Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

noob lookking for a dm for pathfinder

1356385575
Gauss
Forum Champion
Attack and damage looks good. Still need to spend the favored class point on either HPs or Skill points (+1HP or +1skill). I would suggest a waterskin and rations. Wouldnt want our half-orc to go hungry or thirsty now would we?
wait *looks at sheet* he forgot that.... anyways it should be good now.
<a href="http://www.myth-weavers.com/sheetview.php?sheetid=488653" rel="nofollow">http://www.myth-weavers.com/sheetview.php?sheetid=488653</a>
1356386389
Gauss
Forum Champion
Good enough. In his spare time he should fill in details like weight of equipment etc. Encumbrance is a factor that should not be ignored. - Gauss
oh wonderful, because good orcs go so well together with chaotic elves, this could be interesting
um arnt half orcs good with axes so shouldnt he use a battle axe instead of a greatsword?
XD soooo many contradictions
oh its called a greataxe
nah, he could probably get a small bonus from using an exotic orcish weapon (don't even know if there are any in pathfinder) But he gets no bonus other than proficiency with the greataxe which fighter gets anyways Edit: He could use the orcish double axe, but that would require different feats, and probably isn't worth it
ik greataxe is cheaper and has the same damage as a greatsword plus he gets all the bonuses from his race and class
a medium greatsword actually deals more damage, 2d6 is 2-12 while 1d12 is 1-12, a slightly higher minimum. Also none of the base orcish racial abilities actually specify using a greataxe. In my opinion a better critical on it too
its in the race page it says their proficient in greatazes and falchions
yes, but those are martial weapons which the fighter is proficient with anyways, that can provide a benefit if the class is only proficient with simple weapons, but otherwise there are better options.
kk
1356388621
Gauss
Forum Champion
Greatsword has an average of 7pts of damage while the Greataxe has an average of 6.5. To discuss criticals lets use two weapons that have identical damage but different criticals: Longsword (1d8, 19-20/x2) and Battleaxe (1d8, 20/x3). They deal EXACTLY the same amount of damage when averaged out over time. But, the Battleaxe is more likely to do overkill. Overkill is fun, but less valuable. Getting more criticals is usually better than more damage on individual crits. - Gauss
Thank you for the help today gauss, the practice round made for a nice refresher, also something I will have to remember is that I can use spell combat to make a melee attack, five foot step away, and then cast.
yeap that was fun :D
and now we have another frontliner :D
1356389153
Gauss
Forum Champion
mgdielman, I think you forgot to subtract 2 from your attacks when you were using Spell Combat. Example: 1d20+4-2(spell combat) if you cast a spell in the same round as making an attack.
I think I was subtracting them but listing them as a +2 instead of a +4-2, I might be mistaken but I was fairly certain I remembered to.
1356389292
Gauss
Forum Champion
Ahhh ok. Wasnt sure.
I only had one chance to use it anyways, and I critted on that attempt, but I will make a special note of it to make sure in the future.
i could go for a boss battle lol
besides tailspin hasnt been able to practice yet
would you mind if we used the tabletop for a bit gauss?
ahhh the most famous boss fight in rpgs is the dragon or in somecases the evil king and in fantasy cases some sort of demon or satin,hades,pluto,belzubub,whatever else you wanna call him
nice one -.-
1356399218
Gauss
Forum Champion
*smiles* I asked nicely several times. I will let you back in when I am done with Tor.
kk
1356400416
Gauss
Forum Champion
<a href="https://app.roll20.net/join/63034/Ruk4mQ" rel="nofollow">https://app.roll20.net/join/63034/Ruk4mQ</a> There you go Flame, try to behave this time.
funfacts you may use for enemys 1.you can dump oil on the ground for 5ft and it will burn for 2 rounds dealing 1d3 to nearby enemys it can also be thrown like alchemical fire but with a turn to setup the oil alchemical fire:range 10ft,deals 1d6 and 1 to anyone around target 2.caltrops are spikes on the ground that automatically stop charges and running caltrops will also make hit enemys move at half speed 3.tanglefoot bag: range10ft upon hit lowers attackrolls and ac and once broken free enemys run at half speed just some nice things i found out enjoy i already swaped some items for the caltrops
oils prob one of the best choices cause of its cheap cost 1sp and catrops are 1gp and do damage check if steped on
I don't know, I prefer aboleth mucus, thrown as a grenade like weapon and if you make a ranged touch attack and your opponent fails a save he cannot breath air for three hours. Basically an instant kill on anything without some good spells. At low levels there aren't really many things that have a high enough fortitude to reliably survive that. Runs at 20 gp a piece too, can buy a couple to chuck at a boss and wait for him to fail a save.
um... i have a bit of a thing with projectiles you throw like that. if you miss bad enough and your DM decides to be a jerk you can easily kill your team if you are positioned right (i know that seams like a lot of maybes, but trust me, it happens.)
