kestral287 wrote:
if only it were just the fighter, but it's also the rogue and the ranger... Luckily they're not dumb enough to run into existing spells (except if there's no enemy they can reach without doing so), but usually one of them beats the wizard in initiative and the chance for good positioning of the spell goes out the window.And yes, I expect it to become a problem when we reach level 5ish and/or we encounter a wizard in an unfavorable situation.
Guns are really really expensive. Every shot you take can cost you 10gp upwards and the weapons themselves are nothing you could afford at lvl 1 (except if you're a gunslinger and get your first one free). Guns are also more complicated than bows or crossbows, because there are additional rules covering misfires (jamming, exploding, etc.) among other things. I'd stay away from them, at leat for the beginning.
Aemesh wrote:
If you want to penalize stat dumping more, you could require an DC10 INT check in some situations where taking 10 is possible (but taking 20 is not). Everyone who didn't dump INT can simply take 10, all others are stuck with failing half the time.
HyperMissingno wrote: Your farts smell like candy and flowers. And here I am, sitting on the toilet while reading this... Thanks for the laugh though On topic:
he's not a character that was actually played, but take a look at Belkar from the order of the stick. He's a CE halfling rogue whose favorite pastime is to stab people with his daggers. He's with the group mainly because they provide him ample opportunity to do so without landing in prison.
You could create a map with different challenges surrounding the dragon's lair. then the players can decide which path they want to take and you aren't railroading them, even if 2 of 3 challenges are basically the same on every path. edit: oh, or course only the challenges the players (or the map maker) know about are on the map. so a seemingly easy path could be a nasty surprise.
It's a nice idea, but really dependent on your players. If they enjoy it, definitely go for it. If they don't, you're gonna have a baaaad time. Also, you need to create a robust ruleset for the world building game. This could be much work, even if you can incorporate the existing systems like race builder and the kingdom building system.
I'll be playing a tiefling wizard in an upcoming RotRL game with friends and I'm unsure with my feat selection. He'll be a conjuration (teleportation) specialist. I'm loosely following Treantmonks/Prof. Q's guide, so I will focus on summoning, buffing and battlefield control.
Build so far:
Race: Tiefling Ability scores: ? (not yet rolled, INT min 18 incl. racial mod. is guaranteed though) Class: Wizard Specialization: Conjuration (Teleportation) Oppositon schools: Necromancy, Enchantment Arcane Bond: Familiar: Raven Traits: Scholar of the Ancients (RotRLAE), Reactionary, (Arcane Temper if GM allows 3 traits) Feats:
Skills: (2+INT -> min 6)
Things I want to keep:
Things I'm not sure about:
Things I thought about but couldn't fit in:
So, what's your advice? should I leave the build as it is now, or should I change something?
I second Otherwhere. Express that you really like his story, but his GMing skills need work. Tell him it's okay, since almost nobody is a great GM from the start.
If he hasn't a firm grasp on the rules yet, volunteer to be the (neutral) rules lawyer, with him having the final say. I'll do the same when my girlfriend starts DMing next month. Tell him something like this:
I'd probably handle it like this: In Character, tell the PCs that they got back sooner than expected and the money simply isn't completely available yet. Give them some more appropriate sum (e.g. 2k each) and promise them the rest will trickle in as soon as possible (probably another 2k per level). If the Players complain OOC, tell them that you expected them to complete this challenge much later, so the reward will screw up your next encounters. Then find some way to bring the new players up to a comparable level of wealth without giving them stuff for free.
About the strength of the hunger/rage:
About the behaviour:
I'll leave the mechanical questions to someone more experienced. But iirc, the constant boni from magic items should continue to function, as do the feats of the characters (though they may not be able to use them for things like point-blank-shot).
UnArcaneElection wrote:
Spoiler:
The leader of the organization is really a powerful angel or high priest of {insert good deity of your choice}, who tries to lure the devils and demons into openly interfering with the material plane and thus violating some ancient treaty. This will destroy the protective barriers of Hell and Abyss and makes it so non-fiendish magic will work there. Now the celestials can send mortals bolstered with divine magic (the PCs) as spearhead for the following celestial invasion.
This could even make a great finale, the final battle being against a demon lord or even asmodeus.
I think Perfection's Key could be quite fitting for an archaeologist.
PFSRD:
Slot none; Aura strong transmutation; CL 16th; Weight 1/2 lb. DESCRIPTION This platinum key can open nearly any lock or door with a mere touch. With a touch of the key, a lock of DC 40 or lower unlocks. When a creature holding the key attempts to break down a door with a break (locked) DC of 28 or lower, the door is broken and opened. In all other cases it grants the creature possessing Perfection's Key a +10 bonus on Disable Device checks to pick locks, and a +10 bonus on attempts to break down doors.
Somewhere in the planes there is said to be an Impossible Lock—a mechanism so perfect that only this key can thwart it. If Perfection's Key is inserted into the Impossible Lock, the key is destroyed, but unlocks the Impossible Lock.
Any other things you could tell us about the character and/or the campaign will also help finding something fitting.
