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noob lookking for a dm for pathfinder

it is only two feats, if we come across something like that he can always resort to spellcasting and nets, I can't imagine how many times I would have loved to have slowed up a construct a bit. Also can perform comedy be used often? I thought it was rather limited by uses per day while display can be used every round theoretically if the opponent isn't shaken the first time, or to extend the duration.
1356456579
Gauss
Forum Champion
Perform Comedy by itself is nothing. But on a Bard it can do interesting things. Versatile Performance allows the bard to choose a perform skill and use that skill in place of two other skills. In the case of Comedy it is used for Bluff and Intimidate. How it works: I am a level 2 bard with 2 ranks in Comedy. I have zero ranks in either Bluff or Intimidate. I want to bluff someone, instead of rolling bluff I roll comedy. I apply all comedy bonuses normally. I can do this all day long as if it were bluff. It is a way to save ranks. It also has the advantage that for certain skills it effectively replaces that skill's ability score modifier with a charisma modifier. Example: Perform Dance can be used in place of Acrobatics. Lets assume I have a 14dex and a 18charisma. I need to make an acrobatics check. I can either roll Perform Dance (with my +4charisma bonus) or I can roll Acrobatics (with my +2dex bonus). Ill roll Perform Dance. Of course, you can only choose one perform skill at level 2 to do this with. You get another perform skill at level 6, 10, 14, and 18. So at level 2 my bard gains the ability to use Perform Oratory in place of Diplomacy and Sense Motive. At level 6 I gain the ability to use Perform Comedy in place of Bluff and Intimidate. At level 10 I choose another Perform skill At level 14 and 18 each I choose another Perform skill. For an intimidate build you could select the following: Keyboard (Diplomacy and Intimidate), Comedy (Bluff and Intimidate), or Percussion (Handle Animal and Intimidate). If you want Diplomacy asap I would suggest Keyboard.
thanks for explaining that, the way I was reading it it could only be used 4+charisma modifier times per day
1356459081
Gauss
Forum Champion
No, that is Bardic Performance a completely different ability. Perform (the skill) can be used as much as you want just like other skills. Bardic Performance: 4+charisma+2*level. Can be used for various magical effects. Two of those effects (Countersong and Distraction) also require Perform skill checks. However, Countersong and Distraction are rarely ever used so don't feel too bad if you do not take a Perform skill that allows you to use Countersong or Distraction. Perform Skill: you take ranks in this like any other skill. Versatile Performance: allows you to take a Perform skill (such as Perform Oratory) and use it in place of other skills. Summary of how to run a Bard: Choose skills VERY carefully. If you can you should put 1 rank in every 'monster' knowledge skill every other level. Your Bard bonus will keep you up to speed on the rest. You should put 1 rank in every 'non-monster' knowledge skill just to get the class bonus. Your Bard bonus will be fine after that. Grab the feat Lingering Performance as soon as you can. It changes the amount of Bardic Performance used from 1round used per round of effect down to 1round used per 3rounds of effect. Note: this requires you to start the performance every 3 rounds. Inspire Courage...a lot. This is your bread and butter. But, dont just hang back and do nothing. You are a medium attack class. Support the rest with your own attacks. Since you are not built for damage see what other interesting things you can do. Trip, Aid Another, etc are all great ideas. Archery is a good way for you to dish out damage that is on par with others. Unfortunately, Archery is a heavy feat expenditure. Spells, your spells are good but anything that requires a saving throw will eventually suck. You just cannot keep up with the save DCs of the other main spellcasters. When you are casting 3rd and 4th level spells the full classes are casting 4th and 5th level spells (+1DC over your spells). When you are casting 5th level spells they are casting 7th level spells (+2DC over your spells). When you are casting 6th level spells they are casting 8th and 9th level spells (+2 or +3DC over yours). Ultimately, creatures will save more often against your spells. Because of this, use buff spells more than debuff spells. Anything where the enemy is not rolling a saving throw. Alternately, take spell focus feats to help. My bards focus on buffing, some battlefield control, and either archery or 'tricks' to help the group out. Your intimidate idea is good IF you are in a humanoid heavy campaign. Any campaign where you are facing a lot of creatures that are resistant or immune to fear is a problem. - Gauss
1356459359
Gauss
Forum Champion
