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Messages - Jimmy

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1006
Pathfinder Question: I've got a Fire Kineticist planned as the big boss for the next adventure/dungeon planned for my party. They've just hit level 3, and it's a level 6 monster, meaning CR 5. My big concern is that it has a +11 to hit vs. touch AC, and deals 3d6+12 damage. Do you think that's too much for a party of low level characters? I know the party Kineticist has over 40 hp, so he'll probably be the target most of the time, and hopefully someone plans to pack energy resistance for the day. A natural 20 roll would just about guarantee character death, though.

1007
General Discussion / Re: Drunk Thread -(Awesome Thread)-
« on: July 16, 2016, 06:34:49 am »
I'm halfway through Dry July! Feeling pretty good with myself, but still can't wait to finish. Hope everyone else is enjoying themselves for me!

1008
General Discussion / Re: Tabletop Games Thread
« on: July 14, 2016, 08:40:40 am »
Found it! Reposted below for my own reference.

Challenge: Build an optimized ranged combat character using nothing but the PHB and DMG.

Power level: Tier 3. No game breaking abilities, dies if stupid, but has a few tricks to keep things interesting.
Good at: Ranged Weapon Combat, Two Weapon Fighting, Stealth, Reflex and Will Saves, Concealment Bonuses
Bad at: Will Saves, Rogue Skills (unless investing high Int in stats), Social Encounters

Build Breakdown:

Spoiler (click to show/hide)

1009
General Discussion / Re: Tabletop Games Thread
« on: July 14, 2016, 08:21:24 am »
One of my favourite builds in 3.5e was an archery based build that progressed as Rogue x1/Fighter x2/Ranger x2/Assassin x2/Shadowdancer x4/Horizon Walker x1/Assassin x3/Eldritch Knight x5. It was an absolute monster at shooting stuff, and not much else.

1010
Scenario: Adventurers arrive at isolated seaside/swamp/deep woods village. Everyone in whole village greets them as "Hello Stranger!" in your creepiest DM voice. Anyone not from the village gets called Stranger, no matter how often or how hard they try to tell them their names. The villagers regularly violate common unwritten rules of social interaction: they reach out and touch your face when talking to you, every time you go to the out-house someone tries to accompany you to 'help', people eating things not made to be eaten, stopping suddenly and walking away halfway though speaking, random outbursts of song, laughter, poetry or crying, performing actions usually done indoors in public outdoor areas, etc. Possibly describe a baby's crying in the background at several times, only to stop describing it later, then have one of your PCs realise it's stopped.

The reason they're here is up to you. Perhaps they're supposed to meet someone here and they're not showing up until a few days. They might be someone they're supposed to protect, or someone they're supposed to kill. However it's clear nothing's right in this village, and unless they want to get murdered in their sleep they'd best get to the bottom of it. Ideas for the source include enchantment school spells such as Dominate Person that leave normal people as robotic minions, or insanity producing monsters such as many aberrations. Depends on the level of your party as to why the village is acting this way, and therefore how you expect the group to attempt to solve it.

Personally, I don't find much fun in a simple "Go here, kill cultists" mission. Doesn't give nearly as much roleplaying potential as a good mystery. If you're gonna give them a simple target like that, you may as well just make it "Generic Fantasy Dungeon Crawl #96" and let them roll their initiative for each room of inexplicably placed monsters.

1011
Nobody's ever boycotting chinese goods. For starters, many cheap consumer goods are manufactured with cheap chinese labour, and second, China holds a lot of other country's debts.

1012
General Discussion / Re: Tabletop Games Thread
« on: July 11, 2016, 07:30:59 am »
I don't have a problem with my gold dice. If anything I prefer them over the plastic kind, since their weight means they don't bounce off the table as easily. Mine thud with the ominous weight of rocks falling and everyone dying, whereas my players' plastic dice bounce off the table like their attacks off the monsters' AC.

1013
General Discussion / Re: Tabletop Games Thread
« on: July 10, 2016, 03:56:42 am »
Our group is strictly pencil and paper at our table, with technology only permitted to answer rules questions or look up items. It's also a point of friendly rivalry to see who has the best bling-bling dice at the table. Several of my group back a few Kickstarters for tricked out metal dice too, and are expecting to get their phat lootz soon-ish. My set of golden brass dice make a nice thud whenever I roll them too, and my players hate my d20 for the seemingly cruel tendency it has of rolling quite high results.

1014
It's a good time to be a drug dealer. Problems with cops? Shoot them, plant some drugs on the corpse, boom! Instant justification for their execution.

1015
General Discussion / Re: Tabletop Games Thread
« on: July 05, 2016, 05:09:55 am »
Been checking out Raging Swan's GM's Miscellany series. So far I'm loving Wilderness Dressing and Urban Dressing. Can't wait to check out Dungeon Dressing tomorrow. I'm a sucker for adding flavor text and noncombat encounters to my game, and this really scratches that itch and cuts down on prep time each week.

