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Cass_Ponderovian's page
100 posts. No reviews. No lists. No wishlists.
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The campaign will have all sorts of magic characters, but this battle shouldn't involve wizards, sorcs, oracles, witches, or clerics.
@wraithstrike- The campaign is in development stages right not, so there isn't a party yet.
@Lobo- I'm a little wary of full-spellcasters for this battle for story reasons. I wanna go a little more martial.
I'm trying to set up a final battle for a campaign I'll be running and Have decided so far that the fight will include a Magus/Duelist for DPS, a Battle Herald/stalwart defender for Buffing and the ability to keepthose behind him safe. The Magus will run out in front and fight while the BH buffs. What I'm now trying to figure out is what the NPCs behind the BH will be. Any Ideas? The Characters will be LVL 20.
So I'm making a Kensei Magus and was wondering what people thought is a better stat to focus on: Strength or Dexterity?
If I give myself high strength the Int to AC bonus supplements my AC and I can use any weapon I choose (Like a reach weapon to focus on AoOs or a falcata to get the crit range up).
However if I have Dexterity as my main stat, I'll have a massive AC, Initiative, and reflex save.
What would you all do?
I should also say that this would be for a major boss of a campaign I'd be running so It'd probably be at lvl 20 (or higher depending on the party).
It looks like if I take heavens then I get 2 illusions from the mystery by level 4, and I can take silence, so I would qualify. It seem like that's the only/quickest way of doing it as an oracle.
Are there even enough illusions on the oracle list?
Hello all,
I am looking into the veiled illusionist PRC and I want to try it out, but am not sure to to get started. I think I want to focus on shadow conjuration and shadow evocation spells to give me massive versatility. I'm thinking a gnomish oracle (because of the free illusion spells from the wizard/sorc list seem more effective on a divine class). What mystery or revelations would work well with Illusion spells?
Am I going the wrong direction with the PRC? Should I maybe just stick to wizard or sorcerer?
I built a alchemist named bombshot who focuses on the explosive missile discovery.
I'm thinking an Arcane Archer would be a good hero too. Zen archer/empyreal Sorc maybe. Heaven's Arrow.
Hello all.
I am designing a game (using paizo books) that is essentially going to be set in modern times, but will feature a war amongst various super heroes. The Pc's will start as people just discovering their powers and find their way into a world of deceit and power. So my challenge to you is giving me as many ideas for heroes or villains as possible. All races and books are viable although I'd like as many to be human as possible.
My concepts so far are:
Mr. X and Minion Man: A lvl 15 Vivesectionist/Kensei/Arcane Trickster and a Lvl 15 Arcane deulist
The King of Men: An Imperious Sorcerer
The Club Of Darkness: Avatars of the 4 Horsemen (with the added twist that pestilence, famine, and war discovered a way to actually enslave death who is a lvl 20 Advanced Lich Cleric)
Mustache Man: White-Haired Witch
Thanks in advance for any ideas! Have fun!

Dragonchess Player wrote: As others have stated, the horsemen themselves should probably be at least in the nascent outsider lord (CR 21-25) range, if not demigods (CR 26+). However, a group of mortal/undead emissaries based on the horsemen's portfolios might look like:
Death - I'm having a hard time seeing anything other than a cleric (undead lord). Use the Corpse Companion feature for an undead mount and concentrate on Channel Energy and death magic.
Famine - Witch (Death patron) makes the most sense, as previously mentioned; Blight hex (also Poison Steep, Cook People, and a re-skinned Hoarfrost called "Wasting" as a negative energy effect), putrefy food and drink, feast of ashes, cup of dust, etc. Improved Familiar (Stirge) would also be thematic (as would dhamphir for the race; Fangs and possibly Vampiric Empathy alternate racial traits); possibly a couple levels of alchemist (internal alchemist, vivisectionist) to pick up some additional abilities and the Tumor Familiar discovery.
Pestilence - As also mentioned, druid (blight druid) makes the most sense; concentrate on disease magic (most of which druids have on their spell list). A slight tweak to grant a vermin companion (giant scorpion) gives a nasty mount (especially with the plague carrier spell).
War - I agree as well with oracle (Battle mystery); Battlecry, Iron Skin, Resiliency, Skill at Arms, Surprising Charge, War Sight, and Weapon Mastery are all good revelation choices. The Haunted curse can work, as can Lame (possibly why the character's mounted?); concentrate on self-buffing and mass buffs/debuffs.
