard, Rogue, Gunslinger, Oracle (who's missing a couple sessions, the empty shirt monk and the Witch who just joined. She had a plot hook already- but getting her in the dungeon was a fun write in. Survivability with 3 casters to 2 effectively melee combatants will probably work long run, but right now the 3 to 3 seems to help with survivability (At least with the 1st level case of Lethal). Maybe too much, not that there wasn't almost a TPK when the Gunslinger almost bit the proverbial dust. Any comments or updates on the Gunslinger front is welcome too. I'm sure someone in the group, possibly me, is getting Ultimate Combat when it comes out.
Anyway,
I've bought into the Carrion Crown Adventure Path, (they wanted Horror and I wanted to give it to them). Purchasing The Haunting of Harrowstone and subscribing to the adventure path starting with Broken Moon. Due partly to wanting to run Carrion Hill more and partly to liking the idea of running Trial of the Beast less after reading some messageboard comments on flavor and gameplay (Actual Lawyers, A Monster Class even getting a Trial- though he is intelligent and has Class levels. Since actually finding the adventure at my local shop I'm more endeared to it, but still not as much as I like Carrion Hill.
So.
I'm still tallying up XP and trying to decide if I should do a slow track- which isn't that bad with the fact that one of the group did an intro for the Kaer Maga flavor giving everybody ~500 xp.
So the options of just waiting until everyone leaves the dungeon or just leveling by plot comes to mind. But I'm still going to track XP properly (and split it amongst all characters, including NPCs- especially former PCs or no-shows). So far people seem committed to running the Adventure Path as a continuation with the same characters.
I'm obviously going with the flow as far as planning this, but I'd appreciate some advice on the XP and APL/CR issues from people who've run the following Adventures/Modules:
Godsmouth Ossuary, 1st lvl, the party, I know, comes out at 2nd level, but when does that normally hit? Right at the end? How much would allowing the ~500 pre-module bump affect the soon to be wonk XP track?
The Haunting of Harrowstone 1st lvl, someone has already addressed the issue a little since the PRE-Prison stuff puts the characters around 2nd level, putting the jumping into the crawl option on the table. Though I would rather build flavor and just track XP slower (possibly keeping the medium speed for the Godsmouth Module).
Carrion Hill, 5th lvl, I've gotten into this one a little and SPOILER, the cult in it might work it's way into Lorrimoor's Diary for me. Of course, there's always a cult, but I may or may not integrate them with the one in Carrion Crown.
And of course hopefully they'll end up at ~7th level for Broken Moon- which just came out, so if anyone's already running it, keep me posted? I have it and will be reading over it by the time I'm done with The Haunting of Harrowstone.
I wouldn't want any spoilers here for Trial of the Beast apart from the more glaring issues of omitting it from the Adventure Path. If things get kind of messed up I might end up running Trial of the Beast anyway. I might have to buy it anyway just to get plot points that I can integrate without running it- or to run later (which may happen).
I might even go as far as to emulate Hellboy's BPRD agency tendency to sends out specialists and have varying levels of continuity. That is I might jump them around at 5th to do both for the sake of continuing the Adventure Path more as written. IN anycase, I'm looking forward to running a game set in Ustalav as it is looking like tons of fun. I'm actually really excited about the rest of the Adventure Path (especially for Wake of the Watcher since Carrion Hill is also Lovecraftian). Though, on the topic of non-chronological gaming, I'm waiting for September when the Feast of Ravenmoor module comes out, almost wishing it was already out. I'd be at odds to work it in though.
I'll probably post other threads specifically about the Gunslinger's progress (he's the main damage dealer, duh, the Wizard is a Necromancer and we haven't gotten to the point where they can control Undead), ths campaign and another solicitation on incorporating Sanity points or a similar system by the time I get to the Lovecraft stuff. I think I read that there's an article in one part of the Carrion Crown AP.
Anyway, yeah. Slow XP, by Plot?
I wouldn't want to reboot them at 1st level, that's no fun. 5th, maybe...
Hi all,
I'm going to run the Godsmouth Heresy and I had a couple questions and a general solicitation for advice on the module.
I'm looking at likely having 5-6 players for a 4 player module. I may be able to dodge the 6th, but the 5th would at least be an occasional (npc the rest of the time perhaps. maybe not even coming in until after the module).
What'd be your best advice on scaling for 5 players? I'm thinking of adding monsters, in most cases doubling (obviously not the CR 3's and likely not any CR 2's) and in probably all cases maxing out the creature's hitdie. Alternatively increasing the numbers of small enemies, but staggering their appearance accordingly. If this is overpowering, let me know, but I do want to make things dangerous enough to be challenging. So far, the group has no main melee (a monk and a rogue) so the brunt might fall on them or the strategy of getting out of encounters carefully and quickly and avoiding combat. There will be an Oracle of the Heavens for at least most of the module, so healing should be okay.
Party composition, as of right now, should be Monk, Rogue, Necromancer and Oracle of the Heavens, but I'm expecting a 5th, likely an Alchemist, or maybe a Witch down the line. They're restricted to 15 point buy and 2 traits (though not one of them being a regional).
This is my first module and second (or 2.5) time GMing, so I'd appreciate any advice on the module. I'm thinking about following it up with a 3rd level if they only advance that far, or skipping ahead to Carrion Hill with the appropriate fill-ins to get them to level 5. I want to run Feast of Ravenmoor, but looks like that won't be out until SEPTEMBER...so either not likely run that as my 3rd level module (ha!) or saving it for later, maybe do a time skip thing and come back to it ala' BPRD/Mike Mignola style- some continuity, but a lot of stand alone adventures. In any case, the game should have a bit of a horror flavor, partly why I'm doing Carrion Hill.
I'd like to run a 3rd level adventure to get them up to 5th that has horror/monster flair, but I may have to make it up myself.
Any suggestions? A 3.5 module is an option since it isn't that hard to
modify for Pathfinder (probably harder than I think though).
I'm pretty sure I want to play a Domain Wizard for this optimized 12th level Dragon Slaying game. I'll be taking on a White Dragon and Frost Giants for the first bit but later more variability will be key. Still, of the domains I'm leaning towards Fire, Evocation (eh), and Transmutation. Still, I'm posting because I'm open to suggestion...like say Conjuration may be a better choice than I'm giving it credit.
What IS/ARE the best Domain(s) for a Domain Wizard to take...especially if they are going up against CR 9 creatures, solo.
I'm also posting this thread simply because this question isn't really answered anywhere else- even where it was asked (confusedly elsewhere in reference to a Cleric Domain, but nobody answered the question in correcting). And a recommended domain isn't in any of the optimization guides I've looked through (that I've noticed), just recommending Domain Wizard.
Domain Wizard from Unearthed Arcana, the domains are online too.
