How to beat pathfinder at level 5
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Theirs a fun little exploit you can do with pathfinder as a cleric with the animate dead spell.
At level 5 with animate dead you can make a 5 hd zombie for 125 gp, the normal amount of gold that you can have at a cleric at that time is around 10k gold.
Heres the catch though, with the different variant zombie types you can make a magus zombie, give it the cleric class and voila it can cast level 3 spells!
Normally you can only control 4 zombies at 5 hd at this level, which is nice, however now your zombies can also do the same thing. So you have your new cleric zombies make more cleric zombies.
The amount you can make by yourself at level 5 is around 85 zombies, each zombie is controlled by another zombie, and the zombies in control of the other zombies are controlled by you.
With a party of 5 you can make around 340 level 5 evil cleric zombies, arm them with pikes and hide armor and send them into battle no problem.
Also, retarded exploits general
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In 3.5/Pathfinder, would you ever bother putting ranks into Profession for something that was just backstory?
I got into a minor argument with another player in my Pathfinder group. Her character was a slave girl for the drow in her backstory, and thus she had 2 ranks in Profession (Slave Girl).
The player said that she was out of practice, and that the ranks would have otherwise been higher. She said that her character was trained to be a walking computer, and that knowledge of slave etiquette is very important while working for the drow, so being an expert slave is important. I said that it would be better to represent that with knowledge and social skills.
I can assure you that this is not a troll thread, and I am sincerely asking for an opinion here.
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>GMing pathfinder for my friends
>They made me roll attack rolls in the open after they got suspicious of me fudging rolls
>Have them fight a mounted black knight/Blackguard as a boss encounter
>Knight charges the Paladin
>Spirited Charge + Lance makes the damage dice come out to 9d8+36
>Drops paladin from full to dead in one blow
>Knight rides past and wheels around
>Wizard tries to grease area between them.
>Fighter tries to protect wizard, readying an action to strike with his halberd
>Magus readies Shocking Grasp
>Knight charges again
>Horse easily passes reflex save against grease
>Shocking Grasp hits and puts a big chunk of damage into knight, halberd glances off the full plate.
>Charge hits, damage rolls high, puts magus into negatives.
>Wizard casts magic missile
>Knight passes ride check to drop down and use horse as cover
>Fighter readies halberd again
>Knight target fighter for smite good.
>Boosted AC lets him easily block the halberd
>Attack rolls 20 again
>Confirmation is easy as hell with Smite Good
Did I mention this was a 3rd level party?
>Drops fighter instantly
>Wizard casts obscuring mist
>Knight circles around outside the mist
>Wizard casts mount and guns it
>Knight waits for mist to dissipate, then coup de graces the magus
So now my whole group is kind of pissed at the wizard, because they realize in hind sight he should have greased the lance.
Anyways, GM feels and stories.
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- only ten maps, looped endlessly
- Australian outback looks just like Washington State
- the entire world is basically the same 3 types of area: desert, forest, park, city center
- can't choose classes
- everyone speaks American
- niggers everywhere
- nobody from Switzerland, although Belgium and unknown African nations are in it
- soldiers aren't automatically unequipped, if you shelf a soldier, his equipment goes with him, you have to re-select him, if you can find who has what, and then unequip him, unselect him, and get the guy you want and give him the stuff
Still loved the game and hope a sequel is coming, as well as other similar games.
>40k xcom style, yes
>we need more aliens and a better plot, fucking hated xcom's twist
>need more discovery channel stuff about aliens and their culture, now that I found them all, not so motivated to go fight
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Thinking of doing a bit of a social experiment with my players. I've always liked X-Men but fealt it was an unrealistic potrayal. Why should we sympathize with the guys who can move mountains and mindfuck us at will? They have every reason to be hated and feared. We don't even want citizens having assault rifles, let alone super powers.
But not only would that be explored of "normal fuck-ups with super powers" but even within that edium, unequally. Creating bitterness, hostility, fear, and maybe switching sides.
>System: D20 modern with a toughness check instead of HP.
>Attributes are 3d10 best 2 six times put wherever you want. Starting level 1.
>Players must roll a d10 for their super power. (10=0 level spell) And can cast this super power as a spell-like ability. They must choose a spell in normal D&D based on the dice roll's appropriate level.
>Caster level is 2d10+key stat modifier. Key stat modifier is determined by a d3. (Intelligence, Wisdom, or Charisma)
>Here's the kicker... the players roll for key stat, caster-level, spell-like AFTER they've made their character as though they were a normal human. Thereby cannot build around it.
Good idea? Terrible idea?