it is thrown as a grenade like, not it is a grenade, so no splash damage, it is still single target. You can only kill yourself at a 1 in 20 chance if your dm uses critical failures, which is often less than the chance that the monster you need to use consumables on will kill you. In fact it is probably less dangerous than oil since ou don't have to stand around a whole turn. You can throw it and run away in case it doesn't die. It is actually identical to throwing a javelin, except it ignores armor
oh, i was thinking alchemist fire when i herd grenade.... those things....i may not of played this game before, but i know all about "that guy" who nothing but and gets the team killed. apparently happens a lot.
on occasion, but not regularly , if you have some extra coin I would pick up one or two aboleth mucus, I would but I'm out of money. Even if you aren't good at ranged attacks you can give it to me and I can throw it.
can't seem to find it on equipment page. anyways i'm working on a bard for future games... i don't really know what to do in terms of strategy (i did however figure out how to use the char. sheet yesterday when working with my friend).
I can help with strategy a little if you like, what do you have trouble with? And it is alchemical equipment from another book, not on the basic equipment page
come on to the map, easier to talk there whithout the delay
tailspin, when choosing spells for your bard remember to get the two fear causing spells at level 2 and three, shaken from dazzling display is good, but stack on another fear condition and it gets good. Try to get meta magic to raise the level too
i was thinking the same for tanglefoot 50gp but in place of that 1 weapon you can buy 20 oil which holds 3 purposes it can be used for the lanturn it can be used as a throwing weapon and it can be used as a defencive weapon to fend back enemys
finally built my bard... did this mostly as a test to see if i figured out the char sheet... <a href="http://www.myth-weavers.com/sheetview.php?sheetid=488652" rel="nofollow">http://www.myth-weavers.com/sheetview.php?sheetid=488652</a> did i pass?
anyways im gonna be gone for today
1356445562
Gauss
Forum Champion
Tailspin, for bard builds you should determine what you are doing while everyone else is fighting. Standing around twiddling thumbs...no good. :) One of my bard builds, relatively simple: Human Str14 (5pts) Dex14 (5pts) Con12 (2pts) Int14 (5pts) Wis8 (-2pts) Cha14+2 (5pts) Don't worry about the Wisdom score, it wont affect much since your social skills are Charisma based. Even Sense Motive (for you) will be Charisma Based at level 2. Feats: 1) Combat Reflexes and Bodyguard 3) Lingering Performance (spend only 1 round of bardic performance for 3 rounds of it. But you must restart it every 3 rounds). Skills: Full ranks: Performance Oratory (Diplomacy and Sense Motive), Performance Comedy (Bluff, Intimidate), Perception, Linguistics Every even level ranks: Knowledge Arcana, Dungeoneering, Local Every odd level ranks: Knowledge Nature, Planes, Religion Every 4th level ranks (you choose the order): Engineering, Geography, History, Nobility Total # of ranks required: 8 per level. Because you get bard bonuses to your knowledge checks you do not need full ranks in knowledges to stay on par with other classes. The knowledges I listed as every 4th level do not need a lot of ranks usually, so you can get by by putting only 1 rank in them every 4 levels. The Performance skills cover your diplomacy and Sense Motive at 2nd level and your Bluff and Intimidate at 6th level. Weapons: Longspear, Shortbow and dagger. Use the longspear or to trip medium opponents whenever possible. Due to Bodyguard you are going to be boosting the AC of whoever you are standing behind. A Whip is not helpful here because you do not threaten with a whip. Stand behind your fighter and stand behind him always. Anytime anyone attacks the fighter you use Bodyguard to try to add +2AC to his AC. If you are using the optional traits rules at the back of the Advanced Players Guide, take the trait Adopted in order to take the Halfling trait Helpful (Halflings of Golarion book). This increases your Aid Another to +4AC. Use control spells normally. :) If you do not want to go the Combat Reflexes +Bodyguard route I would suggest the archer route. Pretty much the same exact build except for 1st level take the feats Point Blank Shot and Precise Shot. Level 5 take Rapid Shot. Also put the +2 human bonus on dexterity instead of charisma.
theirs a weapon called a net?
damn their is 0.0
1356446852
Gauss
Forum Champion
Tailspin's Bard is wasting some ranks in Bluff, Diplomacy, Intimidate, and Sense Motive. You can get these 2 for 1 by getting Perform Oratory (Diplomacy and Sense Motive) and Perform Comedy (Bluff and Intimidate). You will have to wait until level 2 for Oratory to count and level 6 for Comedy but it is well worth it. I would swap Int and Wisdom, you wont need wisdom much as a bard. Only Perception makes use of it and your Will save will be pretty good.
We had been thinking putting ranks in intimidate could be good with dazzling display, intimidate check to demoralize all foes in 30 ft, followed next round by haunting mists to make them frightened. Follow it up with battlefield control spells and net attacks to prevent the tank from being hit
1356453114
Gauss
Forum Champion
That works, you could go for Perform Comedy at level 2 to cover intimidate. :) The problem is, there is way too many creatures immune to fear. Constructs, Undead, Plants, Ooze, and Vermin. Oh, and Swarms. You can take some feats that will bypass some of this but not all and of course, that requires burning valuable feats for that combo. - Gauss