My Half-Orc Redeemer Paladin was quite happy with his new boobs.
Seriously, I am so friggin pumped for this AP.
Dammit, I hope the Guide to Numeria book has a ton of stuff in it (new magic items as well as tech, new archtypes, etc). I'd really love something as flavorful as the Viking Archtype from the Reign of Winter campaign, you know?
Also, I sincerely hope that we see not only the Black Sovereign, but also in the Guidebook we see at least more public players of the Technic league itself, as well as their enforcers (beyond the Gearsmen).
Dammit, the possibilities for this are so many and so vast. The city of Starfall itself is awesome.
Also, will varying tribes in Numeria be detailed, as well as any groups that are resisting the Technic League and the Black Sovereign? Maybe some groups that are competing with the Technic League for his favor?
Would also love to see in this campaign the option for getting the Black Sovereign off his ass and back to conquering and unifying Numeria under one rule. And then going from there and taking more and more!!!!
Wow, I am definitely late to the discussion on this one.
I do love the Bloodlines that are available, tho as everyone points out they're all not balanced in the least, I'd love to see some other bloodlines become available as well, such as Orc because I've always felt that Orcs were their own thing really, and I think it would be awesome to have a bloodline that epitomized the brutal warrior in his very essence the way the Orc Bloodline for the sorcerer does. Actually, a combination of the Abyssal Bloodline and a bump in fire resistance and damage reduction, or a custom spell like ability that can only be done while raging, similar to a heavily buffed transformation spell, would be pretty damn hardcore. Maybe too hardcore, but I digress.
I'd also love to see some bloodlines get further modified. For instance the Undeath one. I'd rather have the capstone DR become 10 rather than 8. Would certainly make it more viable one than it already is. But beyond that, I'd also like to see more choices in terms of Bloodline spells. Instead of 1 automatic bonus spell, you have a choice between 2 but you must choose 1 of them. Maybe something that's distinct for that Bloodline entirely, I dunno.
People have been talking about changing the parameters of the bloodrage itself, having it bring up Cha instead of Con, and I don't think that's the right way to go with this one. I've been looking at the big guy more like a barbarian with some added abilities but no access to rage powers. Bloodrage in that way makes perfect sense in my twisted logic. On the other hand others have said make him use Con instead of Cha for casting like the Scarred Witch Doctor. I'm not a fan of this because I feel the point of the Bloodrager itself is to present you with challenge as to how you build your character, what you focus on, etc. Plus, Scarred Witch Doctor's ability is way too damn hardcore for a full BAB class I think, and it takes away some of the witch doctor's uniqueness.
I think also greater feat selection would be pretty good for the Bloodlines feats. There's not enough variety of them atm. 7 total, choose 5... meh, the list of total feats is huge.
For instance, if I had to create the Orc Bloodline (wink wink) I'd definitely go with feats like Diehard, Endurance, Toughness, Power Attack, Improved Overrun, Charge Through, Elephant Stomp. Like the Orcs themselves, it's all purely physical. I would think their bloodline powers would certainly be in tune with that as well, with abilities that buff morale bonuses and grant larger temporary health increases or buff damage reduction, with a capstone ability that grants the wielder an additional attack at full BAB in a manner similar to haste, and increases his morale bonuses each time he takes a hit in combat, to a somewhat absurdly high max (which in a way is similar to Fury Born weapon quality, which I believe began in the Orcs of Golarion book). For example, at level 20 he makes an additional attack at his full BAB as if he had haste cast on him and every time he takes 10 points of damage, his morale bonuses increase by +2 (to a max of an additional +10 or something, but prolly way too overpowered because it doesn't require that his hitpoints stay low). I'm sure someone could think of some better stuff, but this is all just off the top of my head.
Anyway, what sort of racial bonuses per level are we looking at with this? Has anything been decided yet? These mixed classes could have the awesome opportunity to have an either/or type choice for characters (like half-orcs get +1 round of rage or +1 point of fire damage to a spell or ability, or something else I dunno).
Well, first, you should change some of those sneak attack dice rolls to D8 because that's what a skulking slayer does with when using a 2 handed weapon.
Also, you should do progression of Skulking Slayer/Scout instead of just Skulking Slayer.
So, as a mounted cavalier, you'll also be doing sneak attack damage when charging. Which is awesome.
With regards of what class you should return to after all's said and done, I'd suggest the following:
Order of the Sword (this is because I figure you'd be mounted often, or nearby your mount anyway).
I'd suggest the following level progression for early stuff (so you can get surprise follow through for Skulking Slayer by the time it gets available)
Edit: I'd also suggest taking the beast rider feat. Would definitely sync up with the beast rider cavalier archtype. Beyond that, if you use a lance, consider taking Impact on it, massively increases your damage dice on the charge man!