Wheldrake wrote:
Thanks for the hint! I'll probably take leadership, then. It would even fit quite nicely with my character concept of wanting to create a large open-for-all library (basically a medieval Wikipedia), since the low level followers could be scribes/librarians. Wheldrake wrote:
Since I'm already planning to focus on summoning and battlefield control, that'll be no problem. With "extra scrolls" do you mean scrolls for additional castings of regular spells (wouldn't a wand be better for that?) or the usual scrolls for circumstantial spells?JohnHawkins wrote:
Okay, thanks! Let's see how we fare with three players then...
The Slayer is actually a great idea! I don't own the Advanced Class Guide yet, so I didn't know about him.
May I ask how many players you had?
I'll be starting Rise of the Runelords with a group of friends soon. Our group will consist of only 3 players (+ the GM of course), with the other two players being fairly new to Pathfinder (they've played the Beginner Box and 1-2 homebrew adventures).
Our GM has played a few more games than the other players, but it will be her first big adventure as GM, since she only GMed the Beginners Box before. 1) Will our group composition do well in RotRL? I'm a bit worried about the lack of in combat healing (for out of combat healing we can stick a CLW-wand on the Ranger) combined with our overall squishiness. Will this be a problem? 2) How hard/deadly is RotRL? Does our GM have to adjust things for the fact that we're only three players? Or is the AP already on the easy side? 3) Any other advice (RotRL specific or general) for our novice GM? Thanks for your answers!
1) I usually give the players what (I think) could be useful to them and/or know they could enjoy. I don't cater to wishlists, but include some "cash" into the loot, so they can go and hire someone who makes that custom item. If you add some roleplaying to that and describe the forging/crafting/enchanting, it's so much more satisfying for the players, if they finally get "their" item.
2) As a player, I prefer things that don't get used up, so I'd rather have a staff or something with x/day than a wand. But the best things are those that work constantly or at will.
3) Why not Both? A weapon with some standard stats gets much more interesting when you add some backstory to it. The swords from Lord Of The Rings are a perfect example for that. Noone would look twice at Anduril, but with that backstory, it's a famous sword that everyone wants.
After that much bashing, I'll have to defend the series somewhat. Yes, it's definitely not the best series in the EU, and Yes, it differs strongly from your average Star Wars thematics.
I really loved the first book, as well as the Anakin Solo story arc and I found it nice to see the Force-trumps-anything system turned upside down, at least for a while. So if your're looking for a looong story arc with Jedi action but are tired of always the same enemy (Sith), it's definitely worth a try.
Thank you all for your answers! You've helped very much with our decision (and probably helped in making her first attempt at DMing a better experience for all of us). We both know that there will be much preparation work for her, until she is ready to run her first adventure, but now I'm quite sure, she'll be up to the task if she takes her preparation seriously. I think we'll have a go with the beginners box, then. Does it have the full rules in it , or are they simplified somehow? (And if yes, is there something an experienced player will definitely miss?) 25 point buy is actually a great idea, since it also fits the players demand for powerful characters :-)
Hi to all experienced players & DMs out there, I've already read several of the "new DM needs help"-threads, but since our situation is fairly unique, I need your advice for our upcoming group: We are 5 people, I have quite a bit experience with D&D and pathfinder, mostly as a player, but I successfully DMed a handful Adventures (homebrew) for this Group. One of the others (let's call her Alice) has also some experience playing, but she focused on the RP aspect till now, asking about rules as she needed them (sometimes over and over again). The others have no experience except for the few adventures I DMed for them. Now, as one of the other players will be absent for a while, we want to start a new group, and since I haven't played for a while, Alice is thinking about taking the DM-chair for this group and running an adventure path. I myself would love to play Kingmaker, but I heard that Rise of the Runelords would be particularly beginner-friendly. So, here are my questions to you:
Also feel free to post your thoughts about our group and situation. We're happy about everything that will potentially make this more fun for everyone. Thank you for your replies!
Was my comment above just unbelievable stupid, or why did everyone ignore it? (If yes, please tell me, why, since I'm new here) The move-action-sentence worded as it is, I still think it is possible RAW, to use the move action for a (less time consuming) swift action, even if it isn't explicitly stated. Probably this would be a good FAQ-candidate. Is it possible to use a move action to execute a swift action?
The PRD says: "A move action allows you to move up to your speed or perform an action that takes a similar amount of time." (note the second part). Since a Swift action needs "a very small amount of time", I think I can safely assume that you can use the move action to carry out the swift action veeeery slowly.
I've got a question regarding the alignment of a future character. (He'll be a Tiefling(infernal) Wizard, but that's largely unimportant)
No problems till now, he is probably neutral on the good-evil scale. - He only makes promises he can keep and always keeps those. The only reasons not to keep a promise, would be certain (or near certain) death, or because it's out of his power. (that would probably make him lawful)
So my best guess for his alignment would be lawful neutral, but I'm not sure if he can be lawful, with this "tradition is crap"-attitude.
