Dungeons and Dragons Megathread

Speaking of qualifying for improved dirty trick, there's the recent Dirty Fighting feat. It's pretty awesome. No prereqs, you can trade your flanking bonus away to make your combat maneuvers not provoke, and if they already wouldn't provoke for some reason your flanking bonus instead increases to +4. It also counts as having Dex 13, Into 13, Combat Expertise and Improved Unarmed Strike for the purpose of meeting the prereqs of the various improved combat maneuver feats, as well as other feats shown those feat trees.
 
A somewhat heretical thought, go for AoO&Trip? Considering your dex and all that.
my impression is that trip becomes less and less viable at higher levels, what with enemies tending to either get bigger and beefier or being able to fly.

Flying enemies being automatically immune to trip was one of the changes in PF that was dumb, IMO.

it means you basicalky have to retrain your trip feats at high levels, or accept that they are much less applicable and have become very niche.
 
Hm, since I have the totem option now, I'm thinking Beast is a possibility as well. The natural attack means I can stop worrying about off-hand weapon fiddliness, second one boosts my AC, and the third gets Pounce, aka Full Attack on a Charge. Which I gather, is something quite liked.
Beast Totem is so good a lot of GMs outright will not allow you to run it, it's amazing because the AC gained from Beast Totem isn't an enhancement bonus and so stacks with an amulet of natural armor and the aforementioned Full Attack on Charges.
 
A mermaid learning trip is funny ^^ Racial ability: Immune to trip.

Any feat-heavy approach is probably going to get a pass (unless it also benefits ranged), since aside from Power Attack (Barbarians need power attack, right?), I figure I'm going to spend a lot of them on my ranged end, while using rage powers more on melee.

Speaking of qualifying for improved dirty trick, there's the recent Dirty Fighting feat. It's pretty awesome. No prereqs, you can trade your flanking bonus away to make your combat maneuvers not provoke, and if they already wouldn't provoke for some reason your flanking bonus instead increases to +4. It also counts as having Dex 13, Into 13, Combat Expertise and Improved Unarmed Strike for the purpose of meeting the prereqs of the various improved combat maneuver feats, as well as other feats shown those feat trees.

Oh, that's pretty good! That changes aiming for Greater Dirty Trick to 'pff, no, no way am I blowing a precious feat on Combat Expertise,' to 'takes three feats, but they're useful feats, so within the realm of possibly.'

Beast Totem is so good a lot of GMs outright will not allow you to run it, it's amazing because the AC gained from Beast Totem isn't an enhancement bonus and so stacks with an amulet of natural armor and the aforementioned Full Attack on Charges.

Hey, I'm still a physical type and not a spellcaster, I don't think I'm going to break the system ^^

I could always just go no-totems-at-all. Then I could do Auspicious Mark or Reckless Abandon , Superstition route (at least Eater of Magic, maybe Witch Hunter and Spell Sunder), Savage Dirty Trick, Mighty Swing, Come and Get Me, and similar.


Btw, the rest of the party is a Magus-Kensai, a Paladin, a rogue aiming to be a Shadowdancer, a swashbuckler, a cleric focused on healing, an oracle focused on bones & undead stuff, and a Tengu sorcerer. The DM may be splitting us into two subgroups run separately.

And since we're doing Distant Worlds, that's part of why I'm more 'maybe' on Witch Hunter. Like, tribes of four-armed aliens with guns could be a major opponent.

Flipside, so could a society of liches. So it could be wait-and-see ^^
 
Campaign idea I had about a week-ish ago and have steadily (if slowly) padding out: Baldur's Gate! Namely, Misfortunes of Miscreants edition. Lots of people have house-ruled and run / wrote campaigns for playing as the Bhaalspawn or their companions or a parallel-running adventuring group or whatnot. As some of the Chill and Blacktalons? One of the hired thugs out to claim Sarevok's ever increasing bounty (100 in the first few days, climbing all the way up to over 10,000 by the time they first reached the walls of Baldur's Gate?)? Some no-name bandits just joining in on the pickings? One of the various Doppelgänger families to be found on the Coast / in Durlag's Tower? A combination thereof? Go nuts!

The disadvantage of such a game, and one reason I've been... hesitant, to bring it up here on SV, is that it by default infers either an Evil or Evil-leaning Neutral party and "SV + Evil PCs" go about as well together as an open flame and kerosene. That and figuring out how to string the adventure along in the long-term without turning it into an Evil Empire simulator (as, fun as those can sometimes be, there's infinitely better rule systems and settings for such than Forgotten Realms D&D). But short-term? There's oodles of maps readily available, encounters are generally "Plug stats from game into stats for, er, other game", you don't need to delve too heavily into world building at the start (giving more room for the players to establish their own stories without breaking whatever you had planned), etcetera.