Just having trouble picking one for my Tiefling wizard 10/paragnostic apostle 2(And while Divination might make sense RP wise, I'm trying to optimize, when I'm no longer solo I'll definitely consider using more Divination spells in my per day). I'm sitting at about 28 int with a headband right now so my per days aren't bad but one more slot per day would be great and I'm trying to decide if I want that 3rd level bonus spell to be haste or fireball and the former (Transmutation Domain vs. Fire) would put me with a Disintegrate at a +1 caster level. Before anyone asks, yes my DM is cool with something that has no inherent disadvantages...this is an optimized game. I'm disappointing already by not going for 30+ int with a Grey Elf/Half Dragon Template Class Lvl 1 build (which hell, I might still do so feel free to advise me there).
Thank you for your consideration.
And for those who would like immediate access to the variant info and domains: http://www.dandwiki.com/wiki/UA:Wizard_Variant:_Domain_Wizard
Specifically a 12th level character and a young adult white dragon.
My point buy is 32
I know a 12th level CHARACTER can, I just am curious if I can blaster this with everyone's favorite narrow spell caster (I use the term "favorite" sarcastically). As far as I can tell on here there's no love for the warmage, but maybe there's a hope in hell that I'm not completely crazy in thinking that the fire damage spells are a good bet against a white dragon at 12th level (or 10th level with 2 levels in another class with a larger hit die or utility/specialization).
Current feat selection for a 2 fighter/10 warmage:
Combat Casting
Combat Expertise
Spell Focus (Evocation)
Spell Penetration
Greater Spell Penetration
Improved Feint
Sudden Empower
Sudden Enlarge
Sudden Extend
Sudden Maximize
with 88,000 gp in equipment (and I've gone over a decent shopping list I'm refining) any necessities to recommend?
I'm also looking for any advice on fighting dragons as I've yet to do so myself, if warmage is completely wrong I might be able to switch gears (I actually committed to doing a fire/blaster mage- not just a warmage).
Thoughts?
I'm resurrecting an old character I created back in 2nd Edition...
A high elf with a pretty unique name I think I pulled from some imaginary alien race I came up with stories I was working on way back in the day...
I resurrected him from his very short career in the last days of 2e, as a 3.5 Warmage/Fighter build. Now, this isn't the kind of build that oozes skillpoints- that is one complaint with the Warmage Class, while they may be drilled to be spontaneous arcane casters with a set spell list they never really have to continually study or learn later- also sort of weird...essentially while they may be created to be walking artillery, I am more of the opinion that the class should be more like, at least my concept of, the 2e War Wizard or at least a member who is very educated through a War College- such as the type that may seek to train Warmages in the first place.
The problem I have with the Warmage isn't so much the lack of skill POINTS (I rolled well enough to be an elf with decent str, dex, con, wis and EXCELLENT Int and Cha), but CLASS skills. Sure they get reamed about as fighters on being able to have skills...but the limitation of knowledge skills that really help in say TACTICS and STRATEGY (well, other than history- which I think was the best choice if they could only pick two knowledge skills as class skill or even leadership kinda annoys me. Sure, intimidation makes sense, and I'm not exactly opposed to making the Warmage of similar skill level to a fighter with magic feats and special abilities over bonus feats...and I don't mind the progressions copied from the Sorcerer...too much. (the same amount of spells per day is actually pretty powerful.)
That and hey, while Complete Arcane simplifies spell casting for schmucks like me, I'm still someone who doesn't mind researching additional spells more than every few levels. (I do like the evocation school for the "Advanced Learning" spells though.)
While I might complain about the class, I'm well aware that for people who want to pump certain stats would do well to do similarly to what I did for my warmage- high int and cha essentially allow for more damage dealing.
This is sort of where the Warmage starts to feel...almost overpowered...in addition to spell level and bonus spells being CHA based- damage is added to spells via INT bonus AND most conveniently- there is no actual need to prepare spells ahead of time, though the text is SLIGHTLY confused about this outside the more precise Game rules section (in that they must recall them from their "unconscious"- which allows for a certain weakness for the creative PC/NPC/DM to exploit...) Oh, and better hit die than sorcerer too. Not to mention proficiencies...
While I would probably go with Human for either a straight Warmage or another build, I like that I chose Elf for two reasons- racial abilities and longevity and Elven weapon proficiencies (though this is useless if you go fighter/warmage rather than warmage/fighter- for starters anyway. Especially if you do as I did and build with it fighter and warmage ranks coming at the same time to the game) and say access to Elven Chainmail.
But yes, the real point of starting a thread:
What do the Loards of the Boards (Forgive my phonetic exaggeration) think of the Warmage Class, specifically the abilities and spells there of?
Over-powered or Nerfed? And I ask this now, although it has surely been discussed before and I'll further search the archives in a bit, because it has been a bit longer a span of time since Complete Arcane came out and some people might still be playing Warmages they made soon after it came out, some people might just be starting out on it...
And yes, I am aware of certain Role Playing flexibilities offered by build suggestions from the Player's Handbook 2, I just lack the volume in my collection, but will have access to it when I show up to play the character.
I am generally satisfied with the idea of my build- character wise. Though I am aware of the more stringent description suggesting that such a class be more restricted in training than I would have it be even without multi-classing as a fighter (which I find worth it for a couple higher hit die here and there and a bonus feat now and then +martial proficiencies and so forth)
I've found the "Advanced Learning" ability to be the most flexible part of the class aside from cross-class skill usage...it isn't as fun as looking through a huge tome of spells and finding that special spell you didn't know about- but it IS good for looking through a huge tome of spells and finding that special new/different EVOCATION spell you hadn't didn't know about/hadn't considered.
I've yet to play past essentially a lvl 7 warmage (multiclassed fighter), and it wasn't in a balanced campaign at that, so I'm a little ignorant as to the class's actual playability- especially at higher levels- with or without multi-classing (theoretically I could reorganize my build so that the fighter class isn't even used rather than just used less).
The last thing I'll mention (finally, right?) is the metamagic feats, the only really cool thing aside from getting them is that if your character already has one on the list...you can pick ANOTHER metamagic feat- which was something I hadn't realized when I first played the class and got doubled in level by a DM giving Ad hoc XP (the guy is a little...inexperienced... with lower levels)- this is a detail that makes the Sudden Metamagic feats featured in the Complete Arcane a little more advantageous actually, if you can manage to accelerate or get some of the metamagic feats out of order, you can get say that Sudden Quicken you always wanted instead of Sudden Maximize at top level.
Additional: Possibly the only annoying thing about non-core base classes (whatever they're called), aside from being a bit...broken, is that none are going to be considered favored classes by any core race- outside of humans and half-elves of course (an under-appreciated feature of half-elves I might add, not that I've done a poll of half-elf players who clearly multi-class for this reason.)