To show the problem of a demoralize build here you go: Demoralize will not work well against many monsters even if they are not immune to fear. The reason is that most monsters have a lot more Hit Dice than PCs. The DC is based on Hit Dice. Bards are feat poor so spending even 2 feats to pull off something that may not work well is too many. Too many things to do and not enough feats to do it with. Make absolutely sure such a build will be useful in the campaign before wasting two feats on it. Every feat a bard spends on something like this is a feat the bard cannot spend on other things. So as an example lets find out if you can demoralize a Dire Tiger at level 8 and then make it frightened. Example: a Dire Tiger (CR8) is an equal battle for four level 8 PCs. A bard trying to demoralize the Dire Tiger will have a bonus of about +16 (8ranks+3class+5charisma). The DC is 25 (10+14(hitdice)+1(wisdom)). Roll required: 8+. A 65% chance of success which is not bad but not great. The odds of demoralizing it for 2rounds is 40%. 3rounds is 15%. You cannot demoralize it for 4 rounds. Haunting Mists odds: DC17 (10+2(level)+5(charisma)-2(shaken)). Dire Tiger needs a 14 to save (65% chance of it working). Round 1: Demoralize (65% chance of this working) Round 2: Cast your spell to make it more scared. IF you beat the DC by +5 AND the tiger failed the spell's Will save then it is now Frightened. Chance of success: 0.40*0.65 = 26% chance of this working. Round 3: Due to the mists you cannot demoralize the Dire Tiger again unless you are adjacent to it. The Frightened effect from Demoralize wears off and now it is just shaken due to the Haunting Mists. Note: there is a 0.15*0.65= 9.75% chance it is still frightened (Demoralized from round 1 and failed the save against Haunting Mists). This is against an equal level fight. Against a higher CR fight the bard will have a much harder time using Demoralize at all. Im not saying this could not be a fun build, I am saying it is A LOT harder to pull off demoralizing builds than you may realize. You need another feat to really try to pull this off, Skill Focus. That will add a 15% (or 30%) boost to demoralize. - Gauss
I see,but if it is based on it dice couldn't items help as well, items of performance and charisma? by eighth level you could probably have a number of those. For some reason it seems like more fun of a build than just a basic combat one. Two things stand out to me about that calculation are that I am wondering if it considers the -2 penalty to saves the tiger has from being shaken the first time, and that it doesn't account for the 30-50ft. radius. Admittedly it is probably better to use spells, buffs, and entangle against a high level lone boss, but against a horde of lower level creatures you could have that 22%+ chance several times with a number of the remainder being shaken for the rest of the party to finish off.
1356461049
Gauss
Forum Champion
You are right, I did it quick and failed to factor in the -2save. Corrected. The rub is that you dont need this for hordes of low level mooks. Why waste the feats on guys that your fighter can kill in a blow or two? Low level mooks wont be able to hit the fighter much if at all. The medium BAB combatants in the group (Bard, Cleric, etc) can also handle the low level mooks without much problem (fight defensively if they have to while the Fighter cleans house). Charisma boosts were already factored in. At level 1 most people start off with a +3 or +4 charisma. By level 8 that is a +5 or +6 (rarely a +6 or +7). In any case, for every +1 you get +5% chance of both Demoralize and spell save DCs. The charisma numbers: 18charisma, +2from levels, +2magic item = 22 (+6). A +4 magic item (24charisma, +7bonus) is possible but it would cost half of your wealth at level 8. For that all important second round a +6charisma would give you: 0.45*0.70 = 31.5% chance. A +7 would be 0.50*0.75 = 37.5% Depending on how easy your GM is you can buy a +5 performance (or intimidate) booster for 2,500gp. But, there is no such item currently in the game that I can find. There are some that have other powers but they are vastly more expensive (Judges Wig is almost 60,000gp).
so... what should parappa have again? i am lost
1356462318
Gauss
Forum Champion
Tailspin, the summary is: Demoralize will work against a lot of small creatures but it will not be required since you can just kill them without too much difficulty. Against buffer creatures Demoralize will have much smaller odds of working. It may not be worth a couple feats to try this. IF you are going to use this check with your GM to make sure it is the right sort of campaign. Any campaign that is heavy with undead, vermin, constructs, etc is not the right sort. Also see if your GM will allow a custom magic item that gives you a +5 skill bonus to either Intimidate or the performance skill you are using in place of Intimidate. That magic item should cost 2500gp (5,000gp for a slotless item). If the GM says 'no it isn't in the book.' then I would not play a demoralizing character in that campaign. - Gauss
mind explaining the preform thing a bit more? i am so lost
also, i can't find bodyguard on the list of feats
1356463448
Gauss
Forum Champion
Bardic Performance: a group of magical abilities you have. Perform skill: a skill just like acrobatics, perception, etc. except it has a bunch of subskills (like knowledge does). Bardic Performance and the Perform skill do not have much to do with each other. Two specific Bardic Performances require a perform skill check but they are not a big deal. A Bard (and only a bard) can use a Perform check in place of other skills. This is called Versatile Performance and a Bard gets it at level 2. If you want to use Diplomacy or Sense Motive and you have Versatile Performance: Oratory you can make a Performance Oratory check instead of a Diplomacy or Sense Motive check.