For survivability go with half orc and go the route of deathless feat tree and anything else that keeps you alive and kicking (Tenacious stuff, etc). Half-Orc is really one of the best races out there for that stuff, if not the best, and can take anything physical a guy throws out and still keeps kicking.
Now, your GM said core races only, but not necessarily core book only, so this could be a good idea for you if you have a problem with staying alive.
That is really an interesting build right there. Pretty wild in fact. But using the net and the light shield, would that mean my build would in fact be dex based and not strength based?
Where are you getting Morale bonuses stacking and not stacking in my case?
Amplified Rage -Increase in morale bonuses to Str and Con by +4.
Courageous adds 1/2 the enhancement bonus of the weapon to any and all morale bonuses.
What's not stacking in this? You have with mighty rage +8, then +4, then +3 from courageous. That's +15, so what's not to love about it?
Taking a look at the Myrmidarch archtype, and it seems pretty cool, but everybody says how it's a bit cracked or whatever, according to the boards.
Now, from what I understand, it's more of a fighter type than a caster type, due to weapon training and lesser spell progression. From what I've gathered on the boards, people want Ranged Spellstrike to work with longbows, but apparently it won't because two handed weapon and all, among other things (actions for spellstriking, etc limiting it further).
Has anyone considered that the Myrmidarch is primarily a melee fighter with the option to have some ranged abilities? Has anyone also thought about throwing weapons for this class?
An idea I've been thinking about is an Oni-Spawn Myrmidarch Magus who has been adopted by dwarves (a battlefield orphan, but his adoptive father couldn't bear to kill him due to the loss of his own sons). This gives him access to the dwarven waraxe as a martial weapon. Give him a throwing returning dwarven waraxe and how does that work with regards to ranged spellstrike and melee spellstrike?
I would figure it could make him a bit more viable with ranged vs melee, but I have no idea really. I've never even touched Magus so I've no idea what, besides Str, Con, and Int, I'd focus on. Feats, abilities, all of that.
How does the below look by way of feats?
Feats (In no particular order)
Also, I don't see a reason why you wouldn't be able to use Touch of Rage on yourself.
The thing about those feats I have is that, besides grudge fighter, you also have reverse feint if needed, which brings my to-hit to +6 (+4 morale and +2 untyped) on average and my damage rolls +4 morale bonus and +1 trait bonus.
Not only that, but reverse feint is essentially a move action for a proppa smack back, not a bad exchange really. You get into some of those enemies that have just huge hp bloats for whatever reason and this could definitely be something that could help out with whittling him down.
And Vicious I'd rather not get. The reason? Well, I'm already gonna take a ton of damage, I don't need anymore.
I thought about Destroyer's Blessing and Eldritch Heritage both.
I didn't really feel that Destroyer's Blessing would fit with this particular character, and really I only took those feats and rage powers because without them, a Barbarian is no where nearly as good (plus not much with regards to rage powers really enhances morale bonuses to attack or damage rolls that I saw anyway). Plus, while it's a good way to regain rage, it's not the way that I chose for this character.
With regards to Eldritch Heritage, it's nice and all, but it's waay too feat intensive for my guy I think. Plus, he'll become MAD. The size bonuses are awesome, don't get me wrong, but Touch of Rage is only 1 round, and yeah it's usable 3+ch modifier, but what could that be, max, maybe 7 times per day? And Giant Form, the size bonuses once again are amazing, but still, usable in 1 minute increments and limited in uses per day.
My morale bonuses to damage and to hit however are usable always, and while they're not as much as touch of rage, they are pretty good anyway. Now, granted I'm kind of nitpicking here, but really, I like the idea of my guy being able to use his guns anytime he wants to rather than saying 'Well, this might not be my hardest battle today, so I better save it up' or something similar.
Inquisitor, Viking Fighter, Savage Skald, Myself, Ragechemist
And we're all Orcs/Half-Orcs.
May I ask why half-orc versus full orc? The orc is the only one that can get reverse feint, that's why I chose the Orc.
Ahh, this is more towards a straight (or damn near close to it) barb that I'm going for.
And I didn't choose Dragon Totem because it's requirement is Intimidating Glare and Animal Fury. It's just too big of a sink for me, in my mind. That's pretty much it really.
I don't think there is a known list that shows everything complete, but if you were to look, I would suggest pathfinderwiki or some other such site. It also depends on what your characters consider guilds. Mercenary companies can count in some respects, so consider those as well.
I've seen raging brutality, and I gotta be honest I'm not a huge fan. It is good for damage, no doubt, but it kinda seems to use too much rage for a single hit. And my character needs to save rage because it'll be the way he helps mitigate murdering criticals (he'll have a ton of rage rounds, but he'll be using it constantly in combat and so he'll need to at least have something to help out) and his way of regaining it is by getting hit first and then smacking them back. Just fits for his character really.