Basically, I've got a very weird build going- Rogue1/Ranger2/Monk1 from the start 4th level character, and I've got a few questions, and no none of them were "what was I thinking?" The campaign has a large wilderness setting, the pc is a peasant and wilderness survivor, and after being a rogue (WHO CAN BE LAWFUL) and having honed his skills enough to be a ranger has taken up a more hand to hand fighting style- I took the two weapon fighting style (but yes , I have a bow) btw with a mixture of kama, sai, kukri and unarmed strikes, thus the question...what would the flurry of blows be? (18 dex 14 str) I guess that I mostly just need some help checking my numbers. My character generator has the flurry of blows adding base attack and strength for a combined flurry attack bonus of +2/+2- but, and this may be the problem I was looking for to answer my question- the generator doesn't automatically label unarmed strikes as light weapons (presuming they do count as Natural weapons, duh)
additional, how might, if at all, two weapon fighting affect unarmed attacks? (an extra attack with the off hand, right? but at what penalty would the attacks be?)
I know it might be a crazy build into almost uncharted territory, but it really feels like the right answer to a wilderness setting in a mercenary driven war/refugee campaign... (the rest of my stats are pretty much perfect, including a SECOND 18 for Wisdom, lowest being charisma and strength with INT being in the middle)
I start playing this character, if the dm signs off on my Unearthed arcana Sleeping Tiger monk and the multiclassing path (monk as the last level and the only further class to be levelled in for my human until such time as he decides to or is unable to continue training as a "monk"- which is all but inevitable, at which point he might return to rogue for a stint for evasion and skills, but may just go ranger.)
Really, I think I should argue that weapon finesse should affect flurry of blows, despite the inaccuracy of the technique- since there is already an inherent attackbonus penalty on it. I do NOT, however, presume that Two-weapon fighting would have any effect on strictly unarmed damage but weapon + unarmed damage does make me scratch my head (even with monk weapons that would be allowed in flurry of blows) what about unarmed strike in the regular or off hand with a weapon in the other, and would two-weapon fighting have any affect on flurry of blows?
I'm looking to make house rules on Attacks of opportunity, particularly to favor those clever enough to utilize combat reflexes.
Instances I think should or might provoke attacks of Opportunity, but correct me if I'm wrong by the rules or out of reason:
1. Doing any standard action within a threatened square that doesn't specifically say "doesn't provoke an attack of opportunity"- feel free to provide more, or specific, exceptions
2. Charging at an opponent (moving more than double your movement rate, or moving your double movement rate into a threatened square- and not attacking), especially if they ready an action or are fighting defensively or take a full-defense action.
3. Making a critical miss/fumble.
4. Becoming Prone- assuming the attacker who gets the attack of opportunit either has Combat Reflexes or hasn't used all of their attacks in the round.
5. Getting up from Prone (unless you make a 5 ft adjustment first? or would that provoke an AoO? -speaking of which, how the hell does the 5 ft adjustment rule work, especially when applying to moving in or out of a threatened square?! There has been some debate on this with my players.)
6. Not withdrawing, but moving out of a threatened square. (5 ft Adjustment?!)
7. Moving through a threatened square. (Charging especially, straight line, yes, but what else?)
8. similar to 2- if attacking someone with a readied action or combat reflexes that is fighting defensively or using the full-defense action. (EDIT: Actually this would be # 2, wouldn't it?)
9. Healing another while in a threatened square, or performing any spell other than an instantaneous/free action spell while in a threatened square.
10. If the opponent attempts to grapple =AoO, fails to grapple AoO. (Modify it to include an opposed grapple check, perhaps only if the person has Improved Unarmed Strike and/or Improved Grapple and/or Combat Reflexes, etc...if they fail, allowing a grapple of opportunity if someone enters your threatened square and critically misses- especially if charging or attempting a bullrush. Basically I envision the trip/flip/throw using an opponent's momentum against them sort of situation.)
Combat Reflexes: Obviously- additional attacks equal to their dex mod...
If character has Dodge, they can sidestep a charging opponent AND get an attack of opportunity if their dex mod allows.
Similar to the modifications suggested in #10. if opponent is in a threatened square- and fails a touch attack, an attack of opportunity may be made, which includes a grapple attempt since the touch attack/grapple attempt brings the opponent within reach of such an attempt.
Any reason to include attacks of opportunity to apply to range attacks, provided there is a readied action, casting defensively, fighting defensively, combat reflexes or otherwise?
Also, suggestions rules on Parrying, deflectiong blows- which might be followed by an attack of opportunity or a cause for an opponent to lose their dex bonus would be nice.
So far, the only time that I actually was able to really utilize combat reflexes was when my character was attacked by stirges and obviously them trying to suck my blood out provoked attacks of opportunity- and equal to my dex mod I might add.
I admit to be hazy on the exact situations and rules involving AoO's, so I want to hear what works for people in their games before I declare any house rules on the matter, especially at the risk of overpowering existing feats.
When I originally quoted the bounties to my players, the example was 300 per head of Ghoul/Ghast. (being as those enacting the bounty do not distinguish between the two as far as the NPC knew), but in light of this, I think the price on their heads was too much, especially considering the Lawful Good ruler's coffers would be better focused on promoting MORE adventurers doing the job than rewarding each kill so highly...
but yes, I need a method, possibly basing it on challenge rating is good, but I wouldn't think anything short of a phenomenal Knowledge Religion check would be able to identify the head of a Ghast vs a Ghoul...(but still 100 for the ghoul to 300 for the ghast may still be the standard)
If I base it on challenge rating, then perhaps I will get a better price assignment method...for instance no more than 1/3 of a 100 gp for a human skeleton, no more than 50 gp for a human zombie and 100 gp for a ghoul, perhaps or 150-200 for either a ghoul or a ghast.
Maybe a limit of 1000 gp per Bounty claim, but then again that would limit the results of the actual hunt.
Still, the Kingdom of Salkiria would be actively summoning Rangers, freely wandering Clerics, and other Adventurers to combat this evolved threat of Undead. In addition, they'd call Nobles to the court, at least ones with standing armies, to patrol the land and to combat the threat as well, though some (such as an NPC nobleman and his cohort) would probably show up willingly, expecting no bounty for their services. Same for some clerics and paladins that would answer the call.
And what of Necromancers/Evil Clerics, would such a bounty be too much? Or would they just have to be brought in alive? Or dead with evidence? (more than just a head) And this would be only within the borders of the Country.
What about body parts other than heads, for instance one player decided that thigh bones would work for the Zombies and Skeletons they killed.
Furthermore, what sort of Bounty would you set on Yuan-Ti, by type and so forth? Again, should it be based on CR or just Type?
I think I put a 500 gp bounty on Athaches, so yeah, that wasn't quite CR based, but it was a different country, the bounty funded in part by the Kingdom of Salkiria.
And as a side question, how would Gentle Repose affect Ghast remains? I would hope that it would reduce the smell. (and prevent further decay of the remains)
What if a Chaotic Neutral character casts Order's Wrath, by means of a magical device?
(30ft area, but it doesn't say it EXCLUDES the caster since it assumes you are of the Law Domain)
So, what's the cumulative opinion on Ghostwalk?