Plus, excuse for a monstrous demi-human party in Forgotten Realms D&D. Not many campaigns set in the FR that would be alright with a party composition along the lines of "Human, Hobgoblin, Gnoll, "Human" (Doppelgänger), Half-Orc", but such could work here. Oh. And accounting for the events of SoD and SoA / ToB entirely optional, of course.
 
well, i have been wanting to play a mindspy/cabinet trickster...

oh, wait, what edition?
If I run it any time in the near future? 2E or 5E, since they're by far the easiest of the two to convert BG things to (since PF / 3.5 is where you see things like Int 19 on one person turn into Int 28 but on another Int 17, while in another spot you'll see Dex remain practically stagnant between editions and Strength similarly scales at an increasing-but-alternate scale and so-on). They also, IMO, suit themselves better for the "Levels 1-10ish" level range than either of those.

I'd... possibly nominate 4E too, but: 1) I have literally nil experience with running or playing it (not even intro game session-level experience), 2) It - similar to 3.5 - has a bigger focus on being Big Damn Heroes.
 
So I've been idly looking through the less traditional Pathfinder classes, mostly because I'm once again indulging my muse and having a go at writing a novelisation for adventure paths, and I came across the Skald. Which has suddenly become one of my all-time favourite classes.

If only because there is an allied Halfling Bard in Wrath of the Righteous who is now, in my mind, a Skald. Writing musical inspiration for a story is awkward, but writing vocal inspiration amuses me and is much easier to actually use. Thus she now gets characterized in my mind as a foul-mouthed drill sergeant, which works perfectly for a Skald.

You give your companions a barbarian's rage by questioning their courage and daring them to prove you wrong. You allow them to hustle over long distances with a marching song. You get a Dirge-of-Doom intimidation effect by describing all the horrible things you and your brave lads and lasses are going to do to them. Use Versatile Performance to sub your oratory skills for diplomacy and sense motive, perfecting the fine art of negotiation through constant streams of insults and banter. Hell, at level 14 you can straight up raise the dead by calling them a useless pansy with sufficient levels of vitriol.

The fact that this is all coming from a three foot tall Halfling lady with Strength 6 just makes it even better.
 
Skald is perfect for closet Rage-o-Matics who like to be the face and skill monkey but prefer to bash skulls in as well if need be.
 
IIRC, Paizo's said something along the lines of 'they don't want people to write straight novelisations of their APs'.

Although speaking of APs, I find myself wanting to see if I can get a character in a Rise of the Runelords game. Have a good idea of a character I'd like to play for it.
 
Campaign idea I had about a week-ish ago and have steadily (if slowly) padding out: Baldur's Gate! Namely, Misfortunes of Miscreants edition. Lots of people have house-ruled and run / wrote campaigns for playing as the Bhaalspawn or their companions or a parallel-running adventuring group or whatnot. As some of the Chill and Blacktalons? One of the hired thugs out to claim Sarevok's ever increasing bounty (100 in the first few days, climbing all the way up to over 10,000 by the time they first reached the walls of Baldur's Gate?)? Some no-name bandits just joining in on the pickings? One of the various Doppelgänger families to be found on the Coast / in Durlag's Tower? A combination thereof? Go nuts!

The disadvantage of such a game, and one reason I've been... hesitant, to bring it up here on SV, is that it by default infers either an Evil or Evil-leaning Neutral party and "SV + Evil PCs" go about as well together as an open flame and kerosene. That and figuring out how to string the adventure along in the long-term without turning it into an Evil Empire simulator (as, fun as those can sometimes be, there's infinitely better rule systems and settings for such than Forgotten Realms D&D). But short-term? There's oodles of maps readily available, encounters are generally "Plug stats from game into stats for, er, other game", you don't need to delve too heavily into world building at the start (giving more room for the players to establish their own stories without breaking whatever you had planned), etcetera.

Plus, excuse for a monstrous demi-human party in Forgotten Realms D&D. Not many campaigns set in the FR that would be alright with a party composition along the lines of "Human, Hobgoblin, Gnoll, "Human" (Doppelgänger), Half-Orc", but such could work here. Oh. And accounting for the events of SoD and SoA / ToB entirely optional, of course.

I'm literally begging you, please run this using 2nd Edition. It's been over twenty years... Please.
 
I'm literally begging you, please run this using 2nd Edition. It's been over twenty years... Please.
I'm willing (and hope) to give it a shot, preferably sooner rather than later, but it'd still likely be at least 2-3 weeks out since work has found a way to turn itself chaotic despite no holidays in the immediate future (In three week's I'll be shrinking from a department of three to a department of… three, assuming you count me-myself-and-I). At least on the plus side, if it's AD&D and party starts at Level 1 as I intend, I won't have to worry about being hit with the usual D&D game's "20 Profiles made, 8 show up for game's start, 3 stick around for session / post two."