And Guarded Live/Greater only work when you're at 0 or in the negatives.
Plus, if he does start to go below 0, then that's what his ferocity is for. Gets Ferocity on, drinks a potion, gets healed, and bam he's back in it for another round, all without worrying about the rage-unconscious instant death problem us barbies normally have.
As far as Ranged goes, give him a +1 Composite Longbow and he'll be fine. Ranged is only a secondary thing for him.
Besides, if I were THAT concerned about damage reduction, I could simply take Bolstered Resilience. Resilient Brute, I'll be honest, is pretty damn good on it's own though. Yes, it's a once per day ability, but treating half damage against you as non-lethal after the enemy confirms a critical against you can certainly save your ass.
Was taking a look at some of the feats, traits, etc for Orcs and damn, they have some really tough stuff. The build I'm working on ATM is basically a straight up barbarian (no multiclassing or anything) and man, his philosophy is basically 'If I don't kill you with the first swing, I'll do it with the second, third, and fourth.' I'm talking pure power, that's what I'm going for. Pure power all the time.
Traits- Mindlessly Cruel is the one I'm going for, just for that extra +1 of damage. Optimistic Gambler is to allow for any Morale Bonuses I have to last longer.
Class - Invulnerable Rager. Why I'm using this class versus others will become obvious shortly, but the reality is I'm going to need all the damage resistance I can get.
Feats (In no particular order)
Rage Powers (In no particular Order)
Now, essentially what I'm going for with this character is the type that gets really really angry when you invade his personal space. Also, with some of these powers and feats, he can definitely be a battlefield controller. The interesting thing about him is that he has the opportunity for heavy damage bonuses when using a +4 Furious Courageous weapon, reach or close (would use obvious Greatsword for close combat or Heavy Flail depending on my mood, and for reach I would figure on a Bardiche, because it's awesome and essentially a big axe on a long shaft, which is Orky enough I figures).
However, I've never really built a character like this before, so I could really go for some advice. My big stats are going to be Str, Con, and Dex (prolly in that order) and everything else being secondary.
With this guy, every time he's hit, raging or no, he has the opportunity to get morale bonuses on his attack and damage rolls, meaning that his courageous weapon will be adding a bonus on top of that. So, he'll be getting out of his +4 weapon when not raging a +3 Morale bonus to damage and attack rolls. When raging and furious, that increases to +4, which is overall damn good. Now, when using that coupled with his Reverse Feint and Mindlessly Cruel trait, he gets a +4 Morale Bonus to Hit and Damage, a +1 trait bonus to damage, and a +2 to hit bonus, so +6 to hit, +5 to damage (unless I'm doing it wrong, which I may be). That's not counting his other damage bonuses from Rage and natural strength (I'll be playing with a Viking that has warleader's rage and an Inquisitor, all of us need Amplified Rage because of it).
The only problem is that he'll be constantly taking damage in order to get these morale bonuses. That's where those Ferocity traits come in, as well as Resilient Brute. With his Damage Reduction, he'll shrug off a good bit, but a critical, even with half sent to nonlethal damage, could potentially be deadly. Ferocity means he'll continue raging if he reaches the negatives, and the others are there to help ignore and mitigate damage further, etc.
Rage rounds shouldn't be too much of a problem. He's an Orc and they're naturally a pissy race. Plus, that's also what Fueled by Vengeance is for anyway. You hit me, I hit you back and get super angry at the same time.
Anyway, any help or advice or criticisms (even if it's just to say Major_Blackhart is a horrible human) is welcome. But I am sensitive.
Well, I can't speak for your characters, but I can certainly give an example of one I created:
All in all, one of my more memorable characters, as well as extremely difficult to play (challenging really) but damn it was fun.
Things to remember about the World of Darkness, depending on the time the game takes place:
We always played it that the shards don't necessarily exercise control over the individual, but rather the effects of the curse reinforce certain negative emotions, but the effects on the cursed individual would be like a heroin addiction. They form a real emotional attachment to the shard, just being near it, and as a result they suffer symptoms of withdrawal if taken away from it.
Also, you have to begin to wonder if not only has Xin gone insane, but has his way of thinking changed dramatically in 10,000 years time?
You have to remember that, despite his devotion to the seven virtues, Thassilon was in his lifetime built upon the backs of slaves, both giant and human. Despite all his intentions for goodness, etc, he still believed or at least allowed slavery within his realm.
There's also the fact that Varisia is home to a TON of giants, giants of all sorts. Now, the rise of Xin might in fact give rise to giant armies returning, either under the thrall of Xin and legions of loyal rune giants, if they side with him, or as unified tribes devoted to defeating Xin at all costs to ensure they remain free.