I've been running a campaign in the setting for oh...5 weeks now. off an on with smaller sessions prior to meeting on sundays.
And well, it's going good.
I'm able to do things I haven't seen in other campaigns. Sure this is my first time DMing, so I have to thank everyone on this Messageboard for putting up with my stupid questions (in addition to being a first time DM, it was a while before I jumped back into 3rd Edition D&D from a hybrid 1e/2e kinda deal, so the adjustment hasn't been 100% complete.)
At anyrate. I'm just here to gauge opinions on the campaign option/setting- which I might add is now UPDATED; on the WoTC website there is a 3.5 conversion that includes (thank the D&D pantheon, or the ghostwalk pantheon I might say) a MAP of The Ghostwalk countries and Hikirian Peninsula.
In addition to Ghostwalk, as a book and Campaign Option...
What of Libris Mortis, as that is a sourcebook I'm turning to heavily?
Do you recommend Heroes of Horror for this setting? or would that be too much, or too little- especially considering I do not intend on adding variant rules from it that would impede gameplay or balance...?
Though I will be including some options from the Book of Vile Darkness, (and thus allowing feats from the Book of Exalted Deeds as well.) I won't be using the variant rules from that either...at least as far as Corruption scores go, though I might imply some level of addiction is possible.
If anyone IS interested in details of how I've managed things and how things are going in campaign, just ask. I've just about got my rather MASSIVE party of 8 together at last...though I may still keep them separated until things really bring them together. (I've kept some of the information separated from party member to party member, I'm afraid some info might have leaked, but nothing I wouldn't want them to know- like an opportunity to make some quick GP, besides I had them do a gather info check on that, and yes they found out about it.)
One thing I should mention, as I've mentioned in another thread,
I've allowed bonus feats that pertain to the region of origin for each of the players...that said I feel obligated to allow certain bonus feats out of Ghostwalk (and possibly Libris Mortis for the rather Libris Mortis prestige classes) for my NPCs as well as Players that AREN'T really Regional, as party members like the Deathwarden Dwarf and Ranger/Rogue, just don't have a regional bonus feat, I can slide in the bard with Dancing Blade, and maybe the Elven Ranger/Rogue with Two-Weapon Defense (which he could damn well use- but that assumes he has some history with the Sura-Khiri elves, which in his background he avoids...), but the Dwarf, I have no idea what to do with the dwarf, Divine Energy Focus? that makes sense. It is from Ghostwalk. and that'll keep the player's balanced, just about.
Questions, Comments, Criticisms and General Opinions about Ghostwalk and the other aforementioned sourcebooks?
I've read the entry for the spell mage armor- mostly to investigate the usefullness of a Ring of Mage Armor, and I come to find that it say nothing to the effect of it NOT stacking with armor. Is this so? If so then the line my players have been feeding me, that yes of course it stacks with a Monk's AC bonus, but no it doesn't stack with armor is bull.
I do need to know this, and preferably as soon as possible.
I do realize the spell is geared towards defending those without armor, but apparently there is no reason why an npc cleric couldn't wear a ring of mage armor to boost his ac (especially if he were to say...drop the quickdon/quick release armor revealing a monk's belt).
a Few quick questions to make sure I'm not screwing things up...
Alright, it is presumed that a cleric knows when a corpse was undead, but how? Detect Undead? Heal checks? Or do they just know their perfidious foe when they see them?
Alright, I've got a character, who's playing a Ghost in my Ghostwalk campaign, he's died and come back, died as a ghost and been ressurrected- as a ghost, meaning they took the gentle reposed ectoplasm and rez'd him as a ghost. However, as part of circumstance, his body has been...well placed elsewhere...so what if someone tries to ressurrect him, one of two things happen. He either agrees or disagrees to be raised.
I assume True Ressurection does the same, but you can do that WITHOUT a body, so he could do that and forgo the fact that his body was napped.
Anyway, thoughts, comments are appreciated, my questions are:
1. How does a Cleric know when an undead corpse is, well undead?
2. How is a Ghostwalk Ghost affected by the spell Scry?
3. How is a Ghostwalk Ghost affected by ressurection spells? This partly assumes the use of an actual body and not ectoplasm (I have a fair idea how that works and glossed over it in my campaign since the PC was by himself and was ghostly ressurected by NPCs, maybe you need Ghostwalk for this, so I'll just look that over again before I respond to replies. I don't have it handy at the moment or I probably wouldn't be asking this question.)
4. How does Sacrificing someone affect their soul? (as in what ways does it affect the soul, not how can it- Book of Vile Darkness) Is it destroyed or some other metaphysical predicament forced upon it/them? I know d&d doesn't so much do soul as spirit...
How much is the going rate for mercs? basically one of my players, a bard, wants to hire a merc to be a bodyguard around town (basically he wants him to follow him as long as he can keep paying him.) There is a place in Manifest (I'm using the Ghostwalk setting) that has mercenaries for hire, so it wouldn't be too much of a stretch, I'm just oblivious as to the going rate per day and howthe arrangement would exactly work...sure he'd follow him around, but the merc would have a home in the city, and how much to pay him to LEAVE the city for an unknown duration? (but probably a few days, short of a week)
I'm thinking 1-2 gold per day depending on the level of the mercenary, and I'm thinking of letting him hire a level 2 fighter or barbarian, though the latter is less likely...so yeah 2 gold I'm thinking. Considering how much this bard is making per night, he could afford it.
Alright. Can you cast a DELAYED Animate Dead spell...having the corpse as well as the opal in place? or would you just have to have them in place then, obviously, cast the spell right away and have the effects be instantaneous- as per normal?
Furthermore, can you cast Animate Dead on a corpse with Gentle Repose cast on it?
I presume you can since there should be no such hindrance to the enterprising necromancer.
(I ask the first question because I decided to disturb the corpse of my player character's brother, by placing a black opal in the mouth- and this would be rather than a useless shell of a black opal. So, would this basically be placing the corpse in line to be animated via a clerc/wizard necromancer or necromancer proxy such as a glyph spell or a ward of some sort? I'm looking for ideas to animate dead on the move essentially. Rather in character the PC appraised the opal, even admitted out of character what I was clearly trying to do and put the opal BACK in his mouth, he even told the npc cleric rather cryptically, asking if he put any stones in his brother's mouth, and the cleric said no, what kind of stone? and with his PC answering funky stone or the like rather than "black opal" the Cleric shook it off as a weird dwarven practice as he is a halfling from a land far away.)
I guess I might be either getting too creative or too stupid to animate dead properly in the fashion I'm attempting to. (I'm still thinking of the problem the pcs are encountering as a plague of undead, so far the pcs are separated but they'll be brought together on the issue soon.)
If you guys don't support the Animating Dead on the Go idea, then I'll probably let the corpse of the PC's brother rest in peace with a cryptic gift in his mouth. It was just one of the on the fly ideas I had after not having had any sleep, perhaps I put too much emphasis on what looked like a disturbed covering to the body and not enough on the possibility that it could have happened later for instance, like during the night after their last encounter. Oh well, if one evil plan doesn't work, there'll certainly be another I can use.