1356463490
Gauss
Forum Champion
Bodyguard: <a href="http://paizo.com/pathfinderRPG/prd/advanced/advancedFeats.html" rel="nofollow">http://paizo.com/pathfinderRPG/prd/advanced/advancedFeats.html</a> It is in the Advanced Players Guide
that explains the body guard thing... so... what do i do with skills staring out?
1356463688
Gauss
Forum Champion
It depends on what you want. Bards are a rather complicated class.
yup... why do i always pick the most complex stuff as my first or second choice? anyways i feel best as a support person. also, i am a bit more interested in out of battle skills then in battle, well with parappa anyways.
1356467229
Gauss
Forum Champion
Then do not play a Bard. Bards are not 'support' the way you think of them. Really, a transmuter wizard might be 'support' the way you think. Or a healbot cleric (ugh, a waste). If you have a medium or full base attack progression, you are a combatant. If you have a poor attack progression, you are not. Now, you can build towards other things but really...this game is about combat, control, and post combat recovery. Outside of combat you have skills. Inside of combat you should be useful.
maybe i should rephrase that...if i can find the words. i never said i would be not attacking.i just... i can't find words.
anyways how would you run a bard?
1356468712
Gauss
Forum Champion
I posted how I would run a bard. Two versions of it in fact. :) Check page 10.
um, how do you many bonus languages does parappa get again? it has something to do with int, but the book isn't vary specific.
1356472802
Gauss
Forum Champion
The book is quite specific. You get one bonus language for each point of intelligence bonus, page 17 under intelligence. What you may spend those points on is dependent upon what race you are. In the race section it lists what languages you can buy. For those races that can buy any language see page 101-102.
i see, i am not exactly competent in this book yet.
1356472896
Gauss
Forum Champion
No worries. But rather than blaming the book you could state that you just couldn't find it. :)
Hey so I just looked at this.. a lot of stuff going on here, I'm sure you've got lots of offers but did you need another player? Pretty experienced on tabletop and pathfinder, so hopefully I could help out with the questions. I'm logging off for the night but if that's possible don't hesitate to let me know.
1356473171
Gauss
Forum Champion
Talieson, thanks for the offer. They have 5players together so I think we are good. Feel free to chime in with any information of course. This is a short term game, maybe 3 sessions (a short adventure). I am not GMing this game long term as I have 4 other games to GM/play normally. :) - Gauss
Hey gauss, could I grab some silken ceremonial armor from eastern armor? No spell failure chance or max dex for a +1 armor bonus. I can afford it with the money I save from not needing a finesse-able weapon and a scimitar. Just not sure if eastern armor is a source you would want in this game since you were trying to keep it simple and I couldn't tell where it was from exactly. I believe it is OGC though. I apologize for the late edit, I was just toying around with trying to beat a full plate paladin on AC without losing casting or speed and came across this. I would love to see the look on the paladin's face when I have a higher armor class than he does in a couple levels.
1356482986
Gauss
Forum Champion
Yes. I use western variants if people dont like eastern flavor.
alright, if people would prefer to keep it western that's fine by me. Probably fits with my character more anyways, some sort of fencing jacket or something instead of ceremonial armor.
1356483839
Gauss
Forum Champion
Sounds fine.
I'll most likely be a.f.k. for the next 25 hours, just thought I should tell you.
kk
hmmm im prob gonna go with a cleric next game
hmmm where do you find the components for spells ex the v and s along with silver dust
and now theirs something called hd >.> theirs so much more to figure out -.-
from the looks of it ill prob be following erastil and iomedae
in short for spell component what does the v s df stand for what does hd stand for and where do you get items like silver dust and fire flys
nvm bout the v s df thing i found it
nvm figured it out spell compound pouch
um... is this right? not sure about how to handle the whole multiple preform types so i want to make sure i handled it right. <a href="http://www.myth-weavers.com/sheetview.php?sheetid=488652" rel="nofollow">http://www.myth-weavers.com/sheetview.php?sheetid=488652</a>
1356533123
Gauss
Forum Champion
Flame: most of the information on how magic works can be found here: <a href="http://paizo.com/pathfinderRPG/prd/magic.html" rel="nofollow">http://paizo.com/pathfinderRPG/prd/magic.html</a> Each spell has in it's spell description what components it uses. Clerics only serve one god although they may be polite to others. So choose either Erastil OR Iomedae as your god to serve. HD = Hit Dice. At level 1 you have 1 hit die. Hit Dice are the things you roll to see how many hitpoints you get per level. Spell Component pouches only contain material components that do not have a cost listed. Silver Dust has a cost listed. You have to pay that cost and have the amount of silver dust you carry listed. Example: If you have 25gp of silver dust you list it like this: Silver Dust (25gp worth). That is enough silver dust to cast Bless Water once. Fireflies do not have a cost, they are assumed to be in the Spell Component pouch. - Gauss