I like these ideas, but my problem is that I don't want to make them all casters. In the campaign these won't be actual horsemen, just people recruited by a cult to represent them and spread evil based on their powers (except death. Death is actually death, a TN powerhouse that has been bound and forced to stay with the other horsemen avatars).
That being said I have already built everything except death and if I can't think of anything more exciting, I'll be making some sort of a cleric.
I really would prefer for Death not to be a necromancer because I feel as if death and undeath are two different things. Undeath is clearly evil, and in my universe death is Neutral and given the task to control the other horsemen.
Back on Topic, I have war built as a half-giant Barbarian that does high DPR and pestilence as a Sorc with the pestilence Bloodline that focuses on De-buffs(primarily sicken). I just need to figure out Famine and death. For famine I could consider a blight druid, but it seems mechanically weak and I rather have several abilities fit the theme of environmental destruction rather than just one or two. Any suggestions? Keep in mind that this needs to serve as a balanced challenge to a party, so a ton of arcane casting won't cut it.
The way I'm designing it death will be true neutral and the other 3 will be CE. I'm trying to figure out a good way to represent death and not evil (I don't want to do undead stuff with it).
@vamptastic: They're really more just representations of the ideals of the horsemen instead of the actual horsemen.
I'm also considering making war into a battle herald.
I want to design the 4 horsemen of the Apocalypse, for a campaign I may fun in the future, But I'm having trouble deciding on classes. Famine, pestilence, and war will all be lv. 6 and death will be level 8. I'm pretty set that war should be a martial type (probably barbarian) and Famine should be a monk with the vow of fasting. I'm having trouble deciding on death and pestilence. Clearly pestilence should have disease inducing powers (although if need be it can just be a de-buffer that induces status effects re-packaged as diseases.)
So what I'm thinking is:
1. Pestilence is an anti-paladin who focuses on touch of corruption and death would be a undead sorc (this is the choice of last resort as I don't think it will be very strong and the horsemen will level alongside the party and be the Big Bad after several fights.)
2. Death is an Anti-Paladin and Pestilence is a ???
All Paizo material is allowed and the characters don't need to have a mount (even thought they're horsemen)
Just play an inquisitor of a chaotic deity.
Take archery and get Precise shot and many shot without the pre-reqs.
I assume this has been covered before, but I can't find an answer. Is there a way to get proficiency in a Paladin's God's favored weapon? I want the the option of using a bastard sword one handed for example.
Just take the Arcane Accuracy arcana. It'll add int to hit and you'll rarely miss. I built an Alchemist/Magus/AT and I hit on the first attack always and made the rest a significant amount of the time. its an amazing damage dealing formula.
If you go vivesectionist, you can take levels in arcane trickster.
A switch hitting skirmisher ranger looks fun as well.
I'll play a healer if no one else wants to.
I'm thinking of Going barbarian all the way to 20. I'll take Stalwart at 5 giving me high DR/-. Then I'll probably focus on sundering and high damage with a THW.
I'm thinking of starting as a Half-Orc Lore Warden 2/ Invulnerable Rager 1.
My feats by level 3 are:
1.Endurance (via shaman's apprentice racial trait)
1.EWP (Whip) (via City-raised Racial trait, no mechanical benefit, but I already hav falcion and greataxe proficiency)
1.Power Attack
1.Diehard (Fighter Bonus)
2.Combat Expertise (via Lore Warden)
2.Improved Sunder(fighter Bonus)
3.Destroyer's blessing (not 100% sold, but extra rage is nice early on)
Ultimately I want to take the stalwart feats and Come and Get Me.
Repeating crossbows are allowed
Psion-Psycho wrote: Btw the game seems like its set up like the anime Sword Art Online. That was indeed the idea behind the campaign.
How does everyone feel about a cavalier with the Emissary archetype with a small race. I think it could be really good at defense (and maybe battlefield control) and have excellent damage output.
Eben TheQuiet said wrote: Which begs the question: will you be staying at level 3-4 through the whole tower-climb? Or will you advance in level as you go upwards? And to what character level do you expect to advance? The game will probably make it to level 20. We would go up a level each time we go up a floor of the tower.
The Attribute system is a little strange for my group. We get 80 points total to spend, with each point being worth one attribute point. Stats cant go below 6 and can't be higher than 18 before racials. So a str of 8 means you spend 8 points and have 72 to spend everywhere else.
The saves issue is intriguing because most saving scenarios (not all) come from spells in normal games. Potions are readily available if you have the cash, and I assume there would have to be a paladin for healing.