Alright. Can you cast a DELAYED Animate Dead spell...having the corpse as well as the opal in place? or would you just have to have them in place then, obviously, cast the spell right away and have the effects be instantaneous- as per normal?
Furthermore, can you cast Animate Dead on a corpse with Gentle Repose cast on it?
I presume you can since there should be no such hindrance to the enterprising necromancer.
(I ask the first question because I decided to disturb the corpse of my player character's brother, by placing a black opal in the mouth- and this would be rather than a useless shell of a black opal. So, would this basically be placing the corpse in line to be animated via a clerc/wizard necromancer or necromancer proxy such as a glyph spell or a ward of some sort? I'm looking for ideas to animate dead on the move essentially. Rather in character the PC appraised the opal, even admitted out of character what I was clearly trying to do and put the opal BACK in his mouth, he even told the npc cleric rather cryptically, asking if he put any stones in his brother's mouth, and the cleric said no, what kind of stone? and with his PC answering funky stone or the like rather than "black opal" the Cleric shook it off as a weird dwarven practice as he is a halfling from a land far away.)
I guess I might be either getting too creative or too stupid to animate dead properly in the fashion I'm attempting to. (I'm still thinking of the problem the pcs are encountering as a plague of undead, so far the pcs are separated but they'll be brought together on the issue soon.)
If you guys don't support the Animating Dead on the Go idea, then I'll probably let the corpse of the PC's brother rest in peace with a cryptic gift in his mouth. It was just one of the on the fly ideas I had after not having had any sleep, perhaps I put too much emphasis on what looked like a disturbed covering to the body and not enough on the possibility that it could have happened later for instance, like during the night after their last encounter. Oh well, if one evil plan doesn't work, there'll certainly be another I can use.
Hit Die, say I have a level 2 gnoll/level 2 Ranger, right? I drop the class hit die to 1 each and keep the 2 gnoll hit die as d12's, no? Or is it keep ALL hitdie, which doesn't seem to be the language in the MM, but change them to d12's...which would probably make skeletons really rather overpowered.
I'm probably answering my own question since I think the first time I was confused because I didn't see the "to a minimum of 1" for the class hit die rule, but I'm still a bit confused, do they become d12s or just 1's?
with the rules as I read them, and as I rolled them I get a 12 and a 9 for the undead gnoll hitdie, then two 1's from the ranger levels for a total of 23 hp. Am I right?
Thanks for the threads on Monks and Lawful Neutral- as well as multiclassing as a cleric, or in this case, it still applies since he's going paladin.
Alright, here's a simple pickle. I have a monk who wants to multiclass as a paladin say around level 6th *(after he finishes buying into his Sleeping Tiger style optioned from Unearthed Arcana), I plan on getting him to level 7 before he does that since he'll be able to HEAL HIMSELF after that.
Anyway, he wants to take spiked gauntlets as a paladin, so 4 questions...
1. Does it improve upon his unarmed strike? Seems like a no brainer, but...what sort of damage would it do?
2. Does he get to keep his flurry of blows? The restrictive weapons list says no, but I'd probably say yes since the mechanics behind the jump to gauntlets/gloves is ridiculously low, especially if I just allowed Cestus instead- which are more so spiked gloves I would say. (I am aware of the Ward Cestus from the Arms and equipment guide, which as far as my last question goes, I know increases his defensive armor bonus by 1. I'd probably let him take it without the exotic weapon proficiency since he's got improved unarmed strike so he'd probably know how to block with his friggin fists already!)
3. if he punches a skeleton with spiked gauntlets or a cestus, would it still do bludgeoning damage for him or just piercing?
4. Can he smite with his fists, if so, that'd be freaking awesome.
So yeah, I like the idea he has, especially the whole smiting undead with his fists, but to make it work I have to allow several things.
1. A shift in alignment. Forced, coerced, encouraged or in reverse-I could allow a Lawful Neutral Paladin, but wouldn't that screw up the smiting ability? (and shouldn't he be waiting for the Ki strike- lawful to kick in?)
2. Weapons? Favored weapon of his deity is Scimitar, hardly a favored weapon of the monk class, but its been his deity from the start so arguably his monastary would allow it. But cestus/spiked gauntlets, do you HAVE to be unarmed to do the superior unarmed damage? I might even see if I can allow him claw bracers (Again from Arms and Equipment guide) since he'll probably be facing a few zombies.
3. Multiclassing, I could allow him to continue multiclassing as a monk, theoretically, maybe he'd have to take a feat to do it, but I could allow it under the circumstances. (Monastary encourages his relationship with his deity, Church/Temple of his god in the city he's now a part of would encourage his smiting fist techniques since it'd be advantageous against undead, especially with a kama/scimitar combo (again if I allow it). I could just let him don armor, but then I wouldn't see him as the mobile monk character and that'd make any points he put in wisdom almost useless.
4. AC bonuses, he only gets wisdom if he is unencumbered and unarmored, what sort of methods might I allow, encourage, and use to increase his AC without doing something smacking of favoritism?
But yes, advice, criticism, comments, etc. Please leave them so I can help my player achieve this goal since it isn't too typical of his min/maxing attitude. (for one thing he wants to play a Paladin, he hates paladins, or so he told me a while ago, secondly he's ditching one of his favored classes at 6th or if I can help it 7th level, for one that isn't necessarily a power improvement, though it would help him tank in the long run.)
It'd also be pretty cool if it worked, am I right?
(Fyi, the setting is Ghostwalk, the monastary is of course the one south of Manifest- which is outside of the manifest ward, right? cuz it'd be cool if it was sort of on the edge and allowed ghost monks to train there too, because his character is a ghost monk now- which is great if he's in the manifest ward, or if he gets a ring of manifestation- which he might from a certain npc dwarf. The deity in question is Dracanish, lawful neutral, totally against undead, so cleric and paladin don't seem out of question for a monk to jump into if he's a pious follower, martial weapon proficiency less so and armor usage less so, but his idea seems to work for the most part even if it is a little flawed or munckin-esque. Really I just have to worry about metagaming since he probably knows as much about unarmed combat as his player would since he was with the Marines and so forth.)
EDIT: He's also considering, at least at my pressuring, taking Reaping Mauler (Complete Warrior) as a prestige class, but to do that I'd have to really reinforce his unarmed strikes and grappling and reduce his potential use of weapons. (monk weapons do that well since they rarely do more damage or much more damage than an unarmed strike and really are only advantageous when it is a weapon like a kama that can do slashing damage which you can't do without versatile unarmed strike (PHB2)- which is about as overpowered a feat as you can get even at level 8.)
So...how far can a human, or for that matter a low-light sight based Elf or Half-elf, see at night?
In a nearly new moon?
Full moon?