kk ty
yeah got the domain thing confused thought that you pick a god for each of the 2 domains you get
wow its scary how much harder only having 1 god makes this
1356534680
Gauss
Forum Champion
Tailspin: the HPs are incorrect. You should have 8+1(Con) = 9hps You cannot use a shield if you use a Longspear. I would go with Studded Leather to start out with. Skills: I would choose the following knowledge skills at level 1: Local, Nature, Arcana At level 2 choose the following knowledge skills: Dungeoneering, Planes, Religion At level 3 put the same skills you put in at level 1. At level 4 put the same skills as level 2. Keep alternating like that. For the 4 remaining knowledge skills each level put a rank in one of the following (that you have not yet put a rank in): History, Engineering, Geography, Nobility. Example: 1st level History, 2nd level Engineering, 3rd level Geography, 4th level Nobility. After you have a rank in each of the 4 remaining knowledge skills you can either put ranks in some other skill or rotate which of the 4 remaining knowledge skills gets a point. I would put ranks in other skills. Looks good. At level 2 choose which Perform skill (Oratory or Comedy) you are going to be Versatile with. I suggest Oratory first. You still have a skill point to spend (6+2int+1human =9). I would spend it on the skill Spellcraft. Spellcraft is used for a great many things. You still have a favored class point to spend. Either Human or Skill point is good. Equipment: You are WAY overweight. Lose some weight. You need 1 net, 2sacks (1/2 lb each, not 1lb each), you do not need rope, leave that to someone else. You do not need a pole, you have a longspear, you do not need 60arrows. 20 is fine. Spells: You need to list how many spells of each level you currently know. It should be 4 zeros and 2 firsts. You need to list your spell DCs and your spells per day. Currently your DCs are 13 (zero level) and 14 (first level). Your spells per day are: unlimited for zero and 1 + 1 bonus for first. Spell selection: Read Magic is needed early on in order to read scrolls (when your spellcraft skill is not high enough to do so reliably). Detect magic should be on your list. This spell is used all the time, it also helps identify magic items. Open/Close is a VERY useful spell if the door is not locked or stuck (or too heavy). You open the door saves the fighter an action. Light should be a gimme also. It saves you from having to carry a torch. Cure Light Wounds is a good first level. Grease is a VERY awesome spell. Things it can do: help an ally from being grappled or to get out of a grapple. Control a 10x10 foot square by making it too slippery to walk through, make an enemies' weapon too greasy to hold. This spell should be in your spell list. It has usefulness for your entire adventuring career. Even at level 20 a level 1 Grease spell is useful. Some other good spells: Sleep (great early on in campaigns against humanoids) Silent image (depends on how GMs run illusions, check with your GM) Hideous Laughter (good early spell, gets weak later) Expeditious Retreat (who wouldnt want to move faster?) Disguise Self (good social spell) - Gauss
1356536153
Gauss
Forum Champion
Regarding the equipment: if you have the following equipment you are fine on weight: Backback (2lbs) Waterskin (4lbs) Rations (7, 7lbs) Sacks (2, 1lb total) Arrows (20, 3lbs) Shortbow (2lbs) Longspear (9lbs) Studded Leather (25lbs) Spell Component Pouch (2lbs) Torch (2, 2lbs) (dont need this if you have the light spell) Flint and Steel (0lbs) Total: 57lbs. Note: that assumes the GM does not count clothing as weight. If he does, well, wear peasant clothes (2lbs) and drop the torches. BTW, weight matters more than just 'how fast do you move'. It also affects your armor check penalty and maximum dex. If you are wearing light armor but carrying a medium load your speed is 20', your max dex is +3 and your armor check penalty (ACP) is -3.
<a href="http://www.myth-weavers.com/sheetview.php?sheetid=488652" rel="nofollow">http://www.myth-weavers.com/sheetview.php?sheetid=488652</a> this okay?
1356541717
Gauss
Forum Champion
You are still overweight by 3lbs (Your Longspear weighs 9, you did not include that). Spells known: 1st level you know 2 spells. You still have a favored class point to spend. Also, you have 3 languages to choose (in addition to common). 2 from intelligence and 1 from linguistics. - Gauss
just looked,why were the nets still there? <a href="http://www.myth-weavers.com/sheetview.php?sheetid=488652" rel="nofollow">http://www.myth-weavers.com/sheetview.php?sheetid=488652</a>
You fellows seem to have a campaign going, why don't you use the Campaign Discussion for your chatting, that is what it's for. This is for folks looking for Games or Posting games to join, it's really not for an open game chat, that's what the Campaign discussion is for. Not trying to be a jerk here, just a request.