1016
General Discussion / Re: Tabletop Games Thread
« on: July 04, 2016, 05:32:41 am »
I have a sheet of first and last names organised roughly by race, and also a generic list of business names for random taverns, shops and so forth. The rest I just make up on the spot. For example, the last time I needed a name was for an NPC gnome alchemist, who ended up being called Tanstaafl Dilligaf.

1017
As someone who works in healthcare, don't be so fast to dismiss it. The PBS is slowly being eroded to nothing already, and I doubt Medicare will last long either. An ageing population and increasing life expectancy means big costs in the future for healthcare.

1018
General Discussion / Re: Tabletop Games Thread
« on: July 02, 2016, 03:04:31 am »
Argh sorry, I thought I said.  30 points.

I can probably convince him to take spell-like-abilities, but it'll be a bit tough.
Mostly I think he wants to play a strong melee character with long reach, but also some options, and probably he wants at least *some* ability to negotiate with people.  As a player he's damn good at that.
In that case, +2 Strength, Dexterity and Constitution for 12 points, Lesser Lucky, Flight and See in Darkness to take you up to 22 points, then a greater and a lesser spell-like ability and 2 RP to spend wherever you want, such as +1 natural armor or Shadow Resistance to gain cold and electricity resistance 5. Or swap the lesser SLA for a second greater instead. Seriously, what other thing can you take that equals gaining low-light vision, darkvision 60 feet, DR 10/evil, immunity to acid, cold, and petrification, resistance to electricity and fire 10, a +4 racial bonus on saves against poison, protective aura and truespeech as supernatural abilities, a +2 deflection bonus to AC and a +2 resistance bonus on saves against evil creatures, grant all your weapons the ability to bypass DR/good, and a fly speed of 60 feet with good maneuverability for one minute per level once per day? Or hell, just the ability to cast Teleport 1/day as a SLA (4th level Summoner spell) can save your damned bacon pretty often.

1019
General Discussion / Re: Tabletop Games Thread
« on: July 01, 2016, 09:15:10 pm »
Minmaxers... Unite?
Pathfinder players, I need help for my brother.
He's going to be playing a game (I'm not in) in which the DM is challenging players to create strange, wild, potentially OP characters using the Race Builder rules.
The idea is to go hog wild and find advantages.

As a starting point, he wants to play a strong character.  Probably a plant.  He considered minotaur, but it's a bit "overplayed".  So some manner of treant...  I assume with high reach, because apparently that's cheap as hell, but I don't know pathfinder at all.

He's also looking at Rock Throwing which seems pretty great for a strong slow character.

We were talking about Ent, but I think he was hoping for something even more unusual.  Remember, the DM is specifically looking for oddball stuff.

(thanks that update Sergius, how has it been going since then?  I hope it's working out)

How many racial points does he get? What class does he want to play? What level are we starting at? What amount of magical items does he have access to? Does it include custom items? Can't properly min-max without this info.

Personally I'd drop the Large size idea, since getting that is as simple as drinking a potion of Enlarge Person. You want to ideally pick stuff that isn't offered by any other easily accessed spell or ability, and will apply to almost all situations.

As an example, here's a compilation of stuff I'd put on my shortlist of must haves:

Lucky, Lesser (2 RP) - Flat +1 on all saves that stacks with everything and can't be bought
Spell-Like Ability, Lesser (1-2 RP) - Gain a 1/day spell from any first or second level list. Creativity is key here, but focus on stuff you can't get in potion form, like the Shield spell.
Spell-Like Ability, Greater (3-4 RP) - Gain a 1/day spell from any third or fourth level list. As above, but gets incredibly good when you consider options from the Paladin list like Greater Angelic Aspect or Holy Sword, as well as stuff like being able to cast Stoneskin or Restoration without a material component cost. Creativity is rewarded with this.
Flight (4 RP) - Having flight is an automatic win against some types of enemies, especially at low levels. Worth the cost, though not more than once.
See in Darkness (4 RP) - Screw light and concealment, this means you never have to worry about vision based troubles again, though watch out for invisibility.

Finally, all the stat increase options are good, but my favourites are Dexterity and Constitution, plus the caster stat if you're playing some form of spellcaster or Strength if you're playing a melee character. +2 Dexterity is equal to +1 initiative, +1 AC, +1 reflex saves and +1 on a bunch of skills, and so it's always a good investment. More Constitution is always a good thing, and then you put your final +2 into the stat that matters most to your character role, be it weapon damage or spell saving throw DC.

1020
It's vote day Australia. All hail the new Bullet Train for Australia party to power!

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