(quarter, half etc)
60 ft with a torch, but what if that torch goes out, the opponents have darkvision snd blindfighting (not both, multiple opponents).
I think I might have botched an encounter rules wise, but we roleplayed it well enough, I think.
But, since much of my encounters are going to happen at night, and hopefully for the pcs not be as creepy and deadly (see previous thread "...vs Monk").
Blog, Bloggity,Blog, Blog, Blogger...
yes, I'm using a blog for my campaign. I got the idea from the Ghostjammer people (somewhere on this forum). I have an LJ (where I post the songs playing during the post that are from the playlist I have going for the campaign) and I have a Blogger account.
both are NecisVenator (so the lj is: http://necisvenator.livejournal.com/
and the blogger/blogspot blog is: http://necisvenator.blogspot.com/
If anyone is interested in friending me or joining the Blog, feel free to do so or ask, just let me know.
I'm doing this to solicit opinions, but to also tempt anyone into playing a Ghostwalk campaign or another undead heavy campaign, if any would be. (I don't think the rather nasty use of Slaughter wights on my part should be condoned though, that was simply to corner a character so he could be killed by a death gaze to become a ghost, then of course...he ran into one of them again, luckily this time when one actually killed him, he was a ghost so he didn't rise as a slaughter wight.)
I'm planning a yuan-ti attack (part of it, a troupe, 3 Abominations (CR 7), 4 Halfbloods (5), 9 purebloods of regular) against a group of mixed level NPCs (14 7 ftr/7 warmage, 4 barb, 5 ftr/rgr, 11 clr, 12 wiz) and a PC (1st wiz, with scrolls from 12th level wiz) Defending a part of the capital city in Sura-Khiri (from the Ghostwalk setting).
I'm curious as to the encounter level, I'm hazy on how to calculate it, otherwise I'd sit down and crunch the numbers myself. I'm not asking for someone to tell me the answer so much as give me advice on the encounter (is it too overpowered or ar all the npc's needed at 11th and 12th level at that), and tell me HOW to calculate the Encounter Level. Any opinions on the Encounter Level are also welcome
I just need to know some good examples of Extraplanar creatures my NPC cleric can call via Pelor's favor. (Fire Elemental for one, right?)
I also decided to roll percentiles to determine what I would call semi-random factors or chance that say, for instance the evil party decides to take his body with them. (at first I rolled this and said no, but then of course I changed my mind immediately since the NPCs’ motivations were clear, if the wights, ghouls and other undead minions don’t kill a subject and turn them into undead, bring them back to “the Master.”) I also glossed over a percentile roll to see if the two ghouls decided to eat at his corpse or not- I thought this might have been too EVIL DM, and certainly not quite the route the evil party would have taken, as chaotic evil as they were, they were under orders from powers stronger then they. (I am going to stick with percentile chances or percentage chances that apply toe the characters running into the same NPC before, during, or after he claims another victim and if they come in time to save this new NPC, save his body, or just in time to see him get drug off.
Anyway, I apologize for the length of this post, but it was my first encounter and I wanted to share it with you guys and get your opinions as to whether or not, for the main point, the Cleric should be able to out manuever the Monk- or simply use his haste ability to move and to cast spells so as to remain about 30ft behind/near the monk, and then double back to wait in the shadows as the monk came running back in pursuit of him.
Slaughter Wight CR: 8 each, Cleric level 6, so the EL would be? I know the rating would be Overpowering if not "Heroic" as my player mentioned...he claimed the CR's add up, but EL is a more variable dependent number and I guess I find it a little confusing- at least in this VERY rare circumstance where I intentionally overpowered the encounter...he might have been able to survive the mere 6th level Cleric if he had faced him head on, and then the standard action to use the cleric's bodak eye graft would never had that chance without the proper distraction...which was "RUN FOR YOUR LIFE THERE'S AGGRESIVE, POWERFUL AND FAST MOVING UNDEAD ON YOUR TAIL!"
(btw, I don't think I figured in the power attack bonus the slaughter wight had used in the slam attack as I allowed the grapple...)
I could have just taken an option similar to how I'll treat wraiths, at least my wraith assasins- not any evolved wraiths, spawn is created only when the ability/energy drain is what kills the pc (example: their constitution is drained to zero so they become a wraith in a few rounds), but I hadn't intended on killing him with one blow, I didn't quite realize that Slaughter wights have ONE attack and can opt to take Power Attack to increase that attack for the very specific purpose of destroying opposistion.
Numbers:
20 ft +30 ft or 20 x2 for haste spell? plus extra attack or action? Could a blindfighting cleric with haste used via the Full Plate of Speed, moving in said full plate at 3 times his base speed in haste (40x3 or 50x3? those ten feet add up with the multipliers and would make the difference between a cleric literally outflanking his prey vs manuevering to keep in visual (30 ft Darkvision as rewarded by MY version of the bodak eye graft) and effective range (for profane lifeleech and the bodak eye graft ability)
Lastly, should the bodak eye graft's fort save DC be Charisma based like the regular bodak, or is the wording used in Libris Mortis specifically limiting for the purpose of buffering the stat into DC 15+ to 20 range?
I have a dwarven barbarian PC who wants to multiclass as druid at somepoint- keeping this in mind, and starting out at first level what items can he use that would get around the non-metal deal besides Dragonhide armor (he has leather armor and I'll probably award him Dragonhide armor before he begins his quest, if he helps bag an Wyvern or something likewise that would come from the Varlin Mountains near the dwarves...he'd be a dwarf torn from stone existance and human thurkasian existance...or just a dwarven loner. essentially he'd be a dwarven berserker in his clan).
So yeah, I had the idea of letting him have stone dwarven waraxes and a stone dwarven urgosh- these would be high quality Masterwork +1 Dwarven weapons that he'd be allowed to use as a Dwarven Barbarian...
so A. what'd be the stats (weight, attackbonus, hardness, cost- though I am letting the characters have 1-2 starting weapons, etc)? B. what do you think about letting a first level character even having these kinds of weapons? C. What do you think about a dwarven barbarian/druid? And D. What else could I use? or what specific sorts of stone could I use that the dwarves of Thurkasia (from Ghostwalk) would know about? and E. Can you make armor with stone? say studded leather?
I'm working on a document for my Ghostwalk Campaign titled "Rumors and History" and basically, I'm setting DCs at what I think should be the difficulty in knowing or having heard or gathering the info on these rumors and history items.
btw, there's a feat (I'm giving as a bonus to Tereppek starters)called Education, so even if they don't have the knowledge history skill, I'll give them say .5 rank in history, which means they should KNOW something about said historical event, but REMEMBERING is the roll they make, and the DC is how scarce the information is or how hard it is to remember (obscurity) in actuality the feat reads like this: All knowledge skills are class skills for you. you get a +1 bonus on all skill checks with any two knowledge skills of your choosing.