And then there's also the normal folk. Some city states might not be in a position to put up much of a defense, but others like Kaer Maga will certainly resist all attempts at conquest unless Xin can work his silver tongue. Indeed, there's also Cheliax to consider in this equation, as well as Nidal and the Linnorm Kings.
How many of them will sit quietly while a mechanical army rebuilds an ancient empire right on their doorstep? Certainly Cheliax, with its ties to hell, would see a reborn Thassilon, ruled by an incorruptible and immortal emperor, one who has a real mandate to rule based on wisdom, age, intelligence, knowledge, ability, and might, as a real enemy that needs to be taken care of post haste.
How long will it take for both Qadira AND Taldor to capitalize on that? What will the effects of Xin's rise to power and rebirth as Emperor of New Thassilon have on the dozens of smaller countries in between? He came before all of them, a relic of the past, and perhaps the light to lead humanity in a new direction. Andoran, Druma, Molthune, Lastwall, Belkzen, Ustalav, and everything else. What will their reaction be? How will Xin view the ascent of an Azlantian to Godhood, since it certainly was before his time. Will he attempt the starstone quest himself? Will he recognize the mortal gods of humanity, or even the current pantheon? What about Lissala? Will she return to Golarion? Will the seven virtues replace the garbage and muddled messages that permeate everywhere? A revival in her faith perhaps?
These are definitely questions that you guys should ask yourselves for your game what you want to do. A long thought dead ultra powerful emperor rising from the ashes with a clockwork army many tens of thousands strong certainly changes the dynamics of the inner sea region, and it's something that could be played out awesomely if you like.
Can insanity be cured?
James Jacobs wrote:
You know I'm dying on the inside, right?The suspense is killing me.
But eh, hopefully this wasting disease won't take me before the AP is released.
Eh, the dude can't stand to be bested. He's like Walter White in that his ego fuels everything with him.
One of the things I actually did play as was an Orc Rage chemist who eventually found a GM approved piece of technology from Numeria (we were in the river kingdoms, so it's not far fetched) that essentially functioned like Banes mask from the batman movies.
He eventually became totally psychotic as a brutal hand to hand combatant that used a decked out Amulet of Mighty Fists (in his case Monstrous Fists, hehe). Add to that the Savage Skald bard would, after he took his meds, rage him up like a fiend, his furious courageous amulet basically made his strength and con completely insane, with attacks that were utterly devastating.
James, I gotta say, I love you in a completely hetero way for all of this.
Also, will you be making Kevoth Kul's stats appropriate for a charismatic Conan-like Barbarian warlord? (basically all stats very good for a human)
In a way, that's how I see him, although at this point he's a bit sidetracked with the fun the technic league will be offering him.
Also, will new prestige classes and archtypes be available for play before this is released? Like how Viking archtype was released before the Baba Yaga campaign?
Will there be some sort of guide to Numeria and other barbarian wastelands that border it (such as the realm of the mammoth lords to a lesser extent) similar to the People of the North?
I mean, yeah, Kellids are kellids are kellids, but at the same time, these Kellids have adapted to fighting the technological monstrosities of the Technic League time and again. They gotta have some abilities and skills that they've honed over the centuries, passed down from one generation to the next, that's helped them survive.
Plus, it's not just Kellids, but also Varisians, and anyone in the neighboring River Kingdoms.
Dammit I am so friggin pumped for this, I completely hate you guys for telling me that this won't be completed until December 2014.
EK is pretty good I think, you just need the right kind of fighter to go with it. And yes, I mean fighter, as I definitely think that's the martial class to go for with this one.
Also, look to the guide here to making a good EK as well.
I was looking through the NPC Codex, and I saw that Valkyrie chick and got inspired. My group is doing another hardcore Prestige class game, so I was brainstorming on something really interesting that could possibly go well with the Battle Herald and the Rage Prophet we're building as well.
Does this mean that with 10 levels of Chronicler and 4 of Savage Skald, I'll be able to get the Berserker Gang performance? It would be nice, giving me 6 levels of Viking. Yeah, we're gonna go up to 20 for this one.
My characters load out in weapons is the following: Longsword, Heavy Spiked Shield, Chain shirt. She'll be a mean as hell half-orc with an inspiring voice like a volcano.
My feat load out I'm unsure of currently. Whenever I've done a viking I've always gone all out in intimidate and shield bash feat trees, leaving very little left over. This time, I'll probably focus on Intimidate and that will be it. Overall, won't be a bad class. I'll have some rage rounds, some rage powers, and some mild magic and I can modify the abilities of the group.
What do you guys think?