Alchemists are legal, although I have decided not to play one, but don't let me hinder anyone's creativity because of my choices. Guns are treated as rare magic objects(the DM would prefer not to deal with them). Gods they just intervene via spells otherwise they are still worshiped (I would say its like real world religion).
I'd save it for a situation where you would need an emergency heal or restoration.
I'm playing in an upcoming game that has the limitation that none of the PCs play a class that has the ability to cast spells (Archetypes that replace casting are acceptable, SLAs from class or race are acceptable). Enemies won't have casting abilities either. So here's my question: If you were put under these rules what would you choose to play?
Assume that no information is known about other party members, all races are available, stat array is 18,16,14,12,10,8, and a starting level of 3-4. Terrains are varying (essentially we're climbing a tower of baddies with skill based puzzles and each level will be a different terrain type.)
@MC--I was thinking a tiefling with the paladin FCB that adds level to self LOH. Wands will be available as will potions, that coupled with channeling, I think I'll make a decent healer. Witch is actually kind of harmful for this campaign as I lose a BAB for a hex and no spells.
@Byrdolgy- I don't like dwarven paladins because of the CHA dip, so i think WOHL will be best. I'm considering fey foundling a level one, but Extra LOH is very central to the build.
I'm playing in an upcoming game that is modeled of of some anime (the name escapes me). The only rule that is different than traditional PF is that characters cannot cast spell (SLAs are fair game). This is going to be a very martial campaign. My first thought is making a paladin, but I have to dump the spells. My two archetype options for doing so are the dwarven stonelord and the warrior of Holy Light. Does anyone have opinions on these archetypes?
For build details, I was thinking of a very tanky character who uses LoH to stay alive as long as possible.
What would you say about dumping strength to 10 and making a weapon with the Guided enchantment? It lets you shore up some of the other ability scores.
In battle it'll be primarily blasts and battlefield control.

Me and my group are running a PVP campaign in a few day where each person plays as a caster that essentially summons a great hero from history to fight alongside them. I built a Razmiran Priest archetype Sorcerer (Because the character style I randomly drew was that I was abused by a cult as a child and I thought the archetype went well with it) and a barbarian. The Sorc took leadership and I'm using it to get a scouting druid. Basically, I want the druid to fly above the field in combat and cast from above. I didn't like the limitations to the animal companion that the Eagle Shaman archetype offered so I chose to go with a Sylph Sky Druid instead. I took a the Animal (feather) domain for the perception boost and a Roc Animal companion (my plan is to let the Socr ride the roc while the druid flies as a bat or eagle). The Cohort is level 12.
My Feat Choices are:
1. Natural Spell
3. ????
5. Boon Companion
7. Wild Speech
9. Quick Wild Shape
11.????
First of all What can I do to optimize the sky druid? Secondly, what should I do with my 3rd and 11th level Feats?
tl;dr Is the Sky Druid archetype any good and what types of feats would compliment it?
I'm building a Sorcerer for an upcoming campaign and I'm using the Razmiran Priest archetype. Essentially the character was involved in a cult as a child and is good at pretending to be a cleric. What type of bloodline(s) would be good for this character?
I'm running a kingmaker campaign soon and I want to run a permanent DMPC. Currently the group is a Paladin, a Cleric, and a Master Summoner. I'm opposed to running a wizard because as the DM I don't want to be the main problem solver. I'm also not really excited about running a rogue or bard because i've played several of them in the past. Any Suggestion? All books and races are available.
I think I would start with a level of Barbarian and the a level of alchemist to make up for the low stats.
I like the idea. I've been looking for a way to make the cleric less boring.
Monks can't flurry in armor you you won't want to drop the wisdom too low
I'm Applying a giant template to a PC
Quote: Quick Rules: +2 to all rolls based on Str or Con, +2 hp/HD, –1 penalty on all rolls based on Dex.
Rebuild Rules: Size increase by one category; AC increase natural armor by +3; Attacks increase dice rolled by 1 step; Ability Scores +4 size bonus to Str and Con, –2 Dex.
I'm a little confused about the language of the quick rules. Do I add +2 to both Str and Con, or do I pick one? The only thing that makes it confusing is that the rebuild rules add to Str and Con not just one or the other.
We have to Multi-class, so we just use the class features from those classes. I know it seem high-powered, But the GM assures us that it will still be challenging.
I've been given a chance to build an epic level character for a romp through hell. The rules are that we gestalt for 20 levels and get an additional 12 levels to add to one side of the gestalt. We also have access to all 3rd party material on the SRD. Any 3rd party classes I should consider?
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I would also accept prestige classes for this challenge
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