(btw I like the country specific feats so much I'm including them as bonus feats, which I just mentioned, but only if they would apply to the player's class. I liked them so much I KEPT Saddleback and am adding a +1 bonus to it's +3 so it can compete with Skillfocus Ride, and hell maybe so that +4 or the original +3 applies to handle animal checks when dealing with horses. Yes, I'm a generous DM, but the Thurkasians are RAISED on horseback. I probably will give this to my fighter, but not necessarily the dwarf barbarain- it depends on his background. he does have a warpony- another freebie I'm giving to my characters, but they'll have to roleplay acquiring the horse I think in their individual sessions.)
I'm basing DC not just on obscurity of the knowledge, but on where the rumors are coming from. (that's going to take some work) As my players will be travelling from their respective cities and countries of Origin and along the Ghostwalk to Manifest...news doesn't travel that fast across borders so I really should add a specific dc to knowing something outside of your travelled area. Luckily for one Fighter, he's travelled to Bazareene from Thurkasia (and thus through Salkiria) so he'll be familiar with rumors throughout those lands, I'll probably start him off in Bazareene unless the sorceresses' boyfriend decides to play and in that case I'll let HIM be her guardian.
Anyway, I just wanted to ask ya'll how you determine DC on knowledge and gather information especially. I think Knowledge- especially other than Arcana and Religion- skills are underused in most campaigns. For instance my cleric character(mentioned in other threads), who has knowledge ranks in Geography, used it and Knowledge local to determine the possible origin of two sentries in a Mountainous terrain. he has an INT of 16, which gives him a nice little bonus on his knowledge checks.
Later he used knowledge (religion) though surprisingly enough not Knowledge arcane (on a book on how to become a lich) to find books in a library of a specific religious nature. (I'll get an email telling me just what books I pilfered, 5 in all, I picked 3 religion books, the lich book, and one good Local History book)
Anyway, while I thought that was good use of knowledge checks, I'm interested in how one might determine difficulty in situations like that.
For instance, how one would determine Gather information in a bar- depending on what patrons are in it (a mixture of locals and say 1 or 2 adventurers)
and Knowledge checks on the information that I have to see if the players know the rumors already or have gathered them along their travels...them being 1st level characters only the "Wanderer" who decided to go to Bazareene and the Elf Cleric who decided to go to Tereppek will know rumors from areas other than their own. (I gave reduced DC on certain rumors involving port cities if the characters came from or travelled to any of those cities)
I should probably make a similar DC in Manifest as the other countries for country specific information as all rumors tend to travel east along the ghostwalk and most of the significant historical events directly effected the city.
basically, what's the difference between common knowledge and specialized knowledge? just obscurity? Say a knowledge history check is rolled on information pertaining to a specific hero from a specific war (or rather for information on that specific war that was 100 years ago- for a human to remember this information). What should a first level character know, or have to have learned?
I've got a True Neutral Cleric with the domains of Death and Repose, I need a deity though. I'm leaning towards a Barbarian god of death for the campaign I'm currently using him in, but I want to incorporate this new god or goddess into the Ghostwalk campaign, much like I'm incorporating Afflux into it. (A small cult of two leading members, one a True Necromancer and the other a Pale Master who isn't even a cleric and perhaps a couple necromancers and evil clerics) But this new god would be a god of balance, of death and repose, of death both harsh and good. I was thinking of taking Dracanish but nuking the neutral requirement, but perhaps he's just a fallen cleric of Dracanish or Afflux even and now he worships a Neutral god of Death. (he is death and undeath obsessed, but more on the fixation with death and hatred of undeath side).
I need a name -preferably in latin, I have dictionary, so something along the lines of Decedo (retire), or Fatalis (for Fate rather than Death). Mors, letum or obitus would also be good Perhaps Moribundus? Again, neutral god of Death, perhaps I could just have him worship the Reaper, but lets be a little bit creative here.
I need a portfolio as well as domains, I'm thinking death, repose, and perhaps undeath to explain my character's obsession. He's negative energy so being able to rebuke and command undead will come into play. (but all three might be a bit heavy)
Thoughts, Feelings? Latin buffs?
Also,
I'm using latin as a given/acquired name source, all my NPCS have latin names so far, it's part of the "Trade Tongue" idea that Ghostwalk has going, so I'm developing an idea of anglicanized latin as an archaic version of the trade tongue. One character is a nobleman by the name of Nexilis, one is a True Necromancer by the name of Mortalis and then he calls one of his henchman Exculo (since he has a bodak eye graft), etc.
Two of my Players, one from Thurkasia and another, a monk, from the monastery south of Manifest, both took latin based names. (Virterro= Manly Wanderer) and (Ferus Pugalatio= Iron Fisticuffs). Funny enough my dwarf player from Thurkasia took a russian name. (Drotto Kamchatka)
I'm just posting this thread to see which books I have in my temporary collection of 2e books might be useful...I've already found the Complete Book of Villains useful. (I highly recommend it to anyone who wants to develop villains for the first time or to develop a new type of villain)
What other books do you recommend, I did note the difference between chastity and celebacy as noted in the Complete Priest. (which applies to my Death domain Cleric in 3.5, can't marry, but can do the deed if he wants).
One of my players, partly do to how I showed them a character generator since they're new, would like to play a planetouched character- a Fey'ri. I'm not familiar with the race, but the racial adjustments according to the character generator are: +2 dexterity, +2 intelligence, -2 constitution, which are perfect for what she wants to play- a wizard.
Thoughts on the Fey'ri and Ghostwalk, please. as well as beginning characters and special races. (also are the Fey'ri LA?)
but if I let her play a Fey'ri, where would I start her off on the Ghostwalk map? the elven lands or the spirit wood? (if you require a map here's a link to the 3.5 adjustment pdf that has a map on pg 18: http://www.wizards.com/default.asp?x=dnd/we/20031225a)
Its my first time playing a cleric...be gentle.
I'm playing a 4th level 2 Cleric/2 Ranger in a campaign, and I'm curious- as a hunter of undead despite being neutral chosing negative energy- how does negative energy affect what spells I can cast?
I know that inflict light wounds replaces cure light wounds, or does it, can I still heal? (just not spontaneously?) What about Consencrate? or am I basically a walking ball of negative energy that thusly can't damage undead with postive energy spells?
The first and only spell I've attempted to cast so far was Doom, so I don't think I'm violating any rules...so far.
What CR would a 13th level 2 Ranger/3 Rogue/8 Assasin Wraith be?
I want to know the LA for a Yuan-ti Abomination that takes class levels up to Epic level...I'm looking to create a General, a Cleric/Fighter perhaps, for a Yuan-ti Army, and while I don't necessarily think that the Yuan-ti's organizational system supports a single general for an army, I'd like to know more about level-adjustment since I'm totally new to DMing and in this case I want a baddie of at least almost Epic proportions, say 15th-20th level at least. (I know I want half-breeds at 15th level actually.) I might be tipping a hand to one potential player by this thread, but I doubt he'll mind too much since he's one of my DMs now. (I am also aware of the Sorceress/Cleric of Orcus leader of the Yuan-ti, so I'm curious as to her class level should my pcs be daring or stupid enough to enter her realm should they reach anything near 20th level and beyond.)
