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).
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 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:
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.
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.
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)
I'm thinking of starting as a Half-Orc Lore Warden 2/ Invulnerable Rager 1.
My feats by level 3 are:
Ultimately I want to take the stalwart feats and Come and Get Me.
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'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?
@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.
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
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'm Applying a giant template to a PC
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.
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?