Why does everyone associate evocation only with blast-spells? Yes, many blasts (and most of the famous, like fireball) are evocation, but there is more in that school than that. Darkness, Ice Wall, all the "Hand" spells, are also in the evocation-school. I'd say, if you want to go controller, choose cojuration. If you want to go controller/blaster hybrid, go evocation. If you want to go buffer, choose transmutation. You could also always read Treantmonk's guide to the "god"-wizard, or KaptainKrunch/Professor Q's guide (which is based on treantmonk's, but contains more material and thinks different of some spells/abilities).
I'll make the following assumptions:
--------------- first attack: +10(BAB)+1(Weapon Training)+2(Dex)+1(Bow) = 14 Average AC at CR10 is 24, so hit with 10+ ==> 55% hit chance for the first attack. second attack:
Damage:
Critical hit:
==> 11,025 Dmg/round on average. So, even without any significant investment, you'll kill that average CR10 monster in 11 rounds if you are alone. That's pretty awesome, I'd say, since that would be 3 rounds for a party of 4 melee-fighters, that are actually optimized for other situaitons. edit: sorry for double-post, but I had to get this off my chest...
I just checked the Bestiary 2 Monster-by-CR-table. If I count every monster that I don't know as one with flight, I'm getting to slightly above 50%. I'm too lazy to check the besiary 3, since the OP was clearly proven wrong often enough. To deuxhero: If you want us to see your point you will have to do the following: 1) prove (not merely state) that 50% of the monsters have flight and ranged abilities. Just sayint "that's obvious, check for yourselves" isn't proving anything. 2) show a (your) fighter-build, that's optimized for melee and calculate the DPR for ranged and melee in a transparent way. 3) compare that build with those other builds/classes, that (as you say) have the innate ability to fly and thus are superior in your opinion. And compare all of them, not just 1 or 2 of them, that actually are better against flying opponents than your fighter.
Humphrey Boggard wrote:
That's not the problem Humphrey. The real problem is, fighters have no innate ability to become invisible themselves. Hence, the Fighter class is broken, and paizo should do something.EDIT: Oh, and he also can't fight ethereal creatures without huge amounts of money put in a special weapon.
To Baka Nikujaga:
So yes, a fighter can't fly. If you see that as a flaw, simply don't play fighter.
Baka Nikujaga: With your logic I could also say, the Wizard is crap, because it has low Hitpoints and can wear no Armor. Or the Paladin is bad, because it can't turn invisible. You say, that you have to specialize in order to become good: Just as I said in my last post, if you're specializing while totally neglecting everything you don't specialize into, it's your fault, not that of the game.
deuxhero wrote: Because fly is min/level, too short to be applied in anything short of an ambush that "speak in a firm voice" will blow. So if you are ambushing the flying creature, why didn't you consider this before making the ambush and preparing accordingly? Just drop a net on the creature, or let your Wizard (who should have prepared spells for that ambush) dispel the flight-spell (and every other buff at the same time) of the enemy? Or simply why didn't the wizard bring a silent-rod so he can send you flying without that "Firm voice", if dispelling flight is no option. If you're just too stupid to play a BSF, don't do it. Play one of those über-super-fancy-flying-classes you love and leave the fighter to someone who actually likes the versatility of ranged AND melee combat. And when you're purposefully neglecting any ranged combat ability to maximize your melee, then that's your problem, not that of the game, and it even is fairly balanced overall, because for every encounter you excel at, there's one you in which you suck. (going with your assumption of 50% flying enemies, which was already proven wrong earlier). So answer the following:
The Fox wrote: As an addendum, it is generally a poor idea to ask a physicist to explain a mathematical concept and an even worse idea to ask a mathematician to explain a physical concept. Yep, and since I'm a phisicist...(still studying) Thanks for the explanation! Now I finally really understand that issue.
You've got 8 planes at your disposal. Use them.
Use everything that can cast wish (or cast as a Wizard/Sorcerer) to use it to cast an empowered maximized enlarged Magic Missile against Lucifer. (Didn't check the spell level for that one. If necessary, use rods for the metamagic or just drop some of the damage enhancing metamagic, just keep enlarged so you can get enough casters in range).
Never underestimate the small spells ;-)
To the matter of 0 being no number: 0 is indeed a number. It just is no "natural" number. There's a huge difference between "there are no sheeps on the meadow" and "you can't count the sheeps, because the meadow doesn't exist alltogether" (first would be associated with 0, second with an empty set, I think. Not completely sure with the second example...). About whether or not concentration is required to get the extra-rounds, I'd just look at spells without extra duration after concentration. What would happen, if you didn't concentrate in the round after casting? The spell would be active for the time between casting and your next turn. So effectively he had a duration of 1 round. Since the duration-entry in his description stated "concentration", and the spell did last at least some time, there has to have happened some sort of concentration. So the spell would qualify for the extra-rounds after concentration. Long story short: I'd say the initial round of casting the spell qualifies as concentrating on the spell for that round, thus granting the extra rounds.
I'd say, if he creates those Wands himself, he has to create the 50 charges variant. (He can keep the remaining charges for the next session with that character, doesn't he?) On the other hand, you could simply drop some half-used wands (thus with only half the charges left) in the treasure, your party finds. I'd simply calculate them as value=((normal price)/(normal uses))*(uses left)
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