I also read something about a Vampire Yuan-ti (Ghostwalk or Libris Mortis, probably the former- or here), and also think that would be a nasty monster to add to my campaign, but even with the +8 LA from Vampire, I'm a little to a lot cloudy on how that works out.
In addition, I'm going to go over the Stirges for 14th level thread for ideas... <sinister smile
I'm considering running a campaign, for the first time ever. Sure I did a barfight for a group of friends' 2e characters (1 was a minotaur, 1 was an invoker, I was a sylvan elf berserker...), but I've never truly DM'd. The storyline, and main character would revolve around a pc I created and am using currently in a campaign...only he's a ghost at some higher level. He'd be a cleric/ranger with favored enemy undead...which leads into the plot line. 1. He's a ghost, which means that theoretically he can be put to rest 2. He's obsessed with the undead, a negative energy true neutral cleric, he's a skull collector- might as well be a bone collector from Ghostwalk 3. Find his gear and take it or secure it so that you have his help. (naturally his primary weapon would be ghost touch) 4. Put him to rest or go on a quest to fight the undead and to, I figure, put down his evil necromancer father. (who's possibly undead- like a Necropolitan from Libris Mortis)
I'd give the ghost guy feats like ectoplasm (http://www.wizards.com/default.asp?x=dnd/ex/20030606a , and yes I just bought this, like now.) and if I can find the rules for it, a ghost touch version of the Skull Lash. or part of the quest would be to find his Skull Lash and he'd use a ghost touch morningstar or something.
anyway, this is just a preliminary idea and I'm more interested in hearing what I need to do to become a DM first, advice on encounters especially. I don't want to over power any Pcs I get, but I want them to have a challenge. I haven't decided what gameworld to do this in. (Not Eberron, I'm not buying those books) I haven't decided how far this campaign of undead would go, but I have the Libris Mortis just in case. I want it to be an original sort of story, but I'm willing to mince in sidequests and modules or whatever (like campaign goodies and dungeons from the Libris Mortis maybe). I'm looking at almost a year away for this thing, but I want to start now incase I can get the campaign off the ground...say before I have to choose between grad schools which would be in say January. (Right now the character I'd have be the ghost is only 2 cleric/2 ranger but I could modify him accordingly)
yeah, my favorite character generator (http://www.pathguy.com/cg35.htm) has 4 combat tracks for ranger: Archery, Two-weapon Fighting, Beast-wrestling, and Mounted Combat.
I need to know how, when, if the Mounted Combat thing works as I might be taking it since my Fighter 2/(revised)Urban Ranger 2 might become a Cavalier eventually and fighters get bonus mounted combat feats...which I'm using and adding onto.
But yeah, Mounted Combat, obviously the core rules don't say anything about that and I don't have Unearthed Arcana handy to check there...but if anyone knows anything about this, let me know and preferably before Wednesday when my group meets up again.
(it does say see Dragon 326- but I obviously don't have that one on hand)
The mace-axe was a 2nd edition weapon that I found somewhere, but the idea was that it did both slashing and bludgeoning damage, not the best damage, but it did both. if anyone can give me the stats for this weapon, especially converted to 3.5...I'd be greatly appreciative.
I'm starting in a campaign, joining a mercenary group, as a true neutral, Death+Sun domain lvl 2 Cleric/2 (almost by the book) Urban Ranger with undead as my favored enemy. (I might stick to a regular ranger though, so feel free to cast a vote either way, whichever you think might help in hunting Undead/Being a mercenary and skull collecting.)
My question, though you should feel free to comment on my Urban Ranger/possible Ranger selection this is more of a two part Cleric question. (and yes I remember the thread on the Cleric as a kickass class)
Anyway,
What do you guys think of Turning vs Rebuking
and positive vs negative energy for my cleric. I'm actually leaning towards a negative energy cleric, but this might spoil my attempt at becoming a Hunter of the Dead- which I wouldn't qualify as by the virtue of the "Scar of Unlife," unless I include that in the character's background and the DM(s) accept it.
what do you think of rebuking/commanding undead in a battle situation vs turning/destroying undead.
I'm also giving my character the Skull Lash legacy weapon from the Legacy Weapon book. So any comments on that would also be appreciated. (I forget what damage it does)
what is your singlemost favorite encounter one on one in D&D, so far mine was with my 2nd edition Sylvan Elf Berserker (natural 19 strength, 6 ft 180 something pounds 6th level). In a friendly boxing match I knocked out a hill giant. This was the most emotionally rewarding pc feat I've ever had. I've had plenty of good times as a player, but for my pc, this was probably the proudest moment.
I've yet to see/buy the book, but I'm considering an Urban Ranger instead of a regular Ranger for my group's campaign. We spend the majority of our time in city though right now we're on the trail...I'm multiclassing as a Fighter/Ranger but I'm considering the Urban Ranger instead of the first level ranger. I found a REVISED version of the Urban Ranger here: http://www.openroleplaying.org/library/
and while I seem to like what they do (my dm already agreed with me that Gather information should be a class skill for my ranger), some of the minuses seem superfluous- such as Concentration and Survival. But then, I haven't read the Urban Tracking Feat. (which you get from the Urban Ranger anyway), I did draw up a Javascript character using the Javascript 3.5 Character Generator: http://www.pathguy.com/cg35.htm with Gather Information and Knowledge (local) as class skills. but kept it the same otherwise as the Urban Ranger option. I do like the Urban Skills instead of Wild Empathy, but I'm not so sure about Rapid Reload (I use a longbow for pete's sake) and the lack of Endurance that the Revised Urban Ranger has.
I've yet to see the original Urban Ranger, so please have patience with me so I can look it up today.
Thoughts on a more balanced "Urban Ranger"/Bounty Hunter type Ranger character would be greatly appreciated. (the PHB2 does have the Bounty Hunter path as a Ranger direction)
Fyi, my Elven Fighter/ranger meets or exceeds the stat requirements, and the favored enemy would be human.
Question 1, the most urgent: What stats if any are for Mithril Chainmail. (be it shirt or full chainmail or both)
Question 2: What are the effects of Alcohol...
basically, what do you have to roll to get drunk?
I remember from 2nd edition it was basically after 2 or 3 drinks you had to fail your Con check, but how does it work in 3.5?
Question 3: Skill advice for an aspiring multiclass Fighter/Ranger aimed at being a Bounty Hunter (well aware of both the Justicar and Bloodhound Prestige classes, but oddly enough geared toward the Cavalier prestige class due to the bonus feats for mounted combat specifically added to the version of 3.5 we're playing)
Thank you, first time poster.
if you care to answer this question via email for further discussion mine is punkassjoe@gmail.com
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