And as said, long-term planning's the biggest issue. Well, that and how the first session or two more-or-less must be winged since party composition obviously changes things around: Four doppelgängers probably aren't going to be ne'er-do-well bandits for the Black Talons, and a party consisting predominantly of Clerics of Cyric probably wouldn't get along well with Sarevok's acolytes to do business in the Gate.
 
I'm willing (and hope) to give it a shot, preferably sooner rather than later, but it'd still likely be at least 2-3 weeks out since work has found a way to turn itself chaotic despite no holidays in the immediate future (In three week's I'll be shrinking from a department of three to a department of… three, assuming you count me-myself-and-I). At least on the plus side, if it's AD&D and party starts at Level 1 as I intend, I won't have to worry about being hit with the usual D&D game's "20 Profiles made, 8 show up for game's start, 3 stick around for session / post two."

And as said, long-term planning's the biggest issue. Well, that and how the first session or two more-or-less must be winged since party composition obviously changes things around: Four doppelgängers probably aren't going to be ne'er-do-well bandits for the Black Talons, and a party consisting predominantly of Clerics of Cyric probably wouldn't get along well with Sarevok's acolytes to do business in the Gate.

I perfectly understand. Offline takes precedence, and all that. This just gives me plenty of time to craft my character.
 
Err, this may be a odd request but does anyone happen to have stats for any sort of airship or aircraft for pathfinder? I think getting a standard ship and just slapping on air stuff would be lazy.

But if anyone happens to have any sort of rules involving Bi-planes that would be great.

Edit: Found the one pfrs, not all that impressed.
 
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Err, this may be a odd request but does anyone happen to have stats for any sort of airship or aircraft for pathfinder? I think getting a standard ship and just slapping on air stuff would be lazy.
But if anyone happens to have any sort of rules involving Bi-planes that would be great.
Edit: Found the one pfrs, not all that impressed.
You could try porting over the Eberron ones?

Elemental Airship
 
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Err, this may be a odd request but does anyone happen to have stats for any sort of airship or aircraft for pathfinder? I think getting a standard ship and just slapping on air stuff would be lazy.

But if anyone happens to have any sort of rules involving Bi-planes that would be great.

Edit: Found the one pfrs, not all that impressed.

Or use Spelljammers.
 
Ugh, Feats.

There's a lot of unnecessary prereqs there. Like Point Blank Shot being a necessity for most ranged feats- including Precise Shot, the one needed to actually hit things in melee.

Since my Barb is supposed to use gun, I think my first level feat has to be PBS, so my 3rd level feat can be Precise Shot, so I can actually be competent at range at level 3 rather than 6. Which in turn means not starting with power attack!

*Edit* Or it looks like I'll do retraining, which means power attack at 1 and 2, then losing it at 3, and picking it again at 6!
 
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honestly, as a DM i just roll PBS and Precise shot into a single feat.

PBS is just kinda negligible past the very low levels i rarely run at anyway.
 
honestly, as a DM i just roll PBS and Precise shot into a single feat.

PBS is just kinda negligible past the very low levels i rarely run at anyway.

Yea, that seems a sensible way to do it.

With the few number of feats you get in 3.X, tossing in a weak 'for entry' feat at the start like PBD, weapon finesse (which can be a useful feat, but is a prereq for some feats that don't need it), or, worst, dodge, really is a minus to combat feats as a whole.

Meanwhile, metamagic feats almost never put in feat prereqs.
 
Metamagic feats aren't usually specifically stated as a prereq feat, barring the more specific metamagics like Energy Admixture, but that's usually because metamagic feats generally have "Must know at least one other metamagic feat" as a prereq, making the few that don't the equivalent of PBS in the gating feat sense. The spell slot adjustment is also a form of gating for metamagics, as if you don't have a high enough spell slot to use the metamagic, you can't use it, so why take it then? - Helps gate some metamagics until later levels when you have the spell slots to use them effectively
 
Metamagic feats aren't usually specifically stated as a prereq feat, barring the more specific metamagics like Energy Admixture, but that's usually because metamagic feats generally have "Must know at least one other metamagic feat" as a prereq, making the few that don't the equivalent of PBS in the gating feat sense. The spell slot adjustment is also a form of gating for metamagics, as if you don't have a high enough spell slot to use the metamagic, you can't use it, so why take it then? - Helps gate some metamagics until later levels when you have the spell slots to use them effectively

Now that's the type of prerequisite I like.

'Must have at least one other Metamagic' allows you flexibility (and isn't overly common at that), you can decide which path to get there, while 'must know X' ties you in to a specific path. It means You Must Be This Good To Enter.

Making a feat or power explicitly a higher level one is better than slapping on a generic prereq feat which involves using multiple slots.

Scia linked me this sensible article
 
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